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As things grow and advance, there are battles and confrontations." "That's human nature as you start to grow, whether it's two cavemen battling each other with sticks and rocks or massive countries that have nuclear weapons. "If we have a group of people that's large enough performing badly, maybe there needs to be another, larger group that confronts them on that," Kennedy said. The player base essentially policed itself for bad behavior from the first month of the game, when people setup makeshift jails to hold players who "were performing badly." That's been evident right from the beginning in Ark, Kennedy said.
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You build the game and let the community figure out how to play." And people will complain about it, and loudly. "And I'm not saying it's right or wrong that larger tribes should attack and rape and pillage the village, but there are losers in that. "Anytime you have a competitive game mode in any type of game, there's going to be a winner and a loser," Kennedy said.
For his part, Kennedy chalked up much of the backlash the change received to sour grapes.
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"You build the game and let the community figure out how to play."īurkes said a key driver in allowing the server transfers was to let players team up with their friends without having to start fresh on a new server, and the Cross Ark transfers were a risky compromise that allowed that to happen. Where you used to have all these tribes fighting against each other on a server, now they're banding together to make sure these big tribes don't come to their server and tear everything down." It basically brought up an interesting game dynamic. You now have smaller tribes on the same server banding together to take out larger tribes. "But I also saw a shift in the PvP dynamic. We had the fear that a lot of the players would have that feeling that mega-tribes would do that, and in some ways we did see that. That's one of the things we talked about heavily when we did Cross Ark transfers. "And that does come with some consequences, where you might have massive tribes migrating from server to server and decimating everybody on their server. "Our overall feeling is that you enable the players to play the game the way they want to," Burkes said. With Ark: Survival Evolved scheduled to launch out of Early Access August 8, Studio Wildcard CEO and co-founder Doug Kennedy and community manager and technical liaison Cedric Burkes spoke with at E3 last month to discuss their philosophy on shaping player behavior, or letting player behavior shape their game.
When people have invested thousands of hours in a game, the changes you make can be a threat to that investment It was a somewhat predictable outcome, but it raises questions about how developers manage (or don't) player behavior in their games. It also led to a number of negative Steam reviews from players with hundreds and sometimes thousands of hours logged in the game. Larger tribes in the game always had an advantage because they could gather resources faster and have members online at all hours to help maintain and defend bases, but the addition of server transfers led to mega tribes that would travel between servers, decimating any tribes in their way and moving on to the next server. One such deeper change happened with Ark: Survival Evolved last November, when developer Studio Wildcard updated its dinosaur-laden persistent team survival game with "Cross Ark transfers," the ability to move between servers without losing progress. Sometimes the games remain essentially the same but just receive additional content other times the games change on a more fundamental level.
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As a program for still-in-development games, Steam's Early Access is by definition full of games that will change.