1vX.gg
game-design · dev-diary · pantheon-rise-of-the-fallen · mmo

Pantheon studio consolidates its design tenets into eight

The August 1 post reduces the game's guiding principles to eight and concedes that soloing and risk-reward are not yet where the team wants them.

Pantheon: Rise of the Fallen key art

The Pantheon: Rise of the Fallen team restated the principles behind its design work in an August 1 post, saying the tenets are debated within the community often enough to warrant consolidating and clarifying them. The studio presented them not as aspirations but as design positions it is committing to in practical terms.

The consolidated list runs to eight items:

  • Content is King
  • Class Identity Matters
  • A Challenging, Social Game
  • Risk Should Be Rewarded
  • Player Progression Should Be Meaningful and Multifaceted
  • A Living, Breathing World
  • Economy and Rarity Matter
  • Forge Bonds That Matter

Group play, class roles and risk

On content, the studio said players consume it faster than developers expect, and framed the tenet as a standing commitment to hand-made material. It addressed the obvious retort directly, saying that when players ask where the content is, the answer is that the game remains in active development and much of the world is still under construction.

The class tenet commits to role-based group play across tank, damage, healing and support, with support covering dedicated crowd control. Groups will need at least one tank, at least one healer, sufficient damage and a support role for buffs, debuffs and crowd control. Beyond that structure, the team said classes filling the same role should not feel interchangeable, using warriors and paladins as its example: both tank, but their toolkits, playstyle and pacing differ.

The social tenet is stated bluntly. The studio said the game is group-centric and that it is not building a solo-centric game, extending the point past combat: no single player will master every crafting profession, with blacksmiths needing goods from leatherworkers and alchemists trading with provisioners, and no single player will uncover every Perception mystery without comparing notes with others. The team conceded that soloing is currently too easy, and said it will become more deliberate and more dangerous over time, with rewards scaled to that risk.

The risk tenet covers long pulls, unexpected adds, hostile factions, harsh climates and the constant possibility of death. Here too the studio acknowledged a gap between intent and the current build, saying solo experience comes too easily and that loot from difficult fights does not always match the effort involved.

Progression beyond levels

Progression is described as both vertical and horizontal. Level-gated abilities, stat points, gear upgrades and attribute buffs are meant to carry real weight, while horizontal growth opens up the world in other ways: climbing skill and equipment change where a character can go, Perception eventually unlocks storylines and hidden knowledge others may never see, crafting and harvesting skills determine a player's standing in the economy, and swimming skill and water gear will matter more as water content expands.

The sixth tenet argues that immersion comes from a believable world rather than visual fidelity alone, a framing the post attributes to Brad McQuaid.

0 Comments

Join the conversation — sign in to comment.

Sign in
Never miss a match
Get breaking esports news, results, and the best clips in your inbox.