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his year's Game Developer Conference was more than I had hoped it would be
which is a good sign. The industry itself is finally warming up to
the idea of a more player-driven world. This will help us acquire a
publisher once our demo is complete. The pitch we hoped to make in
the beginning of this year never came to be, as we were simply left waiting for
an answer that we haven't yet received. Such is the nature of
things so we've learned. In any case we're already moving forward
with alternative plans even as this newsletter hits your email
boxes. Through all of this we continue to work towards a great demo
that shows what Ages of Athiria is and could be. We
appreciate all of our fan's support and will remain true to our commitment of
openness by keeping you as up-to-date as possible.
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- Kressilac |
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ast
newsletter we discussed how a character gains ranks in knowledge and
skill. While having an open skill system is great from a
flexibility standpoint, it presents a problem during character interaction in
social and combat environments. Level-based systems have a global
indicator available to them to indicate if I am stronger than some other
character, and to help me identify strategy and tactics when approaching that
character. As a result, much of the level-based game play centers
on this consider game mechanic. Having an open set of skills makes
it more difficult to measure the relative difference between two characters
because there is no global indicator such as level. To solve this
problem, Ages of Athiria expands on Knowledge and Skills with Professions, and
uses a flexible Titles system to help further define those
Professions. Professions are not classes like one would see in a
class-based game. A character's rank in a profession is derived
from the skills they chose to use, which differs from a class system where the
skills available to use are determined by your chosen class.
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Professions |
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rofessions
are collections of knowledge subjects, knowledge topics, knowledge foci and
skills. As your character gains ranks in knowledge or skills, those
ranks are summed up into one or more professions, giving your character an
overall rating in that profession. These professions can then be
used to compare two characters (PC or NPC) to determine their relative
strength. Relative strength is important to the game mechanics
because our skill gain formula relies upon it. Thinking back to our
skill gain formula, its easy to see that having this comparison available
allows us to reasonably determine the level of difficulty in any given task,
and to use that level of difficulty when awarding knowledge and skill
ranks. While the formula for doing so is rather complex, it is safe
to assume that, without it, it would be more difficult to ascertain just what
degree of skill gain to award.
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e're
asking the profession system to perform multiple functions. First
and foremost, it provides a means to compare two characters (PC or NPC) against
one another. Second, it expands traditional comparison techniques
to include non-combat abilities. For example, players can tell
which character is a better craftsman or politician, neither of which have
anything to do with swinging a sword or casting a spell. Lastly,
the system is being used to help govern knowledge and skill gain.
The goal is to allow players to quickly generate a somewhat accurate opinion of
their capabilities in comparison to another PC or NPC, and in doing so measure
their potential for skill gain. Complexity is added, however, if
there are too many categories to use in the comparison process.
Ages of Athiria solves this problem by limiting the number of categories
(professions) to seven.
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Craftsman
- All crafting knowledge trees and skills used in the manufacturing of items
belong to this profession.
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Merchant
- Any knowledge or skills that center on trading items, managing a business or
transporting goods belong to this profession. Characters strong in
this profession will have an easier time managing NPCs that work for their
businesses.
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Explorer
- This is a more diverse set of skills geared towards adventuring in the wild
and seeking out uncharted lands and oceans. Examples knowledge and
skills that would fall under this profession include, hunting knowledge,
survival skills, weather sense, geography knowledge, and mapping skills.
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Politician
- This profession is a measure of a character's ability to run a
city. While there is no way to indicate who is a better leader from
a social standpoint, a character's rank in this profession will be used to
guide the NPCs of a city as they go about their daily lives. A
strong politician will have an easier time assisting in the retention of NPCs
employed by a city's businesses and will have an easier time recruiting NPCs to
join their city.
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Entertainer
- Entertainers excel at performing for others. Skill with instruments, ability
with language, and knowledge of dancing and music all apply toward this
profession rating.
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Magician
- Character's with a high value in this profession will be adept with either
casting magic or creating scrolls. Language skills, casting and
scribing skills are of importance to this profession. Ethereal
Plane skills and knowledge are also considered magical in nature and belong to
this profession.
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Warrior
- The warrior profession covers all combat related skills. It is a
measure of ones ability to engage in battle. Examples of knowledge
and skills are wielding a sword, firing a crossbow, military tactics and armor
usage.
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Titles |
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itles
are made available to a player as their knowledge and skill
increase. They help to further define the professions so that a
character with craftsman ranks can be recognized as a tailor, weaponsmith,
etc. Titles are unlocked at a given rank in some
skills. A full list of these titles and the rankings that they are
achieved at will be published to
my.AgesOfAthiria.com in the future. As a character gains
rank in multiple skills, the player will have the ability to choose one or more
titles to display to other characters that query them. The titles
may be chosen from all of the unlocked titles and remain visible until the
player changes their selection. When a skill degrades enough such that the
title is no longer unlocked, the character will have the currently displayed
title reduced to correctly reflect the proper title for that
knowledge/skill. Professions are meant to give an overall
assessment of the strength of a character. While professions
provide enough ambiguity for role-playing purposes, titles allow players to
selectively reveal more about their character when they feel it necessary.
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he
Master Swordsman title would show that a warrior has high levels of
swordsmanship. Master Tailor, Master Jeweler, Journeyman Brewer
would also indicate a high level of talent in those respective
professions. Titles are created for nearly every skill in the
game. Combined with professions, another player can consider a
character and see that they are relatively strong in crafting and then look at
their title to see the type of crafting skills in which they are adept.
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n
conclusion, Ages of Athiria is looking to Professions and Titles as a means to
accomplish several goals. Professions provide an estimate of
ability that is neither completely accurate nor completely inaccurate and
titles allow for players to further clarify that ambiguity. Our
desire has always been to find a workable solution that allows both
role-playing options for those that do not wish to have their identities and
strengths immediately known, and a functional game mechanic for those that do.
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s
the odor of burnt wood reached Raugin's nose, he immediately
stopped. Hannar, only a couple of steps behind, did the
same. Listening intently, Raugin heard the faint crackling of wood
that had nearly burnt itself out. He also heard Hannar breathing
slightly hard. Emphasizing the need for silence, Raugin turned to
look at Hannar and touched two fingers to his mouth. Hannar nodded
and fell completely silent. Raugin understood. He was
tired too, but able to tap into a deep well of stamina built from years of
facing unknown and life-threatening situations as a hunter. While
this situation didn't feel life threatening, it was unknown, and he hadn't
lived this long taking chances.
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uickly
considering their options, Raugin decided their best strategy was for Hannar to
circle the Outpost and approach from the other side, meeting in the
middle. Indicating this to young Hannar, Raugin waited until he was
out of sight before moving forward. After only a few steps Raugin
saw the clearing that held the Outpost. Pausing briefly to make sure
the clearing was empty, he continued cautiously into the clearing.
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annin
was small compared to other lowland outposts. It consisted of five log houses;
two for barracks, and one each for the commander, kitchen, and
storehouse. Well, it used to consist of five
houses. None stood now. All but one was reduced to ash and
smoldering wood. The fifth, built next to a moderately sloped hill,
was pushed over completely off its weak foundation and scattered down the
hillside.
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To view the rest of this story and the other Athirian history, click
here.
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