Game Play Considerations

by Cameron Albert 13. November 2007 13:58

What I am wanting to do with this next beta version of Perenthia is to provide players with several avenues for advancement and various activities they can participate in either solo or against other players. I think I've got the database and engine design felxible enough to allow this so I've been putting together lists of activites, quests, etc. that the players will be able to do in game.

I want new players to be able to feel a sense of accomplishment early on but I don't just want the monsters to get harder as they level, I want the whole game dynamic to change as you gain more experience. An example of this might be that in early levels you are runnning around the wilderness killing various monsters but as you level up the monsters stop giving experience, forcing you to venture into some of the dungeons. In the dungeons you find harder monsters but also encounter situations where other skills come into play such as solving puzzles, etc. Then as you move beyond these levels you will need to start aquiring heavy duty items such as a ship or airship in order to venture into the mountains or cross the oceans. These are just basic ideas I've had and want to be able to incorporate them into the game to make the fun and challenging at all levels instead of just another level treadmill game. I know I get bored of most role playing games after the first 10 levels or so because it is just the same thing over and over again. I am hoping that I can break out of this mold and create a fun and lasting experience for players. 

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About the Author

CameronAlbert.com I am Senior Software Development Consultant specializing in Silverlight, WPF and the Microsoft .NET Framework. 

My current project Perenthia is a Silverlight multi-player game based in a fantasy world that combines text adventure games with some moderate graphics

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