Why Flying Has to Be Fun
The journey should be gameplay: direct flight, enormous terrain, curiosity, and combat that rewards control.

Getting somewhere should be part of the fun
There is a simple rule behind GildenSpire: getting somewhere should be part of the fun.
We do not want players to press a destination button and watch a dragon animation while the next screen loads.
We want you flying the dragon.
Stay in the sky
We want mountains to feel enormous when you skim past them. We want diving toward an island to feel fast. We want you banking around towers, threading through ruins, climbing through clouds, and spotting something in the distance that makes you change direction just to see what it is.
And when combat begins, those same flying skills should matter.
A great dragon game should make you want to stay in the sky even when there is nowhere you are required to go.
That is one of the standards we are building GildenSpire around.
