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The aim of the "Star Wars: The Old Republic" is to “make the integration of the advantages of world characteristics and the game characteristics into one thing" to create a "freedom world for the players to experience the game with special goals in the "Star Wars". 

 

The news from the blog of the chief designer Damion of the "Star Wars: The Old Republic", discussing the on the game's chief designer Damion Schubert main system of a new log. In the log at the beginning, the design of his philosophy on games that "game" of the "world" of the dispute was discussed.

 

"Today, massive multiplayer’s online games are not nothing new. The world's first truly massively multiplayer online games in 1978 by the British Richard Shaw Butte and Reuter Rub written with DEC-10 text game called MUD. Indeed, this text describes the visual effect of the game with dazzling 3D games many of today's very different, but is sufficient at the time it is sufficient, as this type of game mountains.  Enough to stimulate those who would talk to the designers to think carefully about how to develop games, and encourage them to debating on the game design philosophy, in which there is a problem so far, has been argued. What should be a massive multiplayer game focus on 'the game of' do or should pay more attention to the game 'world'.

 

World 'philosophy advocates the game space as a real-world analog, or a sandbox. Advocates of this view that the game world of freedom and realism must be above all else, the player must be free to use anything around, including other players. In such games, players can have a wide range of activities, most of which is relatively low depth. The depth of the game is from the interaction between players, the game encourages players to explore the game world, find themselves fun. Such games are against the artificial restrictions, such as the occupation or grade requirements. If all the players play like this, why should the loyal player work so hard to win the SWTOR credits?

 

Of course, the design of 'game' is just on the opposite. Supporters of this view that the balance of the game fun and more important than anything else. Such games are often described as a 'theme park' and not 'virtual world', the player's activities must be strictly limited to maximize the fun of the players received, and provide them with an interesting balance of combat experience, in short will not interfere with each other is mutual. In the games, players can choose to buy SWTOR credits or win them by their hard working. Many of these games tend to limit the introduction of rules to provide players with a compact, internal gaming experience. Players can carry out activities will be less, but more depth of these activities (such as depth and balance will demand PC game). "

 

The SWTOR was not intend to take either of the ideas above, but combine the two into one to offer the layers the beat joy and experience in the game playing. And it was already tested by the players that the SWTOR is going to develop the community interaction to cheer the game market, and win the more and more support from the players.

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