A great fifteen minutes of Ashes of Creation footage from the game’s ongoing Alpha Zero test was posted on IGN this week, and it made for some serious eye candy. It’s still very early in the game’s life cycle at this point, but check out the video above for an early glimpse into how the…
Note: the following article originally appeared on AshenFoundry.com. It’s been just three short months since Intrepid Studios’ wildly successful Kickstarter campaign closed, jolting the development of Ashes of Creation fully into gear. Even knowing that development had been underway in a limited capacity since February of 2016, when I heard the game would be making…
In Ashes of Creation’s world, nations will ebb and flow and rise and fall, their vicissitudes commensurate with the greatness or insignificance of the players who comprise them. The actions of friends and foes alike will carve the history of the game’s worlds – and that’s the very specific part of Ashes of Creation I’d like to unpack today. It’s not just the actions of friends that will shape your experience, but enemies as well.
As a long time fan of the original The Secret World, I jumped at the opportunity to get my hands on the beta for the game’s upcoming relaunch as Secret World Legends, even though it’s now distressingly liberated from its former article “the”. And when I got the chance to have someone from Funcom come along to show me the ropes, well, that was even better!
One of the biggest and most impactful changes to MMORPG design over the last decade is one that’s gotten remarkably little attention: the shift from skill based character progression to character level based progression. This was a shift that brought with it not just significant changes to the way characters are progressed and designed, but a mandate on the types of content that an MMO’s virtual world would offer going forward. As its grip on MMO design coalesced over time, I would argue that this mandate has largely resulted in consequences that did more harm than good.
One of the more surprising developments in my recent check-in with Crowfall was just how much the game’s starting experience feels like a survival title these days. Now that’s not to say that it doesn’t also feel like an MMO, but from the very beginning, when you start with nothing and have to forage to craft your first items, to the very end, when neglecting your hunger meter can severely impact your gameplay, the influence of the burgeoning survival genre can be felt. Even knowing it would be there, just how prominently it features still managed to take me by surprise.
It was March, 2015. The beginnings of what would turn out to be a prolonged contraction of game development in the MMO space were starting to become apparent, and the throbbing disappointments from the rote, development via mad-lib style themeparks of the past were still fresh in mind. I looked desperately for something new – and that’s when Crowfall made its debut.