A World with Consequences
In this genre, worlds mature. One of the main features we love about Ashes of Creation is how it changes for the player. MMOs typically have a static world, the tree you just saw is always there and this type of monster is always right here. We don’t want that, a reactive world doesn’t work that way. Trees are supposed to fall down, creatures roam, herds form, and civilizations expand and contract. Players progress, bosses are defeated and storylines are explored and driven forward.
In the past, a traditional approach to an MMO world is something more static than we’d all hope for. We’ve seen advances in NPC patterns, we’ve seen developers strive to change the world on their own with content updates… but no one has done what we’re doing on Ashes of Creation. Each server in Ashes of Creation will be unique, because each server will grow, mature, and change on its own based on how its players interact with one another. Sure, we’ll have our own events planned out, but the players’ choices on how and where to settle towns, when to lay siege to settlements, and even how much they forage for resources – it all changes the landscape and layout of a given server.











