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A Reactive World – Nodes

 

Hello everyone and welcome to Ashes of Creation’s first developer journal, our way of peeling back the curtain on the design process and giving you some insight into our game’s planned features.   It is our hope that through these developer journals we can convey some of our game’s primary mechanics as well as give our community a true transparent window to watch our development . Ashes of Creation has been a labor of love for us here at Intrepid Studios and though we are still early into the production cycle, we are thrilled to finally start bringing our project into the public’s eye! Thus without further ado let’s dive right in!

 

What is Ashes of Creation?

 

Ashes of Creation is an upcoming MMORPG set in a world of high fantasy where player’s choices will shape and define the world around them. Veteran gamers may find themselves very familiar with the above game terms, but just in case there is any lingering confusion let’s take a moment to define them.  MMORPG (or MMO for short henceforth) is simply an online multiplayer game where thousands of players can experience the world side by side, and with high fantasy as a setting we’re talking about a world where magic and mythic creatures abound, think swords and dragons. For the most part the previous two terms are pretty straightforward and gives players a baseline for what they can expect out of Ashes of Creation. What isn’t immediately clear however is the phrase: “…shape and define the world”? For this, as well as the primary focus of this particular dev journal, I’d like to introduce our “Nodes.”

 

What are “Nodes”?

   

When it comes to how MMO’s have been traditionally designed, most gamers are familiar with two distinct types of gameplay loops: the “theme park”, and the “sandbox”. The vast majority of MMO’s we’ve all seen come and go in the gaming industry have been of the theme park variety – these games put the player onto a specific path, guiding them along, with plenty of pretty sights in between the same old quest hubs, very little in divergent paths, virtually no freedom in player progression. Recently the MMO genre has seen some games of the sandbox nature come onto the scene, but despite the ultimate freedom the sandbox affords players, many are left wanting more, as there is by definition no pre built world content, no human touch, just the vastness of the “sand” for lack of a better term. Thus many MMO players often find themselves caught between the repetitive rock of the theme park or the vast dead spaces of the sandbox’s hard place. This chasm between the state of MMO gameplay loops is where we intend to inject Ashes of Creation’s Node system.

 

So what exactly are Nodes then? Players in Ashes of Creation will find themselves thrust into the forefront of an inhospitable world filled with bountiful undiscovered treasure and ancient evils lurking just over the horizon. The very first pioneers into Ashes of Creation will find the wilderness a bleak reality, but even the harshest environments can be tamed. This is where Nodes come into play. Encompassing the entirety of our world’s playable areas are carefully placed points of possible development, which we call Nodes. These Nodes in their undeveloped form will not be visible to the players at first. However, as our intrepid players venture out into the wilderness with a variety of quests and tasks from their starting zones, these nodes will begin to absorb the activity in its radius zone of influence. In practice this will look like a band of friends completing quests or fighting monsters for sweet loot, searching for treasures, or delving into a dungeon.. progressing their characters as all MMO players are familiar with, but critically they will also be progressing the world around them.

 

Every Node in our system operates as a kind of sponge, with each Node given purview over a predefined geographic area. Within this space (which we call a Node’s “zone of influence”) the Node tracks all player activity . This activity is then weighted and counted towards that particular Node’s own advancement track. By undertaking familiar MMO gameplay mainstays (questing, gathering, raiding, etc.) players will have agency in determining which Nodes in the world will develop.

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Furthermore these nodes exist in certain “regions” that will dictate what Marketplace that node is apart of, or what Warehouse cluster the node belongs to, as well as what crafting Tier the node exists in.  Different zones will fall under different influences that will also affect the Node’s development.  Zones can fall under 4 different categories; Military, Divine, Economic or Scientific. The zone type will affect the government type and buildings of the Node, as well as the content generated from that Node’s progression. As I’m sure you can see, the Node system is the backbone of many of the game’s systems.  It is also important to note, that after a node has advanced to the next stage, it is no longer possible to develop its neighboring nodes unless the node is sieged and destroyed.  After every advancement to the next stage of that node’s development, the ring of disabled neighboring nodes grow, stopping the neighboring nodes from progressing to the next stage.  Each node has it’s own unique content, that is only accessible after being developed.  So when one node may advance and unlock content, it comes at the cost of the content that a neighboring node may have offered.

 

Currently, as a Node develops, it will follow 6 progressive stages of development;

 

The progression time of these stages are based on the activity of the players.

 

Stage                               Rough Development Time

Expedition                       Few Hours

Encampment                  Many Hours

Village                              Few Days

Town                                  Many Days

City                                    Few Weeks

Metropolis                      Many Weeks

 

At every stage, the game radically changes for that region.  Allowing paths to be taken by the players that dictate the world’s development around them.  We will expand more on the specific content for these stages in later journals.

 

Building the world sounds great, but what can I do if I want to change it?

   

A world built through player choice is one of our ultimate goals with Ashes of Creation, but there’s always a flip side when a choice is made: not everyone will agree with this choice. As players work through and develop the Nodes that populate their world, they will shape that world in important but also specific ways, actively working towards certain areas in favor of others. Mix in Node exclusives, world firsts, political disagreements, and specific bonuses of one region over another and we immediately find ourselves in a place of very likely disagreement and thus player conflict and competition. All of this begs the questions, “what can I do if I disagree with the choices made by others?” or “will I miss out on the world building aspects of the game if I’m not part of the first players?”

 

Just as Nodes can be developed by players in Ashes of Creation, they can also be destroyed by players as well. Every Node in the game world can be destroyed as a result of player actions, resetting the progress made on that particular Node back to a lower tier of development or even its original starting point. Are you unhappy with the oppressive actions of a player government in a particular area? Did one Node beat out yours in a race for exclusive developments? Is there content you want to explore, that requires a Node elsewhere to develop? Envious that your hometown is not the center of the world? All of these “problems” will have an ingame solution available in the Node’s ability to be destroyed. Finally, and perhaps most importantly from a gameplay perspective, the destruction of a Node will not be a simple everyday run of the mill activity.

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These sieges will allow players to participate in the defense or assault of a particular node.  Sieges will have a declaration period, allowing for the server to prepare for the upcoming battle.  This mechanic will not be an easy task for the attackers.  Cities will have a considerable defensive advantage.  Nor can this mechanic be used often, as there will be a cooldown on the siege mechanic reflective of the size of the node under siege.

 

A world built by player choices sounds intriguing, but why does it matter?

   

So what does all this mean for you, the player, and why should you care? One of the central pillars behind Ashes of Creation’s design philosophy is to stress meaningful player choices whenever possible, real decisions that can be difficult for players to make and which hold actual relevance on their gameplay experiences.

 

Having the ability to sculpt the world is pretty cool, but simply building something for an arbitrary reason holds no meaning, which is why we are excited to see what happens once we give control of the Nodes to you, the players. Every Node at the village stage and above is governed by some variation of a player run government, and it will be up to those who are charged with the care of their communities to carefully balance a variety of city mechanics. As Nodes continue to advance along their development tiers, more and more options will become available for the citizens of that node.

 

Nodes are not merely just a quest hub or place you run back to every now and again to drop off the new loot or sell unwanted items, they are tied intricately to the game. Questlines will morph based on what areas of the world have or have not been developed, specific items and wondrous mounts will become available based on which Nodes are developed, dangerous dungeons will open up for exploration and powerful new world raid challenges will begin to appear. The world around a developed Node will reflect the activity and choices of the community.

 

A continuing discussion
We hope you have enjoyed reading about our Node system.  This is a good start for our community to understand what a Reactive World entails. There is a great deal of information that revolves around this system, and it is one we intend to continue to elaborate on as we move forward.  Many of the mechanics will be subject to tweaking as well, when we begin play testing.  For now, we invite you to discuss this journal, in the Dev Journal section of our Forums!

 

Author Steven
Published
Categories Blog
Views 8538

Comments (11)

  • DeathsProxy
    January 2, 2017 at 5:52 pm
    So friggin hyped!
  • Red
    January 3, 2017 at 12:05 am
    Very informative!
  • FullDiver
    January 7, 2017 at 8:09 am
    Would I be correct in assuming that certain items (or item classes, types, etc.) will only be available at certain Node stages and categories? For example: a Scientific Metropolis having different available items from an Economic Town. Would this also affect crafting restrictions and the type of items produced by crafting in a Node's zone of influence? On a related tangent, will crafting be a fixed, recipe-based system or are you also planning on implementing unique, player-crafted items (which the crafter can then name himself), whose stats/effects depend on the components used and the crafter's skill level? I'm greatly looking forward to this game (more specifically the crafting and item systems) and I very much appreciate the effort the team is going through in making it. Many thanks, really.
  • Plastic Lemons
    January 26, 2017 at 7:58 pm
    WOW! How has no one thought of this before? It seems too good to be true. I think this is the fantasy EVE Online everyone's been wanting! I can't wait!
  • Skillian
    February 13, 2017 at 12:56 pm
    this is genius
  • Patricio
    February 15, 2017 at 7:56 am
    I haven't touched a MMORPG in months or perhaps more than a year, the reason: I never can find what I seek for. I registered to this game just because it sounded promising to me and after reading the nodes aspect of the game I can perceive it will favor only the group and clan play style. I have been always a loner, I love playing the ascetic guy who moves to the wilderness to live on his own, hunting his food, growing or foraging his vegetables and catering his animals, the man who adventures to a cave to fight the monster and sell its fur in the nearest town. I was really excited with this game until I read the word "siege", this means you will not be able to have anything without the risk of being dispossessed by a gang or a clan. As far as I read this game favors clan and gang play style then you will be able to possess NOTHING as the strength in numbers will rule over the lone player. Perhaps I am missing something, perhaps I am misunderstanding the concept but unless this game can provide a meaningful experience to the lone player with equal opportunities to prosper and grow, I will not purchase the game when it premieres.
  • TrolKabu
    February 19, 2017 at 1:47 am
    As my friends and I went for this kind of node sponge mechanic for an amateur MMO, I love to see a big company taking this route. But I'm quite concerned about the way nodes can be destroyed. For a Militaristic node, it seems consistent. But would it not be possible to ruin an Economic node, or create a schism for a Divine one, lure the Scientific one into a deadlock ? Undermine the node from the inside would be very interesting and allow for gameplay variations. Will follow this game development anyway :)
  • Shiner
    March 8, 2017 at 6:19 pm
    Great read. Answered a few questions before I needed to ask them :)
  • Cor
    March 30, 2017 at 10:27 pm
    This is amazing, seriously
  • Marijan
    April 3, 2017 at 2:37 pm
    Me! want it.. time is near.. find.. build.. house.. low on Time time.. hurry up.. wake me.. want to play :)

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