What happens when Mark and Lee start talking about making Settlement activities more interesting and persistent in Early Enrollment? For a game with territorial control as a central design principle, our Minimum Viable Product had a noticeable lack of territorial conflict.
Sometime in the fall of 2011 I first started talking to Lisa Stevens and her team at Paizo about their plans for Pathfinder in the MMO market. Within a few months we had decided to create a plan to make an MMO, and begun writing up our ideas about how it would work and what kind of experience we wanted players to have.
The River Kingdoms Are Alive With The Sound Of Music!
That is if you think the sound of people swarming into the map to claim their spots on the Guild Land Rush Leaderboard is music - and let us tell you, it is sweet, sweet music to our ears!
This week we're going to highlight more information about the crafting system. We know that crafting is a huge topic and something that a lot of people are really interested in learning more about. As we move closer to beginning Alpha testing we are now beginning to implement all the pieces of tech and game design that have been built in parallel but not integrated up to this point into the client. We are finally reaching the point where it makes sense to talk about these systems without having to use so many "we don't knows" and "that's still being worked on", etc.
During the 2nd Kickstarter we had a promotion for Guilds to compete for spots on the map for the initial Settlements. Through that promotion we were able to engage with more than 100 Guilds and get several hundred people to participate in the Land Rush Poll.