CCP Rattati
C C P C C P Alliance
27702
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Posted - 2016.09.15 08:29:00 -
[1] - Quote
- ETERNAL, death is just a means to an end, persistent character progression through the infomorph and clone interaction - EPIC, and the world does not revolve around you, you are a tiny forgettable speck - dystopian galaxy at PERPETUAL WAR - REAL, endless character, lore and backstory, names have a meaning, references are real - SELF, ownership, you own your stuff, your story, your progression, collective ownership and achievements - CHOICES, again progression, friends, foes, factions, allegiance, playstyle, strategy, tactics
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
27711
|
Posted - 2016.09.17 10:08:00 -
[2] - Quote
Avallo Kantor wrote:Trying a bit to redirect the conversation back to it's original point, I'd like to argue the merits of why getting the feel of New Eden is so important, and why it's a thing that players can help out with. It is important that mechanics help bring the feel and theme of a game to life, instead of the two being created at separate points. (Often with mechanics before theme)
This can cause imbalances or inconsistencies in the narrative / feel of the game which generally detract from the fun and immersion of the game.
NOVA has the clear advantage of having two games worth of prior experience to establish the mood, feel, and themes that such a game should adhere to, as well as certain mechanics that help to enhance that theme. It is important then to distill those themes down as much as possible, preferably to a small list of bullet points (like what Rattati did) to keep in mind.
Then from those concepts and themes, mechanics can then be developed that tie into those themes. For example, if a theme is to feel a sense of "SELF" where things you own are important to you then mechanics that make you feel less ownership over things would harm that notion. As a minor example free vehicles spawning on a map would harm this as it does not grant a sense of ownership over things.
To continue on my line of questioning, let's look at a comparison. DUST and STAR WARS BATTLEFRONT both have "load out" systems. Here defining a "load out" system, as some mechanical system that allows you a difference in kind of gear and tools at your disposal that differentiates one load out from another in feel and mechanics. However, DUST managed to make fits feel unique or special to the point that some players considered a fit to be "theirs". Meanwhile, Battlefront did not grant this same sense of ownership despite also having the same mechanical system in place.
What was the difference that made one feel like New Eden, and the other... not?
Exactly, these pillars should guide our development.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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