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ProjectRPG dropped us a line to let us know about an interview with 'Reclamation' PR Lead, Lyra-Stone:Raven: We have all seen the general Reclamation information released over the past few months. Today I'd like to delve a little deeper into a topic that will interest the vast majority of the MMORPG community. Player advancement. In just about every game on the market today, "leveling" is the primary goal. Is this any different in Reclamation?
Stone: I don't think that it is so much that leveling itself is the primary goal of most games, but more that getting through the content offered is the goal. And with most of these games their content is static, with new stuff available with a patch or expansion. One of the methods for slowing down consumption of content is levels, since it takes a developer months to prepare new content, and literally hours for players to complete it. The only thing to stop immediate consumption of all the content, and therefore limiting their playtime and monthly income, is to throw in some levels. In Reclamation, we do things a little differently. Levels are there, I mean what would an RPG be without them? But the main focus of our game is interaction, and obviously roleplaying. Because of this, our content is dynamic, evolving as the players interact and create large stories and smaller stories all weaving into each other. A level doesn't stop you from roleplaying or interacting, being part of the world, grouping with others. Instead levels are pretty much there for those that want them. Gaining 'power' in levels isn't a necessity by any means, but it can be fun in itself, and obviously help for combat. |
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