Designing and balancing a MMO with long term strategy elements must be one of the hardest works of all time in Priston Tale . Well, that’s how I’ve felt the last half a year anyway. There are so many factors to consider, so many numbers and complex systems that somehow must work together. I believe structure and dynamic systems are essential because there will always be modifications, small as well as big.
Always, over and over again. Priston Tale Gold systems must be modified, replaced, deleted... No matter how flawless you once found your design. And this must be done without risking your project to fall apart. When your project is big and complex, modularity might be the answer. But removing small bricks can still raze a great building.
It has been said a lot of times but it doesn’t hurt (well, it does, but…) to say it again: It’s hard killing your own babies. Hard. Hard. Really hard. Sometimes it’s like ripping your own heart out. But regardless - it must be done. Just suck it up, smile and keep looking forward. A great product in the end will make it all worth it. And it’s not like it never has happened before.
Priston Tale Gold game designers have probably killed their own babies at some time. Maybe millions of times. It’s not unusual to look back and realize that your work didn’t turn out how you wanted. It happens to all creative people; artists, writers, singers… There’s actually no room for pride or stubbornness when all that really matters is to make a splendid product for your Priston Tale Gold players. If you truly love games - you want to make a game that will be loved by others – a game that you love yourself. That’s my belief anyway.
While working with the balance of Dreamlords the Reawakening, Priston Tale Gold I’ve been struggling with all those complex systems that constitute a strategy game. Units need stats, behaviors, special abilities and gear – a huge amount of parameters must be analyzed and tweaked ‘til the end of times.















