Difference between revisions of "Player agency"
Jump to navigation
Jump to search
m (Text replacement - "{{Notes}}" to "{{References}}") |
m (Text replacement - "{{References}}" to "== References == <references/>") |
||
Line 1: | Line 1: | ||
{{ {{PAGENAME}} }} | {{ {{PAGENAME}} }} | ||
− | + | == References == | |
+ | |||
+ | <references/> | ||
[[Category:{{PAGENAME}}]] | [[Category:{{PAGENAME}}]] |
Revision as of 20:17, 18 August 2018
Systems that grow and shape player experiences in the game.
- Weapons | Armor
- Progression | Leveling
- Housing | Node housing | Apartments | Freeholds
- Mounts | Mules | Dragons
- Character creator | Gear appearance
- Cosmetics | Skins | Costumes | Accessories
- Inventory | Consumables
We will have a lot of content that is available, but those will be behind doors that are accessible through agency on behalf of the community. In a traditional sense, no we are not a theme-park, however we will probably have more content than a theme-park does, traditionally. Just because, in order for those choices to be meaningful, there must be meaningful content behind the door you choose.[2] – Steven Sharif