Pantheon delves into its philosophy of challenge in latest dev diary

    
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What does it mean for a game to be challenging? That’s the question that the Pantheon devs tackle in their latest dev diary. While many games choose to focus on technical challenge — for example, testing players’ reaction times or ability to input complex button combinations — Pantheon is taking a different route, putting “less burden on nimble fingers and more on what [the devs] call strategic depth: designing gameplay based around a longer-term curve that asks players to make decisions not based purely on reaction time, but by increasing players’ long-term reward or lowering their long-term risk based on a growing knowledge of the game.”

In discussing how this is implemented into the game itself, the devs give the example of the game’s Disposition system, which “will give NPCs a change to spawn with one of many possible Dispositions, granting them unique strengths, weaknesses, and behavioral qualities.” Players will have to become familiar with the various dispositions and what their capabilities are in order to overcome the game’s challenges and become more skilled at the game as a whole.

The devs also note that this system should add an extra degree of immersion to the game, as even friendly NPCs can have their own “dispositions” of sorts that will determine their behavioral patterns based on the gameplay situations that evolve around them. It’s an interesting read, and if you want to check out the details — and catch up on Pantheon’s development progress while you’re at it — be sure to read the whole dev diary over at the game’s official site.

Source: Official Site. Cheers, David.
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xpsync
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xpsync

I really like the sound of that.

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PanagiotisLial1

I am quite interested in this one. Not sure if they can deliver all promises but even if they do over half of what they say it should result in a very good game

Mordyjuice
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Mordyjuice

Challenge that expects me to use my mind as opposed to relying on my clunky hands, color me intrigued.

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Paul

Spot on – far too many games nowadays are based on ‘twitch’ rather than intelligence to play well….

xpsync
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xpsync

Not even twitch really it’s more like press button i win nowadays. EQ2 a single regular mob fight had more strategic depth than any watered down mmo had in their entire game. OG EQ2, not the wow version of EQ2.

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Tamanous

I love reading about a MMORPG in development that continues to sound like an actual RPG. I can’t wait to try it. I also can’t wait to play Classic prior to that, because Pantheon is still going to be awhile. lol

Nephele
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Nephele

Here’s the direct link to the newsletter in question for anyone who might need it: https://www.pantheonmmo.com/newsletter/2019_march_intro/

xpsync
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xpsync

Thanks!

Vaeris
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Vaeris

Dynamic crafting resources were one of my favorite parts of Star Wars Galaxies. Indeed all of the dynamic parts of the crafting system made it feel…good. Giving NPCs a touch of that seems like the right direction. The worry is they only get a touch, though, as I believe in order for this direction to bear real fruit there should be a sizable breadth and depth of Dispositions available to NPCs. Having just a handful to say you “have this system” will be instantly seized upon by many interested gamers as lip service.

Nephele
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Nephele

They listed 12 different dispositions in the newsletter, but at least based on how they described the system, they could potentially create many more. I’m excited for the potential for making enemies and NPCs behave in less predictable ways, which in turn forces players to pay attention and not simply play by rote. I agree with you however that there needs to be enough variety within the system to make it meaningful. Hopefully we’ll get a chance to see some of this in action the next time they do a stream :)

xpsync
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xpsync

That be true, however the fact this is where their heads are at i gotta say, i think brad and the boys might hit this out of the park.