Dev Diary – The Commitment to Tenets

Dev Diary – The Commitment to Tenets


What We Stand For

The Vision Behind Pantheon’s Core Tenets

If you’ve followed Pantheon for any length of time, you’ve probably heard of our core tenets. These are the guiding principles that shape every piece of the game we’re building. However, we see them debated far too often within the community. We are taking this opportunity to revisit our tenets – to consolidate them and clarify them. And also to explain a bit of why these tenets exist, not just as lofty ideals but as grounded design positions we are committing to in very real and practical ways.

    Here is the list of the newly consolidated tenets:

  1. Content is King
  2. Class Identity Matters
  3. A Challenging, Social Game
  4. Risk Should Be Rewarded
  5. Player Progression Should Be Meaningful and Multifaceted
  6. A Living, Breathing World
  7. Economy and Rarity Matter
  8. Forge Bonds That Matter


1. Content is King

A thriving world demands a relentless commitment to content creation.

If there’s one thing MMO players have proven time and again, it’s that they will always consume content faster than we think they will. They’ll unlock the door. They’ll beat the bosses. And they’ll do it better than you planned for. This is the reality of making an MMORPG, especially one like Pantheon.

That’s why this tenet is also a commitment: we are committed to keeping Pantheon’s world alive with hand-made, engaging content. It’s as simple as saying content is king because without it, players will stop playing. So as a statement of commitment to all of you, and a daily reminder to us, content is very much king.

And yes, we’ve heard the question: “If content is king, where is it now?” And the answer is: we’re building it. Pantheon is still in active development and while much of the world is still under construction, this tenet drives our efforts and scope.

2. Class Identity Matters

Classes are distinct, specialized, and designed within interdependent roles.

Pantheon is built on the classic foundation of role-based gameplay: Tank, DPS, Healer, and Support (which includes dedicated crowd control), and our encounters are designed with these roles in mind. The core of Pantheon’s group content relies on this interdependence of roles. Groups will need at least one Tank, at least one Healer, enough DPS, and Support to provide necessary buffs/debuffs and crowd control.

But it goes deeper than this. Our goal is to create classes that aren’t just variations of a role, but have a unique identity. Warriors and Paladins both tank, but they don’t feel the same. They don’t approach fights the same way or support their groups in the same ways. The toolkits, the playstyle, the pacing – these ingredients create unique rhythms from class to class in how they play and how others play with them.

3. A Challenging, Social Game

The game is built to challenge players and reward interdependence in combat, crafting, exploration and knowledge.

Let’s start by saying this unequivocally: Pantheon is intended to be a group-centric game. We are not building a solo-centric game. Instead, we want to emphasize the magic that happens when players work together. And I’m not just referring to combat encounters. You’re not going to be able to master every crafting profession by yourself. Blacksmiths may require goods from Leatherworkers and Alchemists may have important transactions with Provisioners as the need arises. This philosophy applies to Perception as well: you won’t be capable to uncovering every mystery, connection or outcome by yourself without comparing notes with or relying on the insights others have gained on their unique journeys.

We know that right now soloing is too easy. This is something we continue to dial in and over time, soloing will become more deliberate and dangerous, but also more rewarding relative to the risk. But the vision is clear: Pantheon’s heart and soul is found when players join each other to fight, craft, explore and learn.

4. Risk Should Be Rewarded

The greatest rewards come from enduring the greatest dangers.

We believe that challenge is what gives a reward its meaning and makes it satisfying. So we embrace risk taking as a fundamental design tenet: long pulls, unexpected adds, hostile factions, brutal climates, navigating the unknown, and the ever-present risk of death. We want you to feel it when you’re deep in a dungeon. And when you emerge with your spoils in hand, we want you nodding your head saying, “Yea, that was worth it.”

We know this tenet doesn’t feel fully realized yet. Solo experience comes too easily with negligible risk. Sometimes the loot you get at the end of a tough fight doesn’t seem to match the effort and risks you took to earn it. These things will continually be brought into alignment with this tenet – as we refine systems, adjust pacing, dial in encounters, etc. the goal is that hard things should feel worth it.

5. Player Progression Should Be Meaningful and Multifaceted

Meaningful progression will increase power and social prestige while opening up more of the world to you.

We are building Pantheon to have a strong sense of power progression. Ability upgrades that unlock with higher levels are potent. Stat points are weighted heavily; gear upgrades and attribute buffs are impactful.

But beyond levels, we’re putting an emphasis on horizontal character growth as well. Investing in your climbing skill and some climbing gear can dramatically affect where you can go and what you can reach. Eventually, your skill in Perception will allow you to unlock additional storylines and hidden knowledge that others might miss entirely. Your crafting and harvesting skills elevate your place in the economy and your ability to create items others depend on. And as our water content grows, higher swimming skill and water-based equipment begins to reflect the degree of your preparedness as a player.

6. A Living, Breathing World

Immersion comes from a believable world, not just visual fidelity.

In the words of Brad McQuaid, we are building a world with Pantheon, not just a game. Part of the way we are accomplishing this is by filling the world with believable denizens. The NPCs in Pantheon are not intended to be mere vending machines or quest markers; they have needs, allegiances, carry secrets, and hold opinions. To compliment these interactions, we will emphasize factions that track your standing and give your decisions sizeable impact.

And still it goes further. NPC Dispositions will shape how enemies behave, creating an air of immersive unpredictability. The extreme climates of the world will challenge your preparedness and make you respect the forces of nature within Terminus.

A living, believable world cannot be built around a treadmill of extrinsic rewards. It needs to be a place. Our goal is to build Pantheon to be a place in which you want to dwell.

7. Economy and Rarity Matter

Items should retain value through scarcity and community interdependence.

Our goal is to cultivate an economy that slows inflationary bloat by delaying item saturation, embracing meaningful crafting and empowering player interdependence through trade. Rare items should feel rare with the power to match. Crafted items should be on par with adventuring items, making them highly sought after. Player trading should be active and lucrative.

This tenet isn’t a declaration of current perfection. Our economy is still forming, itemization is being developed and drop rates tuned. But the goal we are working towards should be clear.

8. Forge Bonds that Matter

The best stories in MMOs aren’t written by developers… they’re written between players.

In some ways, this might be the most important tenet of them all. We talk about community a lot around here and how much it matters. One of the key elements of classic MMORPGs that Pantheon is inspired by is the intensely social worlds they created. From the pace of combat, to the interdependence of group roles, to the need for shared travel – the danger and the downtime – it all serves the same purpose: to create room for social bonds.

This is something modern MMOs have forgotten how to do. With Pantheon, our goal is to remind you that the people you are playing with are people. We want to make those names on your screen matter, whether they become friends, guild mates or rivals.

Our hope is that this short article refines and clarifies the intentions behind what we’re building with Pantheon and why it stands to be such an important game within the MMORPG landscape.

Thank you for taking the time to read. As always, we look forward to seeing each of you in the living, breathing world of Terminus as it continues to take shape.

Chris “Joppa” Perkins


This is the Pantheon: Rise of the Fallen that we are building. Interested in checking it out? Pantheon is available in our store or on Steam.

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