Mechanics and game play



Concept
MMO started with the idea that an adaptive system that recognizes when a player leaves or joins the game might help fix the team-battle issues in the online world. Specifically, it started from the thought that each time a summoner is disconnected from League of Legends the team he was part of is bound to be defeated. When a player got disconnected for whichever reason, the teams became unbalanced and thus, the team will less player with be more prone to defeat. The first prototype of this concept showed the idea of auto-balancing and auto-recognition of the number of players connected might offer a pleasurable game experience. Since then, the game design evolved and now includes (if not focuses on) environment interaction, as well as the concept of auto-balancing.

First Prototype
Breaking apart how a player leaving the battle affects the game balance, we developed a design around the concept of teams and a common pool of stats.

Second Prototype
- in development - Core concept in short:
 * epic perpetual battle, no orcs.
 * tug of war like: long line of "destinations" for each team, once a destination it's reached it collapsed and opens up a further away on. All those grant something - player rank or the like. Might even be a thing for achievements (reach x "destionations" in a match...etc).
 * killing enemies grants points that count within the battle. Killing a player from one team unbalances the island making it move forward towards the favorable destination.

Figure for reference:



Mechanics






  Brief description: An auto-balancing ever-going combat game, in which players use the elements of the environment to win the battle. The game attempts to adapt to the number of players that are connected per game session. Mechanics and game play Players are offered 3 roles:  Defender  Attacker Supporter 

Takes place on 3 islands:  Volcano Rainforest</li> Iceberg</li> </ul>

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