We learn a lot from our playtesters. One particularly salient piece of feedback was that Aethermon as originally constructed begins primarily as a Player versus Environment (PvE) experience that builds up to a Player Versus Player (PvP) climax.

For many this incongruence made the gameโ€™s conclusion feel disconnected from their experience up until that point.

We were always aware that player appetite for PvP and PvE would be varied – so we attempted to balance PvP and PvE in a single experience. This meant limiting some PvP elements so PvE elements could shine – and denying the PvE experience the ending it deserved.

It was like trying to satisfy both crunchy and smooth peanut butter lovers with something neither crunch nor smooth – satisfying noone.

We have instead created two parallel experiences that allow players to choose the experience that most suits their gaming group – each culminating in a distinct but equally exciting climax.

This strategy has also allowed us to lean much further into the PvP elements. Allowing us to better provide to the Killers (see Bartleโ€™s Player Taxonomies) without ruining the experience for the Explorers. 

Tune in next week for a breakdown of the changes made. 

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