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Home Đời sống Giải trí

10 YEARS OF Amazon's 👑NEW WORLD MMO DEVELOPMENT PLAN (Game Director Interview, Backstory, Future)

2 years ago
in Giải trí
10 YEARS OF Amazon's 👑NEW WORLD MMO DEVELOPMENT PLAN (Game Director Interview, Backstory, Future)

What's going on folks and welcome to anotherquick news drop for Aeternum.

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I have been closely following an interviewthat was recently done with Amazon Game Studios and a company known as RespawnFirst.

When I first found out about it, the mediasites stated that this interview was done through the Xbox Magazine but after subscribingto it and reading through every single page I could, it seemed to be no where to be found.

But after finding out that respawn actuallyhad an article on their website for it, I was able to find it and scan all the detailswe could possibly ever get out of it.

Along with this interview I also did findan article that features Scott Lane the game director, this one hada lot of details we already knew about but it did give some backstory on Scott himselfand may just provide a hat tip to why they are planning to support New World for up to10 years after it's launch.

This one comes from the Gamestar website andthey are also the ones who provided us all with the expanded alpha footage along withdetails about New World's points of interest on the map.

But enough about that, let's go ahead andget right into the details.

So, taking a look at the respawn first articlewe can see that they start the interview off by discussing Amazon's Web Services.

This, as we all know, should hopefully serveto be one of New World's strengths, especially during it's beta phase and launch.

These days we constantly get plagued withserver and optimization issues, even in recent titleswe've seen this type of thing stop games in their tracks.

But Amazon is confident that the power ofthe cloud is going to keep the New World stable, and give it the ability to scale to greatlengths with the support of their lumberyard engine.

These two aspects along with their TwitchIntegration plans are going to be a heavy influence on how we interactwith this game.

Right after this they talk more about howthe game takes it's inspiration combat-wise from other titles like Dark Souls.

In other article interviews we also get abit more back story on the staff members included in this interview such as David Verfaillie, and another staff member he's worked very closely with for years – Micheal Willette.

The both of them have worked on many differentprojects but most notably for the two of them they have worked together on games like KillerInstinct.

When it comes to Scott Lane directly he hasalso worked on titles such as Baulder's Gate & Gauntlet.

And as we saw a while back from the MMOHutsinterview during the pre-alpha, the team also has members that are avid Darkfall fans whichgives them some experience in the MMO sandbox field.

Along with this the article itself tells usthey also have people with experience on games like Planetside, Star Wars Galaxies, Destiny, and World of Warcraft.

So we may see hints of inspiration from thosegames sprinkled into the game's future.

In that gamestar interview I mentioned earlierwhat does get very interesting about Scott Lane's backstory isthe following two quotes.

I was able to rough translate these from theirlanguage and these also do get supported by the brief texts above them.

Essentially this first quote translate toScott Lane talking about how he had made friends with a lot of people at Blizzard, and alsoasked them for something like Classic World of Warcraft for several years.

Just like a lot of players in their communityhave.

And on top of that, the game itself is veryfun for him, he loves going back and playing the old version, which he personally prefers.

He doesn't know if he would call it more hardcore, it's actually just different in his eyes.

Which I do have to say does interest me quitea bit.

I'm curious to know whichparts Scott Lane prefers from Classic WoW as opposed to retail – not counting the upcomingShadowlands of course since this was written before that.

But I'd like to know if it was the PVP aspect, or the Player-vs-Environment aspect that he preferred more.

In retail you have a system very similar towhat we'll be getting in New World which is classifiedas War Mode, but in Classic you are essentially free game.

But on the other side of that, Retail in termsof it's leveling experience, gearing progression, and all around difficulty is vastly differentfrom what you would see in classic.

And I would hope at the very least that ifthat is the part that Scott Lane prefers instead, I whole-heartidly hope New World holds trueto that as well.

In my opinion I do think that you should havea good amount of challenge in these games, especially when it comes to the endgame.

Whether it's the progression or the day today activities, it's very important to develop it in a way where it can providethat challenging aspect while still retaining that fun factor and convincing us to continueplaying.

And in New World it does seem like the creaturesand AI aren't just pin cushions that just stand there while we wack on them, they seemto dodge our attacks as well as cast skills of their own when neccessary, so that's something that is refreshing and I hope it continues in future titles as well.

As for the next quote, this one is promptedafter the interviewers had given Scott a brief look of skeptism due to expecting New Worldto be influenced by Classic World of Warcraft in some way.

Or at least that sounds like what they hadmeant there.

But for the roughtranslation, scott lane replies by saying that for New World, they're focusing moreon the war and invasion mechanics.

Instead of looking at classic wow, he prefersto look at things like Action RPG fighting experiences that they can bring in, they wantto incorporate physics-based battles into the MMO genre.

Because that's something that is newand different from that classic approach that we're used to.

Which of course we do have titles that canprovide that action combat experience in the genre, but there are very few of them currently.

And of those few, some of them can be heavilyinfluenced by microtransactions or feel extremely lackluster in one area or many different ones.

So having more of this particular type isalways a plus in my eyes.

Butnow after they talk more about the classless system and story setting, they finally bringus to the million dollar line of the game.

David Verfaillie, the player experience lead, tells us that Amazon Game Studios has plans to support and improve the game and it's combatsystem over the span of 10 years.

Now I'm sure that's already poppped at least50 questions into your head as you heard or read this likeit did for me, but I think the biggest thing to note at this very moment is that immediatelychanges a lot of perspectives that I'm sure players already had with this game.

Now as we know, Amazon Game Studios is notonly developing just New World for their games, in Seattle they have a seperate studio thatfocuses specifically on a game called Crucible thatI have covered before, but in this specific team's location they also have people thatwork on their upcoming Lord of the Rings MMORPG iteration.

Alongside them in Irvine California they alsohave a studio owned by Leyou Technologies that also works on the game, but this quoteultimately means that instead of that Lord of the Rings MMO being in directdevelopment conjunction or the flagship game for AGS.

That New World might actually become theirprimary flagship unlike what a lot of people might have expected.

I guess when I read this my very first fewquestions consisted of things like – so how many expansions are we going to see, doesthis mean that they are going to lean away from being just a MMO with sandbox elementsand actively develop the story, and most importantly, what are they planning to specifically addfor content over the course of this 10 plus years? Now of course I would personally imagine thatthis 10 year plan could ultimately depend on the success of the game itself.

It's completely understandable that if thegame isn't meeting ends meet, that the 10 year plan could ultimately be cut short tofocus on other or more lucrative projects.

Or that if the game really takes off thatthe 10 year plan may just turn into a 20+ year one.

But the fact that we've already learned theyhave a roadmap planned and content planning for up to 12 months already, it sounds likethey are very confident in what they will be able to deliver.

Which is always a good sign for developmentteams because having these kinds of plans builds the greatest foundation youcould hope to make.

And I think a game like this could truly succeedif they do it right.

One thing that I'm immediately going to jumpon yet again in this conversation is that if they are wanting to make this game morefocused on the territory war aspect and have mechanics like invasions, dynamic events, and the faction system, then they will 100% needto have more activites related to not just the player vs environment aspect, but alsothe PVP part too.

I mentioned in a previous video that thisgame might benefit greatly from having open world points of interest that we can captureand fight over all day long within our respective factions for rewards, and perhaps they couldeven tie this into the influence system so players will have evenmore reason to use it.

Now along with this, I did want to go overthat just recently on twitter, they mentioned that we are in fact still getting a fourthdev diary that they are planning to have out by the end of this month, along with thatthey will be giving us more developer blogs and screenshotsleading up to the closed beta in July.

Hopefully everything stays on track so wecan both have a smooth and enjoyable launch, and at the same time that everyone stays safeand healthy to ensure their wellbeing during these tough times.

They will also be having a giveaway for alphakeys on their twitter so be sure to head over and follow themif you haven't already.

And with that folks, that is actually allthat we have to talk about today.

In smaller news they seem to be hiring stillfor different positions for the game's development so that's still a good sign.

This one appears to be a listing for a softwaredevelopment engineer that's going to work on designing new engine tools and technologyfor powering games.

They also seem to be tasked with collaboratingwith engineers and content creators to create these tools, as well as architect level systemswhich scale for large sets of data.

This sounds like it might be heavily influencedby their twitch integration plans but this certainly seems to be a position to keep aneye on.

But as always folks, let me know whatyou think about their overall vision for the game and if you think they may be successfulin their 10 year plan for this game.

What do you think you'd like to see over thecourse of that, whether it's expansion, content, or story related.

And thanks so much for taking the time tocheck out this video, I'll keep you guys posted as more news becomes available.

I hope you have a wonderful day and thanksvery much again for watching, and farewell!.

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