Sep 5, 2011

10 days left.

So, what aspect of FFH captures the attention? It is the way FFH team solved problem with powergaming, boredom of super powerful endgame. Yes, I am also talking about Armageddon, interesting part of the game, breaking done "ash breeze" of gameplay.

Usually, we traveling in the worlds, which already survived Apocalypse/  Armageddon or it can change, but in really limited manner.
Frankly speaking, I always want to play or create and then play ^_^ game with changing world, seriously changing, forming new landscape, land sites  etc.
And, second important note, it shouldn't be player triggered changes (like in ElderScrolls, until player starts storyline demons would be waiting). Of course, player must have ability to influences such epic changes of game world, otherwise it would be unfair and not interesting and some of them may be triggered by player, but it doesn't and most of the time shouldn't be activated by player.

One of "big goal" plans, "hatched" all this years, was "Armageddon today" gameplay, Game would not take place in the world after Armageddon or Armageddon wouldn't be in "game over" score lines, it would be now.
Player would start in calm (as Erebus can be named "calm") world, but later different global events would occur, changing game and forcing powerful and bored player to act. 

Armageddon would come in 0.0.6 version. It wouldn't to come final stage, of course and would stop at moment of infernal invasion to Erebus. It would be fair, because player wouldn't have real instruments to prevent (or speed it up!) Armageddon , so advent of Harbingers and other Armageddon events would be game breaking. Also, there would not be (in 0.0.6 of course!) different events increasing or slowing/ preventing Armageddon, just constant increasing Armageddon counter.

Later on, there would be more global events, affecting world, as Armageddon (like Mercurians arrival) and players intervention into this process. Every ideas welcome.

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