taken from silkroad secrets
http://silkroadsecrets.blogspot.com/201 ... -fail.htmlSilkroad Team Seminar: Jobbing = Fail / Baghdad mentioned
On October 13 there was a seminar with the development teams from Silkroad 1 and Silkroad 2. A level designer from Joymax reported about the results of the meeting.
The core system of a game is important for the player's experiences
Examples:
Lineage = mainly PvP => successful system
Mabinogi = rebirth => half succcess
Silkroad = triangular conflict => failed system
[...]
Why did the triangular conflict system fail?
- In early levels you can get a good amount of gold, but later on it's worth nothing.
- Level difference between thief players and trader players makes jobbing difficult
- Lack of content, jobbing gets boring after a while
- If you go jobbing you have less time to level up your character
The success of the core system is usually related to the game's success.
It's the very rare case that a game with a failed core system like Silkroad is successful. In this case, the atmosphere of the game world made it a success.
Later he writes about expansions and updates of games:
Dungeons and cities are opening
WoW: Icecrown (Dungeon)
Silkroad: Baghdad (city) (yes he really wrote 바그다드 (Baghdad))
[...] (we don't care about his explanations about the icecrown in WoW, he just says with small updates they add some more things every week or so)
Silkroad's Baghdad
A large update reveals the city of Baghdad for the first time. (large patch = 1 dungeon or 1 city added with every patch)
Baghdad is very much a concept of production and is divided into 3 parts, that means 3 large patches.
The city and the obstacles work with a minimum of equipment (I think he means with a minimum of work) rather than the production of multiple small patches.
Baghdad, hmm? Islam race or what? >_< I'll maybe send him a mail to get more information about what he means.
The World must be divided in 3 regions:
- The field where the core system must be the game content
- The dungeons in which you have bosses (Final Boss is based on the pattern and nature of planning the entire monster)
- The cities for resting and for transportation if necessary
The other things are very theoretical about the design of online game worlds itselves and not that interesting. If I get more information about why he referred to "Baghdad" as a city in SRO, I'll post it here~