Gameplay
What are our Design Tenets?
Nostalgia, Familiarity, Timelessness
— Highly referential of classic fantasy themes, tropes, stories, media, and 70s-80s rock album covers
— An art style that leverages the modern engine, but allows the imagination to fill in the blanks
— A world filled with places, races, and classes that feels familiar, yet unpredictable
Simple, Deliberate Gameplay
— Simple, streamlined, strategic combat; reminiscent of classic era MMOs
— Slower gameplay and progression pacing
— Persistence and ongoing involvement with the world and other players pays off over time
Community, Identity, and Reliance
— Adventuring & community are the heart of the game, and focus on single group activities and social experiences
— Classes & Skills are designed to feel familiar, with distinct identities and interdependence
— Even solo play ties into a greater/communal purpose
— World & Starting City designs focus on longevity and long-term utility in order to maintain social friction and mitigate generational stratification
World is Living, Layered, and Mysterious
— A focus on scheduled and ever-changing content & NPC behaviors
— Using time, seasonality, factions, and relationships to maintain a ongoing sense of mystery and discovery
— Many systems are stripped of hand-holding and overt explanation
— A focus on providing discoverable & unique ways to interact with the world and other players over time
Gameplay & systems focus on the follow:
— An emphasis on grouping with one or more other players
— Slower player progression with emphasis on the leveling journey
— Open world design with varied levels ranges in each zone, rather than a linear theme park progression
— “Camping” and pulling in shared zones, rather than running instanced dungeons
— Combat emphasizing preparedness, tactics, and decision making over actions per minute and optimal rotations
— An emphasis on discovering, engaging with, and betraying NPC factions
— A similar fluid approach to player engagement with religion and the gods
— A large variety of tradeskills that tie into factions, player guilds, and player housing
— Spawns, foraging, harvesting, and other discoveries that consider time of day, day of the week, lunar cycle, seasons, and similar variables
— Text-based interaction with the world using dozens of verbs