As seven alien races struggle to co-exist in an uneasy alliance, the Inter-Stellar Union sends Union Guard agents on missions to preserve the crucial balance. These specialized operatives must do what regional security cannot, dealing with smugglers, pirates, terrorists, and even greater challenges in order to bring stability to a universe that needs it desperately. Without the Union Guard, the races will not be prepared to face a looming alien threat they can only hope to defeat together.
Tuesday, February 3, 2015
Multi-player in Games (part 2)
You've probably heard us say it before, “Solar Echoes encourages tactics and team-play.” Sure, there are lots of games that claim the same thing. I believe, however, that unless the game is built from the ground-up with this perspective, it will fail at encouraging teamwork. In one of the most well-known RPG's out there, I remember one edition of rules that had some features meant to encourage teamwork. These benefits could only be gained if characters were working together in the game. It was clearly an attempt by the game designers to remedy the problem I mentioned yesterday, the hero-centric syndrome. However, at least in my experience and from what I read online, nobody ever used those teamwork abilities—why waste a slot for personal character enhancement on something that only functions if others are involved, too? Solar Echoes was designed to address this problem without superficial options to encourage team-play. In Solar Echoes, your chances of survival are drastically reduced if you're not relying on your team.
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