How do Furys game mechanics introduce a strategic, team-based element to the game?
Carpenter: Fury emphasizes strong team gameplay on a number of different levels. On the strategic side, you have the pre-fight creation and customization of your group’s and team’s incarnations where you can select complementary abilities. Additionally, you have the game types and map designs that allow teams to plan their control and domination strategies in advance. At the tactical level, Fury’s Meta game adds in a new player role to complement the traditional tank/healer/nuker labels. The new role is that of charge manipulator. Incarnations built around the charge manipulation concept are able to control the flow of battle by shifting surplus charges around their group and team members, stealing charges from enemies, flipping charge polarities and much more. Within the maps themselves, a strong design focus has been to add extra tactical and strategic points to a map. For example, in our larger game types you have Team Nodes. Team Nodes are shrines that create a team wide buff on it
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