![]() When his account was deleted, he kept coming back with aliases and spent 14 hours a day 7 days a week trying to destroy Ironfell. One psychopath intentionally forced most of the long term players to quit Ironfell. Those few players were able to ruin the game for everyone else. It was retro cute and of such a high standard it made me proud to show people Ironfell.Ībout one in a thousand players were complete assholes. What he came up with was absolutely perfect. I’m a terrible illustrator, so getting Damon Keen to draw the character artwork worked incredibly well. Player quote: “I think I have enough resources to completely cover the islands in wood walls so nobody could move” Then allies, strategy and and skill became what mattered most. Players reached a point where they had so much of every resource that resources stopped being important. But most effective was having an end game plateau. Safe newbie areas and realms that only advanced players can use helped control the divide between the rich and poor. So players who had been playing for a long time and players who payed for resources had an unfair advantage. Ironfell did not have instanced or tiered battles, you always had all your resources available to fight with. Ironfell’s lack of balance was a huge experiment (and risk). Also developing on OSX and using OSX for the server operating system greatly simplified testing and deployment. Ironfell’s servers had high CPU and memory requirements, so being able to buy the server hardware up front and the fact that the servers were needed long term made the MacMini’s half as much as the Amazon cloud equivalent. This was an unusual choice for servers, usually I’d use Amazon Cloud servers. The server’s behind Ironfell were four MacMini’s (quad-core i7, 16GB Ram, SSD) hosted at MacMiniColo. “i miss ironfell soo much, especially the community :(“ Months after the game was shut down players still send me emails like this: They made it fun for me to hang out in the game and talk to people. Having a sociable and supportive community was the best thing about Ironfell. This meant that the core players were older and able to communicate well. Early advertising targeted at role playing gamers (from stumbleupon) worked incredibly well for Ironfell. ![]() With any massive multiplayer game and the quality of the the community is critical. But financially it failed and was closed down in December 2014. ![]() Ironfell was creatively a huge success, fun to play, people loved it. With Ironfell I hoped to build a game that captured the same feeling as early Civilization and Ultima and be profitable enough to become my full time job. Ironfell Game Play.Ironfell was an indie hex-tile MMORTS where conflict happens massive persistent universe spanning all of time and space. Everyone plays in the same massive persistent world. Start a new rogue-like game every day or build an impregnatable fortress that nobody can destroy. And you take that full advantage into battles set in a massive persistent world. The longer you've been playing for, the more resources you have, the stronger you are. In Ironfell you can gather stockpiles of resources to gain an unfair advantage over your enemies. From humble beginnings, you and your ponies can explore and conquer thousands of realms by land and by sea.Ĭollect resources, build an army, and crush those who dare challenge you (or just plant flowers and raise ponies). Embark on an epic crusade across all of space and time in real time.
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