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Project Goals

 

Primary Goal: The design and implementation of a character framework based on a network of interactions between skills, abilities, and stats, without the use of traditional level and class mechanics. Techniques we will implement include:

  • A neural net style skill synergy that focuses on how disparate skills and knowledge influence each other. 

  • A levelless progression system that is both broad and deep.

  • A classless progression system that allows players to create the characters they want. 

The Problem of a Persistent World

Since the early days of online gaming, persistent world roleplaying games (MMORPGs) have faced the same basic challenges, and in most cases, completely ignored them. The challenges fall into three basic categories: the player characters, the non-player characters, and the story. 

​To address the last two first, the fundamental problem is that of change. Our human experience as led to the truism that 'the only thing that stays the same is that everything changes.' Yet, in the worlds that we create, the places, creatures, and stories never change. After the first play through of a game, and sometimes even before that, all illusions regarding the world are shattered by this one simple fact. The player knows that no matter what they do, the same mobs, with the same names, and the same dialog will be there waiting for them the next time they come around. 

The first problem is also based on a disconnect from the human experience, but this one has its roots in one of the earliest popular RPG's, Dungeons and Dragons. The problem is the basic construct of levels and classes. According to that design model, characters progress in a series of plateued progressions, achieving new skills and new abilities at each new plateu that they reach. Further, the character is destined from creation to be just like every other character its given class. Though designers often tout phrases like 'choose your destiny', the sad truth is that the destiny of your character was already chosen by the designer.

This leads to a number of problems for both players and developers. Many of which will be addressed throughout the development of this project. As the Lead Game Designer for Torinth - Dynamic Worlds, I invite you to let go of the old ways, join us on an adventure of discovery where we can forge into uncharted territory and make great games.

 

 

Richard Vaught

Lead Game Designer

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