• The Making of Arcane Legends - Why it is the Culmination of the Legends Franchise


    Lee Bradley from Pocket Gamer interviews Spacetime Studios CEO Gary Gattis to discuss the business side of making Arcane Legends, correct IAP implementation and the challenges of mobile MMO development. Here's a clip:

    What were the key areas of innovation with Arcane Legends?

    One main innovation is our Companion system.

    We wanted to add a gameplay mechanic that the player could develop an emotional attachment to. Pets matter in combat, and are not just be a vanity object that follows you around. They grow with you, and you care for them.

    We also added 3D cutscenes. The game is very heavily story-driven, and we needed a way to convey significant plot points to the players.

    Additionally, Arcane Legends is a best-of all our previous titles. We took the most beloved mechanics from each game and rolled them in to a single experience.

    Examples are the pick-up-and-play matchmaking of Pocket Legends, the environmental puzzle-solving and complex boss fights of Star Legends, and the chargeable attacks and skills from Dark Legends.
    This article was originally published in forum thread: The Making of Arcane Legends - Why it is the Culmination of the Legends Franchise started by Samhayne View original post
    Comments 1 Comment
    1. Deadonsight's Avatar
      Deadonsight -
      Sam...good game but seriously... Just like dl except with pl graphics o.O
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