New World interview

  • New World interview

    Amazon Games hasn’t had the best track record with shipping games, as the tech giant tries to move beyond being a seller to a maker. Previous titles like Breakaway and Crucible were canceled after poor receptions in testing and rollout. But now, Amazon is nearing the launch of New World, a massively multiplayer online game that fulfills the mission that Jeff Bezos gave to the developers: make games with ridiculous computation.To get more news about buy new world gold, you can visit yourmoneygeek.com official website.

    New World is a big MMO set in a fictional age of conquest where three factions battle each other for control of an island continent. The players can fight in huge 100-person fortress battles or craft the weaponry and clothing that others need. It’s a pretty deep game, and a lot can either go wrong or right. Amazon has a lot at stake in the launch, as the company can’t really afford another failure with New World if it wants to be taken seriously in the game business.

    I interviewed Richard Lawrence, the studio director at Amazon Games, and Eric Morales, the managing director at AWS Game Tech, about what it takes to bring home a game like New World and how Amazon’s game technology helps. We talked about everything from the delays in getting the game done to the open-sourcing of the Lumberyard game engine amid the project.

    The MMO is finally scheduled for its September 28 launch. Hopefully, this deadline will stick, as some fans have been waiting for this game for a long time.Eric Morales: First off, we’ll be playing a lot of New World. New World is this perfect embodiment of a lot of the technological innovation that underpins AWS, coming together in one place and doing it at pretty impressive scale. It also covers the full gamut. It’s AWS, the AWS game tech service side, but it’s also some of the bigger, longer-term bets we’ve made, like with what was Lumberyard. I’m excited to see what happens next. We’re all excited about the launch.

    Lawrence: You hit it on the last part there. Ideally, players won’t notice anything specifically. Things will just work the way we intend. They’ll be surprised, hopefully, by what they’re able to do or what they’re able to experience in the game. From a technology standpoint, I firmly believe that technology should be largely invisible, other than enabling a game. It should be there to acknowledge the gameplay. In a couple places we’ve done that with Lumberyard.

    We have an interesting graphical system for an MMO. I’m proud to say that many players have recognized that it’s a graphically rich MMO. Typically MMOs have compromises they have to make there — how much you can see on the screen, how much is going on. We have very large battles. Not the largest in the industry, but high fidelity for what they are. We have 100 people in a very tense, spells-and-swords fight. That’s quite an experience. I think people will see that and be surprised by how much is going on in the game. But hopefully they won’t be distracted by it. Hopefully that’ll just be the game, what’s appropriate for the game.

    Lawrence: It’s a combination of the backend servers, which are on AWS. That serves all our computational needs. New World is a very computational game on the backend. But we don’t want the players to perceive that there are a bunch of servers working hard to make this happen. We just want them to see a huge battle with a ton of stuff going on. That’s the preferable experience.

    From a client technology standpoint, there’s a lot going on graphically. We have extremely far view horizons, for instance, up to four kilometers in the game. That’s pretty unusual for the fidelity we’re delivering. Simultaneously with that, we’ll have these giant battles and great experiences in expeditions, the things you would traditionally expect to do in MMOs. When you’re fighting another player or fighting with a bunch of other players, everything should be consistent, high-grade, easy to understand, and not disrupted in any way by technology issues.