MOAR_KickstarterCover9.jpg
MOAR_KickstarterCover9.jpg

MoAR


MoAR

a cross-platform strategy PvP game that focuses on friendships and cognitive development

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MoAR


MoAR

a cross-platform strategy PvP game that focuses on friendships and cognitive development

The project is designed initially hoping to create a place for friends to hangout, to grow, and to explore together. We love playing games online, but we're also really unhappy how the player, the very content of online games, is often time what breaks immersions and ruins a good time with aggressive behaviors. We wanted to develop this game hoping to address some of the industry issues. We stopped after 2 years of development for more soul searching hoping to bring more values to our design.

GAMEPLAY

MoAR is an online PvP game that simplifies the World of Warcraft Arena mechanics into a more casual experience. Each hero can equip customizable abilities within its own class yielding almost limitless combinations of plays. Inspired by poker, the goal of the design is to make the game extremely easy to learn with high potentials to master. MoAR will incorporate 3 major gameplay mechanics: player-versus-player, life simulation and adventure modes. It’s essentials that heroes in this game can be utilized for other gameplay to build a more immersive context. In the PvP aspect, players can test their builds, combinations, and skills with each other. In sims mode, they will develop, progress, customize their heroes to hang out with friends. In adventure mode, it is the player against the game world and build context to other game modes. 

 
Happiness begins where selfishness ends.
— John Wooden
 

If we treat each player as one of our own children, how do we prepare them for the real world. If the amount of time they'd spent playing games can equal to the amount of time required to excel in a job, can we, as creators, improve players' IQ by playing a game? Can we teach them about financing or perhaps about leadership? Every design decision we believe is crucial in providing a player with real-life value. 

COGNITIVE DEVELOPMENT

Each hero’s ability trigger can and should adopt solutions that challenges each player’s mental capacity. Can our game raise players’ IQ? Can we raise players’ attention, memory, speed, flexibility and problem solving skills? Things to experiment will include training mode mini games, ability cognitive design, and mathematical advantages.

LEADERSHIP & FRIENDSHIP DEVELOPMENT

Every chance in the game, we must find ways to encourage positive mindset. What it means for leaders to eat last. What does it mean to sacrifice. What does it mean to be merciful for your enemy. Can we learn about Art of War or leadership perhaps as in-game tips? How do we encourage people to raise others higher? We must change this genre and make people love each other after a match. We will eliminate all sorts of hate/love relationship and create a truly positive environment for all gamers.

SELFLESS ENVIRONMENT

It’s no secrets that every online game possesses toxic communications. Some games do allow players to block each other. Some allow players to report each other. I think the nature of aggressive behavior is the problem of the creators. It’s okay to minimize communications to help aggressors keep it to themselves, but the problem persists, why are they angry? I think most of the times we play games because we want to get away from our duties and feel like the hero all should respect, but often times we only face who we already are in real life in online game play sessions. In PvP, only the one who plays the most or possesses the most talent get to enjoy the occasional feeling of superiority.

 
 
 
 

MAUNKA (Enkan Warrior)

Maunka is an Enkan. They possess very high survivability with monstrous strengths. Though slow in movement, Enkans are extremely dangerous in close range combat dealing burst of destruction.


SHIYA (Ranger of Shakara)

Shiya is a ranger of Shakara to the female only race, Y'lidia. Shiya is a deadly range hero dealing vast amount of damages over time. Her ability to switch in between essences allows her to adapt to different situations. Lacking survivability, her speed and damage abilities make her one of the most powerful heroes. 


XERO QUELZ (Temple Guardian)

Xero is an overall tactical hero. While his ability to deal damage leaves much to be desired, his crowd control skills allows him to burst down highly resilient opponents. Possessing moderate survival and damage capability, Xero is chosen to set the pace and rhythm of a match.  


TEAM

jan johansson, programming

joseph luck, sound

moritz pg katz, music

kristopher peterson, animation, effects

sheena yang, ux

chase lin (me), lead, art, game design