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Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Taking Inspiration from other games (Parlor Games: Puzzle Pirates)
walalaboom
Member
Hi Everyone,
Steven once said in an interview with Asmongold, he has "taken inspirations from the many mmos/rpgs [he] has played in the past...Each of which contains some reference to a system that is in ashes that [he] thought did well...Why not combine all these systems together into a game that represents...a direction [players] want."
By the same token, I would like to see AOC take inspiration from many of the games I have played in the past. Starting with in the category of Parlor Games, which plays a big part in fostering a lively social environment and economy for the game. I think a great example of success in this category is a game called Puzzle Pirates.
Puzzle Pirates is just what it sounds like. It is a role playing game where players are pirates fighting for fame and fortune in the 7 seas. At its core, the gameplay revolves around puzzles. For example, the naval navigation and combat system is essentially a live puzzle: https://yppedia.puzzlepirates.com/images/3/3a/Seabattle.png
But besides the naval combat, I really enjoyed the parlor games which take setting in the Taverns/Inns of each island. Some notable games are Treasure Drop, Sword-fighting, Poker and Carpentry, which are all skill based games that pit players against each other in an epic battle of wits.
I think some key design features we can learn from Puzzle Pirates are as follows:
1. The puzzle standing, fame, reputation and rank systems. They help to create degrees of freedom to access and ability to wager. https://yppedia.puzzlepirates.com/Rank
2. Badges, which provide access to in game activities at a monthly cost (in game currency) as a way of controlling number of participants and generates economy. I also think it discourages griefing plays. https://yppedia.puzzlepirates.com/Badges
3. Jobbing, where players can take on a "job" to participate in a voyage with a crew. After each battle, they would be paid depending on the amount of loot and their own individual performance in the station they are assigned. https://yppedia.puzzlepirates.com/Jobbing
Love to know your thoughts on this and what other games have great Parlor Games to reference
Thanks,
Wala
Steven once said in an interview with Asmongold, he has "taken inspirations from the many mmos/rpgs [he] has played in the past...Each of which contains some reference to a system that is in ashes that [he] thought did well...Why not combine all these systems together into a game that represents...a direction [players] want."
By the same token, I would like to see AOC take inspiration from many of the games I have played in the past. Starting with in the category of Parlor Games, which plays a big part in fostering a lively social environment and economy for the game. I think a great example of success in this category is a game called Puzzle Pirates.
Puzzle Pirates is just what it sounds like. It is a role playing game where players are pirates fighting for fame and fortune in the 7 seas. At its core, the gameplay revolves around puzzles. For example, the naval navigation and combat system is essentially a live puzzle: https://yppedia.puzzlepirates.com/images/3/3a/Seabattle.png
But besides the naval combat, I really enjoyed the parlor games which take setting in the Taverns/Inns of each island. Some notable games are Treasure Drop, Sword-fighting, Poker and Carpentry, which are all skill based games that pit players against each other in an epic battle of wits.
I think some key design features we can learn from Puzzle Pirates are as follows:
1. The puzzle standing, fame, reputation and rank systems. They help to create degrees of freedom to access and ability to wager. https://yppedia.puzzlepirates.com/Rank
2. Badges, which provide access to in game activities at a monthly cost (in game currency) as a way of controlling number of participants and generates economy. I also think it discourages griefing plays. https://yppedia.puzzlepirates.com/Badges
3. Jobbing, where players can take on a "job" to participate in a voyage with a crew. After each battle, they would be paid depending on the amount of loot and their own individual performance in the station they are assigned. https://yppedia.puzzlepirates.com/Jobbing
Love to know your thoughts on this and what other games have great Parlor Games to reference
Thanks,
Wala
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