The BitCraft team is reflecting on how their initial vision for a big shared, player-created world has evolved a bit to support greater collaboration. The latest devblog breaks down what they learned from player testing and how this will shape the future of the game.
Clockwork Labs has been building a sandbox where it has been important that players shape everything, and that they have their own physical space in the world without phasing. Initially, their playtests showed that, on a smaller scale, building and protecting from other players on a claimed spot somewhere in the wilderness worked. However, it quickly became clear that their visions of collaboration and of this player-driven world feeling like a world, needed some attention.
“What we want to end up with is a world where players cooperate and join forces to rebuild civilization together. With that north star in mind, we dramatically altered the game’s content to better motivate players to team up and specialize. This was primarily done by making most crafting involve an interconnected dependency chain that spans across all core skills while providing players a way to build and collaborate in the same space.”
This worked…kind of. What they noticed was that these new systems did help with interdependence, but it wound up being mostly small 2-6 person groups of the same people playing together.
So they made some more changes.
<p dir=«ltr» lang=«en» xml:lang=«en»>«Claiming your slice of the world» — a new game design blog has just been publishedhttps://t.co/8G7wvf6zuA pic.twitter.com/GCmK5O15XiThe team introduced private player owned housing within player run shared settlements. This means you can build and create a player-run settlement as a collaborative
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