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Where are we, what are we trying to do and my thoughts on how we have been doing our game design.

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Hello All,

This is my first post ever! So, I assume you know nothing about us, I barely know anything about us as we are just starting out on creating the Wild Hunt.

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It took much longer than I ever expected really narrowing down what we wanted to create, we had some ideas like we wanted to focus on characters, combat, and the environment they inhabit. We knew we wanted a medieval setting but couldn't find the right time period.

We first thought that we should use a 5th century Celtic setting, but largely felt that the mythology of the time was unknown and fragmented so creating a consistent world that felt familiar. After iterations on different time periods, we opted for 9th century Britain, during the invasion of the great pagan army.

This then left us considering what and who should inhabit this world, how far should we take the fantasy world, after some consideration we felt that it should be more believable than fantastic, you aren't going to be able to beat a dragon that is 130m long with a wingspan of 110m, it is going to eat you for breakfast!

So, we now know our scale. maybe a big dragon is 20m long and could bite a leg off, not swallow you and your party whole without blinking. We also felt that this creates very boring gameplay, as you and your party try and swarm a creature that could fly away but must stay on the ground else only ranged players can hit it.

Next for consideration was the world, yes, we want big maps, but we can't create giant MMO type worlds, so our solution here is to allow travel between location via portals. Again, bringing down the scale of the challenge, this gives us an interesting new mechanic, how to control a portal? should they be in villages? somewhere safe, or out in the wilds, we thought all three and allow different rewards, or even to turn off a portal should a server become full.

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Finally, I feel the need to express my opinion on play to win, play to earn, NFTs ... I don't see how it can improve gameplay; Our objective is to create a focus on getting solid game play done and done right.

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