![]() ![]() That said, players who've not spent the better part of the last 30 years invested in the incredibly in-depth game may be surprised at how rooted in its origins UnReal World remains. ![]() "I've been an outdoors person all my life and practising primitive skills a lot iron-age scheme offered a great way to keep practising bushcraft and enjoying the wilderness in real life offer the same great experiences to the players by modelling things in the game." "I wanted to share my growing personal enthusiasm towards traditional northern lifestyle and our great mythology and folklore in the game." "Instead of adding more monsters and fantasy weapons, I started to pull players out of the dungeons into open air, into wilderness and into a world greatly inspired by ancient Iron-Age Finland," he continued. ![]() The usual fantasy elements, seen in all too many games, can become quite boring to program and to play after a while," Maaranen explained. "It started to go that way due to my growing personal interest about my own cultural roots. ![]() Relatively early on, goblins and other fictional creatures were phased out and replaced with real animals, and the focus became foraging, hunting, and building. In the 26 years since, the game has shifted from traditionally fantasy-infused RPG set in the fictional world of Ankhyrnia - "a medieval fantasy world with elves, orcs, mages, rogues, spells, magic potions and so on" - to an open-world survival game placed in Iron Age Finland. ![]()
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