Patchouli_Knowledge wrote:Out of all of the pictures that could be chosen, why was there one that had an individual that had their gates walled in?
Björn: The way we’re approaching it, the players will need to – through the event and narration system that I was talking about earlier – players will need to get experiences and trigger them in order to advance in terms of learning. How they trigger experiences is far from obvious. It is not simply that you can develop a mechanistic formula for how to trigger experiences because we have hidden a lot of the information on how the experiences are actually triggered. Which will, from the perspective of the player, hopefully, appear as a mysterious thing that simply happened. And people have some idea as to why it happened, because the experience will be related to something that you did in the game.
Like, you can get an experience for chopping down a tree, for example. But you won’t get it every time you chop down a tree, and hopefully, our idea is to allow players to get experiences but it will not allow them to seek experiences in a particularly theological fashion. Which, hopefully, will make the players approach the game in a less mechanistic way because the entire blackbox of how experiences are triggered, is, again, a blackbox. They don’t know how they’re triggered. We hope this engenders a more casual playstyle or approach to the game.
Fredrik: One point I might add perhaps is that, the idea is since not all the characters will have all the experiences, different characters will be meaningfully different.
Björn: Yeah, a lot of the experiences will be extremely hard to trigger and obscure in terms of conditions.
Fredrik: But it’s not as though communities haven’t formed for sure. I mean, every world has had a large community. I think the earlier worlds at least had more communities with a positive influence on the world. For some reason or another, that has declined in later worlds in Haven.
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