21.2.08

Shattered World - Part III - Writing up a Features list


Original Go Raise Your Game Post

So there it is on Go Raise your game, the line breaks are now back in, btw.

A game without skills or classes, but still maintaining character progression built around mostly open ended PvP, player built cities, powerful guild management and communication tools. Shattered world also attacks the problems of PvE and end game raiding head on, allowing players to observe real change in their environment that they initiate. Crafting will also be meaningful and challenging.

Characters begin in Shattered World, not looking much different from a typical humanoid. However, when you collect Biomass, the basis of all in-game crafting and creation, you can absorb it and devote it to a mutation. These can be anything from denser muscles to growing two percent larger. What mutations you select will change the appropriate character statistics, your level is the average of all your statistics.

PvP is allowed for anyone within five levels of you, without setting any flags or doing anything at all other than walking up and attacking them. You may select from two factions to begin with, Purist and Carnalist. While aligned with the Purists, you will be fined both scrip(currency) and biomass when you kill a player without a bounty. When aligned with Carnalist, you will not be fined for killing a player, however the bounty placed on your head for pking will be doubled. While in the starting city, guards will defend players without bounties when they come under attack.

Players may build their own cities in the wild. Though any building may be placed anywhere, if you find a wide enough space of open ground you can build a Town Hall which will give your guild the ability act as planning and zoning within the effected area. You may set certain areas to be marked as road, residential, or commercial only, and/or require the appropriate guild officers signatures on any potential building sites. Buildings are destructible, and will need to be guarded, as such the Town Hall also creates an area in which members of your guild may PK any non-guildmate player without acquiring a bounty. Towns also leverage taxes, taking a percentage of all sales and trades involving scrip or biomass in the area.

The Chat System in Shattered World is actually a separate client that is automatically started anytime you run Shattered World, if it is not already running. After exiting the game, the chat will minimize to your quickbar, but can be opened to chat with guild mates, friends or any other player just as you would were the game running. The hope is this will free you from feeling the need to be at all times, since you can easily find out if you are really needed. It's powerful guild/player relations tools, should also allow you to contact your in game friends without needing the game running and manage guild functions, friends, and ignore lists without having to enter the game world.

The player versus environment dynamic is turned on it's head by giving the enemies strategically located spawn in points, and a real time strategy level AI. This means that the AI will intelligently attack player owned towns as well as the starting town. The friendly AI will give quests that work towards it's goals of defeating the enemy nations. You may see an increase in fetch style quests as they prepare to repel an attack or launch one of their own. During the actual attacks and defenses you will be given kill quests and raid targets based on what will actually help your side's agenda most.

The environment on Shattered World is, well shattered. You can take on the roles of farming, gardening, foresting, breeding, and a host of others to attempt to repair to the broken landscape and turn the barren desert into a flourishing paradise. Farming and Herding can greatly increase the aggregate Biomass in the world as well, making your guild more powerful and allowing your craftspeople to build heavier arms and equipment.

Crafting is not a matter of merely gathering components, you must also combine them in the correct proportions. Beyond a few simple recipes all others are found through trial and error. The properties of the various metals in the world will have a direct effect on the final product depending on how they are combined. For instance, when creating a sword, you will need to balance the blade and pommel to increase damage dealt, but using too dense of a material for the blade and to light of a material for the hilt will still result in a product that is overly heavy for the amount of damage it deals.

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