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New world game
New world game









new world game new world game

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. Simultaneously with that, we’ll have these giant battles and great experiences in expeditions, the things you would traditionally expect to do in MMOs. That’s pretty unusual for the fidelity we’re delivering. We have extremely far view horizons, for instance, up to four kilometers in the game. That’s the preferable experience.įrom a client technology standpoint, there’s a lot going on graphically. We just want them to see a huge battle with a ton of stuff going on. But we don’t want the players to perceive that there are a bunch of servers working hard to make this happen. New World is a very computational game on the backend. Lawrence: It’s a combination of the backend servers, which are on AWS. GamesBeat: What kind of technology enables that, where you have so much happening on screen? Hopefully that’ll just be the game, what’s appropriate for the game. But hopefully they won’t be distracted by it. I think people will see that and be surprised by how much is going on in the game. We have 100 people in a very tense, spells-and-swords fight. Not the largest in the industry, but high fidelity for what they are. Typically MMOs have compromises they have to make there - how much you can see on the screen, how much is going on. I’m proud to say that many players have recognized that it’s a graphically rich MMO. We have an interesting graphical system for an MMO. In a couple places we’ve done that with Lumberyard. It should be there to acknowledge the gameplay. From a technology standpoint, I firmly believe that technology should be largely invisible, other than enabling a game. They’ll be surprised, hopefully, by what they’re able to do or what they’re able to experience in the game. Ideally, players won’t notice anything specifically. Lawrence: You hit it on the last part there. What are some things that they might not even see? GamesBeat: A lot of this is behind the scenes, but I wonder if you can describe what they should notice about the technological innovation here. 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. 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. GamesBeat: Eric, what sort of work are you doing on your end?Įric Morales: First off, we’ll be playing a lot of New World. It’s rewarding to get to the point where we can give them the tech that we’ve been testing with them for quite a while. Always in relation to what people wanted in terms of gameplay. As many MMOs do, we kind of grew along the way. GamesBeat: It must feel good to be getting to the finish line. 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. It’s a pretty deep game, and a lot can either go wrong or right. The players can fight in huge 100-person fortress battles or craft the weaponry and clothing that others need. 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. 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. Previous titles like Breakaway and Crucible were canceled after poor receptions in testing and rollout. Learn more.Īmazon 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. Interested in learning what's next for the gaming industry? Join gaming executives to discuss emerging parts of the industry this October at GamesBeat Summit Next.











New world game