Snail Games has re-revealed Savage Horizon, which has been in development since 2005, as Dark and Light. With the new name also came an upgrade to Unreal Engine 4.
<snip> 3. When players create a character, the system will generate an unique growth path for them. All players will get to try out the various battle and life classes at first in order to allow them to choose a class most suited for them to progress. Eventually, a well-trained character will be a sword-wielding warrior who is able to throw fireballs in the middle of battle!
<snip>.
Focusing on this one specific point here.
The 'well-trained character will be a sword-wielding warrior who is able to throw fireballs in the middle of battle' sounds too much like the developers are embracing the tank-mage syndrome. I am wondering how they are planning to encourage interdependence between players, rather than having everyone attempting (and partially enabled) to take on the world by themselves. At a cursory glance, it appears to be a very solo-heavy design strategy. How will this game encourage groups when everyone can do everything?
Logic, my dear, merely enables one to be wrong with great authority.
Snail Games has re-revealed Savage Horizon, which has been in development since 2005, as Dark and Light. With the new name also came an upgrade to Unreal Engine 4.
<snip> 3. When players create a character, the system will generate an unique growth path for them. All players will get to try out the various battle and life classes at first in order to allow them to choose a class most suited for them to progress. Eventually, a well-trained character will be a sword-wielding warrior who is able to throw fireballs in the middle of battle!
<snip>.
Focusing on this one specific point here.
The 'well-trained character will be a sword-wielding warrior who is able to throw fireballs in the middle of battle' sounds too much like the developers are embracing the tank-mage syndrome. I am wondering how they are planning to encourage interdependence between players, rather than having everyone attempting (and partially enabled) to take on the world by themselves. At a cursory glance, it appears to be a very solo-heavy design strategy. How will this game encourage groups when everyone can do everything?
Hopefully being a hybrid means you are only average at certain things, but a pure archetype gets more abilities and stronger attacks. If you can be the best at everything that is fail design.
Whatever the game turns out to be, I'm just happy there is a prospective MMO to look forward to. Even if it's another flop, it's still gonna be interesting for the first couple months I guess, that's better than nothing.
Soon as you say Snail games, you immediately have to take a step back. Just a horrible publisher. Expecting anything good to come of this is really a stretch.
i might check it out, gotta be better than the original and i love the one huge virtual world concept. even if it does kind of suck, it may be interesting for a while.
Snail Games has re-revealed Savage Horizon, which has been in development since 2005, as Dark and Light. With the new name also came an upgrade to Unreal Engine 4.
<snip> 3. When players create a character, the system will generate an unique growth path for them. All players will get to try out the various battle and life classes at first in order to allow them to choose a class most suited for them to progress. Eventually, a well-trained character will be a sword-wielding warrior who is able to throw fireballs in the middle of battle!
<snip>.
Focusing on this one specific point here.
The 'well-trained character will be a sword-wielding warrior who is able to throw fireballs in the middle of battle' sounds too much like the developers are embracing the tank-mage syndrome. I am wondering how they are planning to encourage interdependence between players, rather than having everyone attempting (and partially enabled) to take on the world by themselves. At a cursory glance, it appears to be a very solo-heavy design strategy. How will this game encourage groups when everyone can do everything?
Hopefully being a hybrid means you are only average at certain things, but a pure archetype gets more abilities and stronger attacks. If you can be the best at everything that is fail design.
The quoted feature is listed in 2011 design and no longer relevant for the 2016 version.
"A game is fun if it is learnable but not trivial" -- Togelius & Schmidhuber
Snail games. oh this is going to be quite predictable, looks good, shallow as a bird bath, cash shop in your face and more grindy than a red light district.
Comments
Good luck.
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The 'well-trained character will be a sword-wielding warrior who is able to throw fireballs in the middle of battle' sounds too much like the developers are embracing the tank-mage syndrome. I am wondering how they are planning to encourage interdependence between players, rather than having everyone attempting (and partially enabled) to take on the world by themselves. At a cursory glance, it appears to be a very solo-heavy design strategy. How will this game encourage groups when everyone can do everything?
Logic, my dear, merely enables one to be wrong with great authority.
My Skyrim, Fallout 4, Starbound and WoW + other game mods at MODDB:
https://www.moddb.com/mods/skyrim-anime-overhaul
"A game is fun if it is learnable but not trivial" -- Togelius & Schmidhuber