We also plan on selling consumables like health and XP boosters. We plan on selling microcurrency in the game that you will be able to use to speed up crafting or save time on farming and travel forms that allow you to get around faster. It's really important to us that AdventureQuest 3D will NOT be Pay to Win. The game is free, the expansions are going to be free, what kind of monetization are you looking at whilst avoiding the dreaded “pay to win” that follows so many free to play games around?Ī. We've also gotten a lot better at explaining why everything can't be free for everyone all the time. There's not a single mistake that we HAVEN'T made but we have also learned from each of them. On the other hand, we have done EVERYTHING wrong at one point or another. They have no problem letting us know what they want but we need to be able to look at everyone's different wants and needs and form a single solid picture out of all of that. Over the years, the most valuable thing that we have learned is what OUR players want. Since then we have released several other web games, like DragonFable and Mechquest and even some full MMOs like Epic Duel and AdventureQuest Worlds. ![]() AdventureQuest was our first game, released back in 2002. Many of the team played a part in the original AdventureQuest web title, what have they learned from their time on that project that they’ve been able to bring to the table with AQ3D, and what mistakes that may have been made do they think they can avoid?Ī. It's like dancing with four different people at the same time, all of whom are each doing their own dance, while also preparing and feeding them different meals because they all have different dietary requirements. Mobile is not so forgiving and deployment for each mobile platform has its own hurdles that you have to jump through just to get a new version on everyone's device. PC games are great because when you have an update, you can simply push the new client live and force everyone to update, allowing for hot fixes. The last big one is time restrictions on deployment. Also each platform comes with it's own platform specific requirements. This makes testing on EVERY device practically impossible. Androids alone come with literally THOUSANDS of device specifications. Since you can play it nearly anywhere, we're having to simultaneously develop the game so that it works on every imaginable screen resolution aspect ratio and across devices with a rainbow of different CPU and graphics cards and chips. The main developing a true cross-platform game comes mostly from the hardware. The difference is that it doesn't matter if you're playing AdventureQuest 3D on your phone, tablet, PC or MAC, you will always be playing the same character on the same account in the same world. ![]() ![]() We say that we're making a TRUE cross-platform game. Thanks for taking some time out to answer some of our questions as one of the key features of the game is its cross compatibility, what limitations and problems have you found with development?Ī lot of games say that they are cross-platform, by which they mean that you can play versions of the game on different platforms. We interviewed Lead Story Designer Ryan “Cysero” Street last week, and this is what we learnt. One of the big pulls about the game is the cross platform element where you can play the same game on PC and your iOS or Android mobile devices, meaning you can take the game with you wherever you go. This Kickstarter title developed by many of the original AdventureQuest developers is a cross platform fantasy MMORPG with a full persistent 3D world waiting to be explored. AdventureQuest 3D is looking to launch in October 2016.
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