Allmage
Five Core Values
- 1. No "pay to win".
Any in-game purchases should be strictly limited to cosmetics or features that have no direct impact on gameplay or game progression. Players should never feel obligated to spend money in order to unlock content or to reduce time needed to obtain items, level progression, etc. - 2. Open RNG.
While RNG can be frustrating when not in a player's favor, it does add an element of fun and variety to the game. The RNG logic, however, should not be hidden or used to mislead players into expecting certain rewards (see the MapleStory equip enhancement controversy). Players should be able to look up item or effect probabilities in-game (ex. using in-game chat to output the probability of an item drop from a specific mob). - 3. Social emphasis.
Game design should encourage cooperation and socialization between players. Boss fights, dungeons, etc., should reward players independently rather than a zero-sum approach or "winner takes all" design. Partying with other players should be incentivized through improved leveling progression or item drop likelihood. - 4. Exploration emphasis.
Players should feel like exploration is rewarding and the game has an aspect of replayability when creating additional characters. To encourage this, experience rates, item drops, etc., may be dynamic and change on a regular basis, to avoid the result of an "optimal training route". Different regions should also include variation in monster movement mechanics, map spawn density, map size, etc., to give a better impression of variety throughout the world. - 5. Customization emphasis.
Character progression should feel highly customizable, both in terms of stat/skill allocation, and cosmetics. This will be achieved through stat formulas that force tradeoffs between various desirable attributes, and flexible skill builds that allow for unique gameplay distinction even within the same class.
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© Jordan Edwards