Category Archives: Design

Pocket Legends Ability System

Pocket legends is a multi-platform mobile massively multiplayer online game where players play with a variety of classes which have unique abilities. For this exercise I will be analyzing the ability system in Pocket Legends with a focus on the player vs environment (PvE) tank system for the warrior class.

Classes

In Pocket Legends each class has a role they perform, one such class is the warrior which suits the role of ‘protector’. During gameplay the warrior attracts the attention of enemies, and takes the majority of incoming damage. This role is referred to as being a ‘tank’.

To enact the role of tank, the warrior has an ability system. A tank that is unable to hold the attention of enemies will most likely result in the death of the party. This causes dissatisfaction with the game, which leads to lower player retention. It is therefore important that this system functions well.

Abilities

The fundamental building blocks of the ability system are the abilities. Warriors have unique abilities they can perform such as Vengeful Slash which has usage requirements, and effects when used. These usage requirements are mana, cooldown, and player level which are the primary variables that control this system.

When an ability is enabled it can be cast, and when cast goes into a ‘cooling’ time period. When cooling the ability cannot be used until the cooling period is over. Once the ability has cooled down, the player is able to cast it again. This process repeats as long as the player is able to cast the ability. Disabled abilities cannot be used at all due not meeting usage requirements such as lack of mana, character being dead etc.

Enabled, Cooling, Disabled

We can represent this loop with the following diagram.

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