A few people brought up the question today about the big picture. Especially with the recent changes, what has been guiding these changes and where do we see the future?

In short, we've made some big changes but really they're not all that far off from the road we were already traveling.

Why personal worlds and adventure worlds? All along we've known that there's a great deal of exciting opportunities when you can start up new world with new content. We thought that there would be just a single world, one which cycles to introduce new content. We tried this out and learned a lot. It turns out that with the Cornerstone alone there wasn't enough space to build and that the cycling really never happened fast enough to account for the content being consumed. On top of that trying to put enough content into the world for all levels of play was making it hard to figure out where to go to get to content that was at the right level for any given player. In addition, we missed the days where we'd all build together in the world. There were some incredible constructions and while there's a lot we like about Cornerstones we just didn't see them getting us all the way back there.

So we took those core ideas and split them out. Personal worlds have all the building and collaboration you'd want. Adventure worlds have targeted content that lasts a short duration. We'll want to do work to encourage visiting and community between worlds, but we have some ideas around that and I'm certain you guys have even more.

We have also learned that losing your items feels bad enough that it wasn't made up for by getting a shower of new ones. It was hard to explain and understand and with our model shift to opt-in adventure worlds it means that we had something we could anchor difficulty based progression to. The next step for us lies here. We'll be making equipment persistent and upgradable. We'll be making a game out of finding the look you want and building it to be the weapon you want. In addition we'll be spending a lot of time bringing personal worlds up to a high level of polish and expanding the features surrounding adventure worlds like combat and discovery.

This is a game about building, collecting, community, and adventure. Those are the foundational ideas behind Trove and every change we make must and will serve to reinforce and build upon them. I look forward to where these features and our collective creativity leads and thank you all for being along for the ride!

submitted by AvaremTheDev to Trove
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