Add new comment

Re: The evolution, from the "mechanics" to the "metaphor"

And how you justify the development of such a system if it loses its weight after the first week?

Simply put: immersive games lead to stronger bonds. They communicate more efficiently.

So lets use the conquer and upgrade model for encampments. This doesn't mean you won't still try to sneak through the brush to ambush a city rather then rush head first down the road. This system lets the world comunicate with players about whether or not the area they are in is busy or deserted. Whether or not the paths become worn down is a matter of volume and time. In PvP you would have to choose the path you took wisely or you could give away the movement of your party. If your spoted by the enemy and trying to run away they might follow the trampled grass through the field only to run right past you. Short term trails effect the now and fade quickly while the larger routes eventually adapt to the purpose the players choose.

The reclaimation of unused lands by "nature" is just important as the trampling effect. It shows players where the least used spots are and encourages them to explore again after the area has faded from memory.

"Where does that old road lead?"

"There used to be a small dragon down there, but people stopped hunting it after the war started... I wonder if it's still there"

Reply

You are not authorized to post comments.