New World
New World is a historical multiplayer action role-playing game with a third-person view. The game will send you to an alternative universe of the era of the colonization of America. The game world is filled with incomprehensible creatures, dark magic, spirits, living trees that are ready to kill at any second. It will be possible to defend yourself with the help of relics, spells against spirits, words of power. You will also need to protect your settlements from the invasion of thugs-players and supernatural dark forces, with the help of weapons and magic. Or you can explore the game world to discover new lands and strange curses.
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The Creators of New World Talked About Their Game...

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New World
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Here are extensive excerpts from an interview with Richard Lawrence and Eric Morales, the main bosses of the game.

I'm proud to say that many players found this to be a good graphics-rich MMO. MMOs usually have trade-offs that need to be taken into account - how much can be seen on screen, how much is going on, etc.

We have very big battles. Perhaps not the largest scale in the industry, but that's not the point. 100 people in a very dynamic spell and sword fight. It's a pleasant experience. I think people will see that and be surprised at how much is going on in the game.

From a client technology perspective, there's a lot going on graphically. We have very distant viewing horizons, up to four kilometers in the game. It's quite remarkable... At the same time, epic battles and magnificent expeditions are waiting for us - what you traditionally expect in an MMO. When you are fighting another player, or a group of other players, everything should be consistent, easy to understand, and not disrupted in any way by technological issues.

We made several decisions, and I was pleased with the support we received from Amazon. They said, “Do the right thing for the game. If it suits the game, let's invest in the specialized code you need."

Amazon has always supported. Even though this is quite a significant technological process, we have always been confident that if we move towards what our customers expect from us, then we will do it.

Lumberyard was the backbone of everything you see in the New World. Graphically accurate. At some point, Lumberyard was growing very fast, and we had to slow down a bit with the introduction of this technology.

We said, "We'll take what we have now and stick with it." This is the version we will be using to run. I will work on it."

We've changed - again, due to the nature of an MMO, we've changed a few things about the rendering path and rendering methods. This required some adaptation. But the advantage of having a readily available source is that we can do it at our convenience. We will definitely have DX12. This is not required for our launch, but we think we will do so shortly after launch.

Decisions about in-game features are largely dictated by player feedback. Of course, we can't make a game suitable for everyone, because I don't think it's possible, but there was a fairly large consensus. "It's fun, it's fun, it's fun." You tie these features together and form a strategy that determines how they serve as the best foundation for the game. What game styles will we be building on? What are the main features we will provide to please these players?

In my opinion, you can't make great games designed by "committees". This is absolutely the right approach to customer feedback, and we do it all the time. But if you ask 10 people what is the most important thing in the game, you can get 10 different answers. You can't achieve focus and strategic execution when you're working on so many different fronts at the same time.

We have chosen a target. We have chosen a strategy. We are gamers too. We know the games we like, the games we've played in the past, the games we want to see on screen. This creates the core identity of the game. We want this fighting style to be very physical. We want excellence. We want a game with a very open world that you can just roam around. You don't always have to follow instructions for specific tasks if you don't want to. It was what we wanted.

Even if you're really committed to the idea of ​​a particular feature, there's no point in investing in it when players tell you they're not funny, that they don't want to do it. There are pointers to how much you spend on a feature or not. But this is not a complete description of the product.

One of the things we did at the very beginning was that we definitely wanted to have three factions. We didn't want two. There are a lot of logistical issues with the two factions and equal player representation between them. When one side starts to win, many players run after it. But if you have three of them, it's not a win or a loss. You win, you lose, or most of the time you are still fighting. It has the ability to rotate. It was an early decision.

We have a group of players who may not want to participate in either of these systems. The key to this was to create a set of features that the PvE player could participate in, but somewhat indirectly. They don't directly participate in the fight because it's none of their business. You can still help your faction or city. PvE players can help out in global combat without having to fight other players.

New World will be a Buy-To-Play game. The cost of a standard copy is about $35.

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