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Trials of Ascension is a game that is waiting to happen. The dev team is ready to go and simply awaits a successful KickStarter to get started. We caught up with CEO Don Danielson to talk about what makes Trials of Ascension truly different on the market. Check it out and then leave your thoughts in the comments.
MMORPG: Trials of Ascension has a very strong grass roots history. Can you give us some background on the game?
Don Danielson: The roots of Trials of Ascension's design are ancient in game years. In fact they go back to the heyday of Ultima Online. As other MMOs such as Everquest, Asheron's Call, and Dark Age of Camelot came onto the scene and even as UO matured, we started noticing a trend where it seemed designs were being changed so as to remove any challenges and losses for the player. It somehow became ok to let everyone win. Also, they removed consequences for negative actions and replaced them with artificial barriers in the way of consensual PvP toggles and the like. As a result, the games started to feel less immersive to us. We felt the MMO genre, a genre we fell in love with, was headed in the wrong direction and we took it upon ourselves to do something about it.
Read more of Bill Murphy's Trials of Ascension: The Unique World of TerVarus.
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