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Torinth

Dynamic Worlds

"Concepts are triggered from the realization of other concepts. Humans learn the associations between concepts through experience... The co-occurrence of activation potentials in a cluster of neurons leads them to “bundle,” such that in the future, if one neurons fires, there is a high probability that the others will fire as well..." (Rodriguez, 2011) 

Development Begins

Development of the Torinth - Dynamic Worlds(working title) began in late January, 2014 and is in the early prototyping phase.

 

The goal of the project is to change the way we look at MMORPG design. 

Say Goodbye to the Flat Worlds

We've all played MMORPG's. Some we've loved, and others we've hated. However, no one can deny that over the last 20 years the genre has gone stale, producing tremendous numbers of clones that reuse the same mechanics and make the same mistakes over, and over again. We think it is time for something different. It is time to set aside publisher fears and developer worries and make a bold move into unmapped territories. 

 

Torinth - The Dynamic Worlds Project seeks to redefine the way we look at MMORPG design by changing the underlying framework of how characters, skills, and abilities interact. By foregoing the traditional static predefined level/class paradigm in favor a flexible stat/skill/ability network design, we will design a framework that tackles a number of traditional problems that have plagued MMORPG's for the last decade. While the generic concept is not new, we think that our model is a fresh approach to the way we design these persistent worlds.

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