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 game’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 Bartle’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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