Post by Jeshin on Feb 27, 2016 22:04:31 GMT -5
Hey,
I would normally have this kind of thread on Optional Realities but as this is for the benefit of people trying to understand Armageddon and this is the primary Armageddon community I opted to write this here but with that one super sly plug at the beginning. The point of this thread is to articulate or list the things about Armageddon you enjoy or did enjoy in the past. Why? Because in order to create a game that has the same 'feel' or 'tone' as Armageddon you need to understand what that is and what components they still succeed at providing. This is primarily for people who want to go, this is what the game still provides or people who want to understand what they need to provide (at a minimum) in order to compete for the Armageddon crowd.
1 - You are in the game and able to engage minute 1 after creation.
During Project Redshift development I made a couple of brief newbie characters to examine the first 20 hours of Armageddon gameplay. Why? Because it does a great job of saying you want to grind, you want to RP, you want to explore, you want to try and get hired? Go do it, fail, succeed, do and try. Unlike some other games I have played in where you need to meet people and get integrated into the game world first and it's kind of tedious or relies on people being online. Armageddon is much more fast paced and do. Sure you may die. Sure you may have no idea where you're going. But you can buy clothes for your character, find a bar, talk to people, explore beyond the gates if you're so brave, get caught out at night, there's a lot of things you can do (at the newbie level) and not a lot of things you CANNOT do.
2 - Wildlife camps / character
Once again this is for Newbies and moderate playtime users. This is not really for oldbies. I think Armageddon did a pretty good job of distinguishing each zone with its own cast of wildlife with varying difficulty and little quirks that make it easy to discuss IG. Like eastern kryl versus Grey kryl versus raptors south of Tuluk. It's something subtle but a lot of games have issues with having such strong characterization for wildlife "zones" if you want to call them. I think that (at least in the north) Armageddon had each of its parts of the world filled with a lot of distinguishing features and character to them.
I would normally have this kind of thread on Optional Realities but as this is for the benefit of people trying to understand Armageddon and this is the primary Armageddon community I opted to write this here but with that one super sly plug at the beginning. The point of this thread is to articulate or list the things about Armageddon you enjoy or did enjoy in the past. Why? Because in order to create a game that has the same 'feel' or 'tone' as Armageddon you need to understand what that is and what components they still succeed at providing. This is primarily for people who want to go, this is what the game still provides or people who want to understand what they need to provide (at a minimum) in order to compete for the Armageddon crowd.
1 - You are in the game and able to engage minute 1 after creation.
During Project Redshift development I made a couple of brief newbie characters to examine the first 20 hours of Armageddon gameplay. Why? Because it does a great job of saying you want to grind, you want to RP, you want to explore, you want to try and get hired? Go do it, fail, succeed, do and try. Unlike some other games I have played in where you need to meet people and get integrated into the game world first and it's kind of tedious or relies on people being online. Armageddon is much more fast paced and do. Sure you may die. Sure you may have no idea where you're going. But you can buy clothes for your character, find a bar, talk to people, explore beyond the gates if you're so brave, get caught out at night, there's a lot of things you can do (at the newbie level) and not a lot of things you CANNOT do.
2 - Wildlife camps / character
Once again this is for Newbies and moderate playtime users. This is not really for oldbies. I think Armageddon did a pretty good job of distinguishing each zone with its own cast of wildlife with varying difficulty and little quirks that make it easy to discuss IG. Like eastern kryl versus Grey kryl versus raptors south of Tuluk. It's something subtle but a lot of games have issues with having such strong characterization for wildlife "zones" if you want to call them. I think that (at least in the north) Armageddon had each of its parts of the world filled with a lot of distinguishing features and character to them.