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n Athiria, the players are the main characters of the world, and will have
levels of control over their environment that are unique in the massively
multi-player segment. You will have a visible impact on the world around you.
When a group of players get together they have an option to form a guild. Once
many guilds are established, a whole new level of game-play opens up that
eventually can lead to player-run cities.
uilds are world recognized and will be
registered as a "faction" in the game. Based on your actions and the actions of
your guildmates, NPCs will begin to react to guild members in an appropriate
manner. NPC cities will take notice of prospering guilds and adjust their
dispositions accordingly. Player killers will lose faction with your guild when
they murder a fellow member of your guild. But, guilds don't stop there. Leaders of
the guild will be able to assign positions, offices and ranks to its guild
members. Every guild will have a vault that can be used to store goods, food,
and items for its members. In this regard an unprecedented level of
organizational tools will exist in the game for guilds to use when managing its
membership. Guilds will be able to hire guards, trainers, merchants, and
various other NPCs to provide services to its members. Of course this means
that it all needs to be paid for, which gives rise to voluntary and involuntary
methods of collecting dues from its members that can be configured as the guild
sees fit. All of this organization will be completely customizable by the
guild's leaders. Commands, privileges, price breaks, dues levels, and much
more will be able to be set for each rank of a guild member and/or on a guild-wide
basis. Leaders and officers will have access to in-game reports indicating
things like tradeskill breakdown, combat readiness, finance costs, required
maintenance, and much more. Did we mention that guild leaders will be able to design and
populate their own quests that will appear in a current or prospective member's
quest journal as a system generated quest? All in all guilds will be so much
more than what they represent in most games today increasing the depth of
community tremendously.
o you're thinking "That's all fine and dandy
but what makes Athiria totally different? This just sounds evolutionary."
Player-run cities are what make Athiria revolutionary. At some point a guild is
going to want to setup residence somewhere. To do this all you have to do is
purchase a guildhouse, find a place to build it and start construction. As
multiple guilds are created in a relatively close area, it will attract
merchants from the already established major cities to expand and offer their services abroad. Do
not be surprised to log on one day and find a merchant that has setup shop next
door to your newly built guild house. As more merchants come to town and additional guilds establish residency in the
area, your collection of guildhouses and merchants will look more and more like an actual town. When
a certain number of guild houses are completed in an area, the leaders of those guilds will
have the option to declare themselves as a village. Villages will be world
recognized and will also be registered as a "faction" with the world. Now a
player killer that murders someone will not only get a faction hit with that
guild, but also with that village as well. When the village is
formed, its leaders will have the ability to issue quests, organize a hierarchy
to run the village, and assign functions to officers to manage the village's
citizens. It will be possible to establish numerous types of government. The current design contains Democracy, Republic, Socialist, and Monarchy as
its primary government forms. Variations from these base types will be possible
giving a wealth of city management options available to the players. As villages
grow they become towns, and then they become cities or castles, and eventually
they can grow to be sprawling kingdoms. New gameplay is introduced with the
formation of cities in the form of public works. Cities have the ability to
build roads, build government buildings, construct walls, finance siege weapon
creation, and hire a military. As with guilds, reporting and other management
tools will be provided to the leaders of these cities to help them effectively
manage the city. Player-run cities are what make Athiria a revolutionary game
versus just an evolutionary one. Player-run cities are what gives purpose to
many players lives in the virtual world of Athiria. The possibilities are
virtually boundless.
ith all of these exciting additions to the
gameplay of Ages of Athiria, it is easy to see that the world is completely in
the hands of its players. The war between King so-and-so and Tyrant Queen
such-in-such may in fact be a war between two of your close friends and the
cities they established. Will you join the struggle, remain neutral to both
parties, or will you try to find solace in a more peaceful section of the
world? That is up to you my friend, and only you, for your destiny is in your own
hands while you are in Athiria.
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