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Tuesday, June 13, 2006

What is a good game, Part II

In our last post, we discussed some of the role playing aspects that make a game good. In this part we will start to take a look at what aspects of combat make for a good game, specifically role playing and combat.

Many games PvP combat, or PK, is either a side thought or the only thought. In Ilyrias it is a major aspect of the world, but not the only one. The problem with this kind of system lies in how does one produce a combat driven world, but still keep role playing as a major aspect? At first glance that seems simple, but when you actually look deeper it turns out to be not so easy. Players are competitive by nature, and many times will give up other aspects of a game just to "win" it. That means role playing often gets kicked to the side, just so one can become the best combatant.

There are a few ways that we have tried to correct this, all gleamed from our experiences in other games.

The first is how to fix what is known as "guild hopping." In many, if not most, games your skills are broken up based on what guild or class you are in. Doing this has many advantages, such as easier to keep combat balanced, but has some down sides. The major downside is that players will often switch to the guild they "think" is the most powerful. Not all players, but those that are highly into combat will often give up the role play of their character in order to achieve the most "combat power."

How to fix that? Well as we mentioned in our previous post, we don't have guilds and classes in the traditional sense. Every player will have 13 "skill slots." Ten will be for "general" skills, and three more for "professional" skills. Doing it in this way is obviously harder to balance, but allows players to keep within the character they have designed, and still switch their skills around as they wish. An extensive skill system, or classless system, like this should not only help keep people true to their characters, but also foster more role-playing opportunities by allowing you to make the character you always wanted.

Keep an eye out for our next article where we will be discussing our system to help curb excessive player killing, and help keep PvP within the realms of role-playing.

Persistent Realms LLC Development Team for Ilyrias, the Aegadian Isles.
Contact us via comments or visit our forums.


Anonymous Fearion said...

One concern I have is that players that want a tradeskill will have to sacrifice combat abilities. We might see people who have chosen multiple tradeskills, who are completely useless fighters. One good thing about a game like Lusternia is that you can have a tradeskill, and still be as adept at combat as everyone else, if you choose.

If Baram has three combat skills, and Fearion has two tradeskills and one combat skill, would I not be a less-skilled combatant, as I have 1/3 of the available options to combat him with? I may be able to make a decent amount of gold, but I'd never be a good fighter. Baram, however, would be (assuming decent player skill in mud combat) a decent fighter, but could never make any items himself.

Thoughts or comments?

12:11 PM  
Blogger Ilyrias said...

As was mentioned on the forums, there are times that having only 2 combat skills won't make you weak. That is common in Achaea, such as knights only having 2 combat skills.

Also keep in mind, that this is a players choice. If someone doesn't want to fight, they could choose to take 3 trade skills and be a merchant, paying fighters to be bodyguards if needed.

Persistent Realms LLC Development Team for Ilyrias, the Aegadian Isles.
Contact us via comments or visit our forums.

10:29 PM  

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