One of D2R Items the intriguing things I observed was that the strength system. What effect does this have on the perception of place? Because it seems like you liberate areas almost, which is how does this relate to the narrative you're telling?
Shely: So the strongholds are an important part of the world. We wanted the player to be able to meaningfully modify the world as well as for actions to have an effect on the events that take place in this world called Sanctuary. Therefore, when you see these strongholds you will find numerous of them throughout the various areas.
Some are swarming with creatures. When you clear them out they can be cleared to restore them to a relatively safe area for Sanctuary. The characters that are not players will be revealed and you'll be able unlock additional quests. Further dungeons might be discovered as a result and the strongholds continue to change because of the actions you've taken on that person throughout the.
Fergusson: It's interesting. When you play, strongholds are, in RPG sense, situations where essentially it's private. Therefore, when you're brought to a strongerhold, or you decide to free an area, it's a private moment. Then you head out with your group and fight.
However, once you have won that battle, the area transforms into a social space. This means that it's an area that, as Joe said, it could be a town, or it could be a dungeon or could be a brand new place to teleport to--but now the other players may be there too.
So that's the idea of exploring and finding the private strongholds turn into social space that offer benefits to enable you to navigate the world--new equipment and looping through a dungeon for instance--[isan enjoyable way to impact the world as you're playing. How does that work with cheap D2R Ladder Items local events?
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