Mmorpg world: New World | MMORPG.com

New World | MMORPG.com

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New World Overview

New World is a massively multiplayer, open-ended sandbox MMO set in a cursed and supernatural version of Northern America in the 17th century. Players can be anything they want from farmers to soldiers to lone wolves, as what you do, and whom you work with or against is entirely up to you. The land of New World will be evolving one that changes with the seasons, weather, and time of day.

You can work with others to reclaim monster-haunted wilds and build new civilizations. Or if you’d prefer, you can go solo, surviving in the face of horrific monsters and blood-thirsty player bandits. New World is focused on emergent gameplay with rich social features – including Twitch integration with broadcaster-led events, achievements, and rewards.

Explore a thrilling, open-world MMO filled with danger and opportunity where you’ll forge a new destiny for yourself as an adventurer shipwrecked on the supernatural island of Aeternum. Endless opportunities to fight, forage, and forge await you among the island’s wilderness and ruins. Channel supernatural forces or wield deadly weapons in a classless, real-time combat system, and fight alone, with a small team, or in massed armies for PvE and PvP battles—the choices are all yours.

FEATURES

  • CARVE YOUR DESTINY
    For thousands of years, Aeternum has been the source of fantastical legends—and now you’ve found it. Shipwrecked and without supplies or allies, you’ll need to make your way in a dangerous world where supernatural power has changed all the rules. In such a land, your destiny is whatever you make of it.
  • A LAND SHAPED BY MAGIC
    Aeternum’s mysteries run as deep and dark as its history. Delve into the world and uncover the secret truth of the island and its millennia of strange inhabitants. As you explore Aeternum, you’ll discover beauty, danger, and opportunity at every turn. You’ll need to use all your skills to take advantage of the island’s bounty—and survive its horrors.
  • SWORDS, GUNS & SORCERY
    Arm yourself with brutal melee weapons, ranged artillery, or supernatural powers and jump into New World’s classless, real-time action combat system. As you progress you’ll be able to determine what you want your gameplay experience to be like—will you act as a protective shield on the front lines of battle? Will you sling spells to support your allies from a safe distance? Only you can decide.
  • STRONGER TOGETHER
    At the core of the New World’s social features are the three factions, organizations of like-minded players and non-player characters with their own motives and schemes for the island’s future. It is as a member of one of these factions that you’ll wage war and claim, defend, and develop your territory.

Latest Articles

New World Update Re-enables Brimstone Sands Drops and Fixes a Number of Issues

New World Team Discusses Designing Bosses, From Narrative to Mechanics

New World Announces Next Round of Server Merges Coming Next Week

Why the Wait For Cross-Server Outpost Rush? New World Devs Answer in Latest Forged in Aeternum

Fresh Start World Rollout Plan and FAQ — News | New World

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Greetings, Adventurers!

Missed out on your chance to claim untouched territory? Interested in establishing your foothold as the reigning champion of the land? Take your first steps on a fresh, blank slate when Fresh Start Worlds come to Aeternum on November 2!

We are excited to release the rollout plan for Fresh Start Worlds and an FAQ for any additional questions or concerns.

Rollout Plan

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Find out when each world will launch below. You can also view our forum post to see each wave in your local time:

Wave 1 – November 2, 4:00 PM UTC

  • Central Europe | Artemis

  • South America | Artorius

  • US-East | Medea

  • US-West | Yonas

Wave 2 — November 2, 5:00 PM UTC

  • Central Europe | Gawain

  • US-East | Myrddin

Wave 3 — November 2, 6:00 PM UTC

  • Central Europe | Apophis

  • US-East | Devourer

Wave 4 — November 2, 7:00 PM UTC

  • Central Europe | Cleopatra

  • South America | Gaea

  • US-East | Amarah

  • US-West | Ennead

  • Australia | Sutekh

Fresh Start World FAQ

Q: How long will the servers be locked from transfers from existing servers? Will players in these Fresh Start Worlds be able to transfer out of them?

A: There will be no transfers of existing characters into Fresh Start Worlds. We plan to allow transfers from a Fresh Start World to a legacy world at a later time.

Q: Can players in Fresh Start Worlds transfer to another Fresh Start World?

A: Not at this time.

Q: Will there be a 3rd character creation slot or will I need to delete a character to access these Fresh Start Worlds?

A: Players will have a third character slot added on November 2nd. Any and all character slots may be used toward Fresh Start servers or Legacy servers but you cannot have more than 1 character per world.

Q: If the Fresh Start World population drops, does that mean it’ll be merged on a legacy server or will it be merged with another fresh server?

A: We will never merge any Fresh Start Worlds into legacy worlds.

Q: How many Fresh Start World will there be?

A: All regions will have at least one fresh start server. Please see above for the rollout plans.

Q: If I’m banned on a legacy server, can I start a new character on a Fresh Start World?

A: Bans are account-wide.

Q: Will there be a world for SEA/OCE?

A: At this time, we do not plan to open any additional regions.

Q: Will the new leveling experience be available on Fresh start servers?

A: All new content, including Brimstone Sands and the Revamped Starting Experience, will be available on these worlds.

Q: Will Nightveil Hallow be available on Fresh Start Worlds?

A: No, but all future events will be available.

Q: Will world population be higher on fresh start worlds?

A: No, Fresh Start Worlds and legacy worlds will have the same maximum population cap.

Q: Will Fresh Start Worlds have a different build or moderation policy from legacy servers

A: No.

Q: Will there be a dedicated PVP Only or RP Only world in the future?

A: We do not have any plans to create a PvP Only or RP Only world at this time.

Q: Will Fresh Start Worlds be language tagged?

A: No, they will not be language tagged.

Q: Will Fresh Start Worlds characters be able to access already purchased items?

A: Yes, account-wide items like promotional and in-store items will be accessible.

Q: How do I differentiate a Fresh Start World from a Legacy World?

A: Fresh Start Worlds will be tagged at the world selection screen.

Q: Is there an official Amazon Games forum or Discord specifically set for people who want to participate in Fresh Start Worlds?

A: No.

Q: Will there be queues for Fresh Start Worlds?

A: We have queue mitigations in place but you should plan to experience queues on your Fresh Start World.

Q: What if all Fresh Start Worlds are set to Full?

A: Servers may become locked between waves due to world capacity and queues but we will monitor worlds closely, especially during and right after the rollout phase to ensure that players can join a world in their preferred region.

Q: Are Fresh Start Worlds the same as Return to Aeternum Worlds?

A: We will release Fresh Start Worlds at the same time as Return to Aeternum Worlds. Return to Aeternum servers will be reserved for event participants. Once the event ends, they will also be accessible to the public.

Thanks for your support! We’ll see you in Aeternum.

MMO in the real world, or Instructions for creating live games, or How to make it interesting for children in the camp / Sudo Null IT News
My strings are not so clear

But I also make games
And it’s pretty nice
K.V.Davydenko 2016

Imagine that you are locked in a room, as in the picture below, with a handful of children. And you are made of candy. Yes, you are made of candy. In general, you are doomed if you do not figure out how to keep the children busy to distract them from your candy essence. What are you going to do? nine0011

As some of the hackers know, according to the previous article, I work in children’s camps in my spare time. I do a lot of things in them, but I specialize (if I may say so) in creating games in the real world. This is not such an easy task. The creator of the game faces many difficulties. In this article, I want to talk about them using the example of a large city simulation game called Big City Jail Detective RPGame . But before moving on to something so global, consider the situation above. nine0011

First, I would advise you not to panic. You are not the first, you are not the last lollipop person to find himself in this situation. You need something to keep these kids busy. Can you try to come up with a game for them?

Let’s tell the children that they can do whatever they want in the room. Maybe they will start running around the room for a while, but soon they will get tired of it, and they will again remember that they have a man made of candies with them, and they have not eaten sweets for a very long time. Haven’t eaten for twenty minutes… You’re in trouble. Then try to tell them that stepping on white tiles is not allowed . And now the children begin to walk around the room in a strange way, and seem to be busy with something.

Here we have derived the first law. Any game is a limitation .

Restrictions

But no one likes restrictions. Let the players get rid of the restrictions. Let a player have the opportunity to step on a white tile if there are no other players on squares of any color on straight lines from him (not inclined lines — only vertical and horizontal). nine0005
Here the players are already busy tracking other players — they were allowed to violate the ban, which means they will want to take advantage of it.

What we have at the moment can already be called a game. But Chris Crawford ENG might disagree with us ENG . According to his scheme, I think we have so far only reached «conflict» (but this is debatable)

Chris Crawford’s scheme classifying «what is a game».

We already have the interaction of players with each other, and a certain set of rules. So let’s enter penalties for breaking these rules (slippery topic, see below).

Punishments

At this point, you already have players running around the room. Young children try not to break the rules, but they still break them because they are more aware of their own actions than the actions of other players. Because of this, they often end up on white squares when there are other players vertically or horizontally. Older children periodically notice a player who has broken the rules and begin to resent. They are indignant and appeal to you: «Look! He breaks the rules! He stands on a white cage, although I am on the same line with him.» nine0011

You need to do something, otherwise, because of the injustice of this world, and the game in particular, the players will rebel and stop playing. And you, as a candy man, have nothing to do with it. It is necessary to introduce rules punishing violations of other rules. Let a person «die» by violating our main rule , which can be violated — being on a white square when there is another player in a straight line from you.

Shootout

Now the game is ready and ready to play. Players are slowly dropped out of the game and off the field (no matter where). Players devise strategies to get in line with the player on the white square before they get off it… But I don’t like knockout games, because those who are knocked out quickly get bored. And why should players stand on white squares if this is the only way to die? The reason may be some0028 target , but more on that below. In the meantime, let’s return to a more interesting version of the game, in which all players always play, without taking off for a long time.

The game is not to fly

Let the «killed» players do not die at all, but immediately go to the corner of the room (spawn), from where they can continue to move again. So the game will be more dynamic, and you will not have bored players. Especially those who flew out first, and the whole horse is whining.

Target

It would be nice to add a target to the game. Since for the sake of this goal, the players must want and be able to «kill» each other, we will place it on a white cell. And, since we have respawn in the corners of the room, then let the target will be in the center of room . Children with fantasy are all right, so let the Magic Globe lie in the center of the room. And since we do not have a magic globe, let it be the Invisible and Intangible Magic Globe.

Achieving the goal

Now we need to decide how exactly the player can get the Invisible and Intangible Magic Globe. This will depend on the dynamics with which the children play the original version of the game (yes, you should not play with all the rules first. see the “Total: Rules” section). If the game is very active, and the players kill each other left and right, without going even a couple of steps, then you can get the coveted Globe simply by standing on the cell with it .

If, however, the players play carefully, and almost no one dies, then this alignment will lead to very quick wins. We need to encourage the guys to think about schemes for killing their friends. Let, in order to get a globe, you need to «occupy» the target cell . Once a space is occupied, the player must stand on it for a total of 30 (20, 14, 10, 5) seconds. He can leave the cage, but then the timer stops (the timer is you, as the most adult and respected person (lollipop) in the room). If another player steps on the target square, the timer is reset. This is a tricky rule and worth playing with with older children.

Total: Rules

It is important not to overload the players with all the rules at once. You need to add them gradually, otherwise all the rules of the game will not be learned at once. The game will have to be stopped all the time to be reminded of some of the rules.

  1. You can only walk on black squares
  2. nine0102 You can step on white squares if there are no other players vertically and horizontally from you

  3. For violation of rule #2, the player is sent to the corner of the room
  4. The player who hits/occupies the center white square wins

Options for changing the rules

Of course, the rules can be changed. Both a little and a lot. Changes can be combined or entered individually. Here are a few changes that came to my mind while writing the rules above:0011

  • Playing in teams — will allow a large number of people to win at once, it will also allow players to break into specializations in teams (someone will be a «killer», someone will be a «catcher», etc)
  • Turn-based game — the game becomes less active, but more strategic; fits perfectly with the previous rule

And now the game is ready.

It’s good that we were locked up with these wonderful children in such an unusual room! nine0008
(c) Lollipop Man!

Yes… I wanted to dedicate an article to this game, with a little introduction about how games are made in general. But the introduction is long, so I’ll talk about it briefly (this time), especially since you already know how these games are made anyway, so you don’t need to drink in detail.

So! Last time we had a small group of children of the same age. But what if there are about 200 children, and their age varies from 6 to 12 years? Or 12 to 17? Say it’s impossible? But no! Meet my invention — Big City Jail Detective RPGame! nine0011

Place

Of course, two hundred children need more space than one room. So we will use the entire territory of the camp. At least that part of it, which is easily visible… is clearly visible from one point. We don’t need children to run off in unknown directions. So, we use the space of the camp, practically without premises — the street.

Mechanics

Since children are of different ages, it is necessary that everyone be interested. So we create a lot of locations where children can do different things, and all together these locations will simulate work Cities

The main mechanics of the game

Each location is some kind of institution. Each location has a leader who is responsible for it, and he, as it were, is the director of this organization. Children coming to each location can either use its services, for example, in the «Cafe» location — buy vile salty cookies, or get a job there (for example, as a seller), and receive a salary in the form of chopped paper money.

Every N minutes the beginning of a new day is announced and the children, if they work somewhere, receive a salary. nine0160

Minuldon is a mixture of minute and guilder. Related to the setting of the game in which they were used

Of course, if the children do not work anywhere, then they will quickly run out of the money given out initially, and they will have nothing to spend. Also, if not everyone works, then there may not be enough workers at some station, and the economy of our City will die. But see more about this in the Punishment section

Additional locations

All children need to be interested. And it just so happens that not all children (and adults) are always in the mood to earn money and spin like a squirrel in a wheel. Therefore, we add dead-end locations that do not interact with the outside world in any way, but which may be more interesting for small children, or adult lazy stumps. Examples of such locations:

  • Art Workshop — children sit and draw
  • Beauty salon — girls paint on their faces
  • Massage Salon — Don’t Ask…

But dead end locations can start to be important in the City. See the section «Changes to the game mechanics»

Conflict

Of course, anyone who has played tabletop role-playing games knows that in any fictional universe there must be conflict. So in our game, the evil Game Master outlawed everything sweet. For any signs of consumption, or for possession of sweets, the player is immediately sent to prison (location) by the police (location) At the location «Cafe» you can buy only disgusting dry cookies and water… But is there sweets somewhere else? He recruits children to sell under the counter lollipops ! (in fact, this is such a mobile location). Children willingly take such a risk, although they know that now the police will be chasing them. But lollipops are always expensive, and civilians (other children) are willing to buy them, which is a very profitable business … But at the same time, other children start hunting for them. nine0011

In some cases, you can use not one Mafiosi, but two. Two criminal gangs… The dumping of prohibited goods begins, and in general, everything just happened. Watching the players live their roles is a pleasure.

A very important point that leaders very often miss when conducting this game: No one should know about the mafia at the beginning of the game. It should not be announced to children when declaring the rules, otherwise it just sounds stupid — the Game Master just banned sweets, and now he says that they can be bought from the mafia. nine0011

Game mechanic changes

There is an interesting location, but it doesn’t always work — Parliament. Very intelligent children should go there. They can write bills that, if approved by the Game Master, can change the entire course of the game. This is something like the World Change cards from the game Nefarious.

For example, my parliament once introduced a rule that during the day all organizations that do not have at least one piece of art must be fined by the police. Thus, the dead-end location «Art Workshop» became important for the gameplay, and the players flocked to buy scribbles of babies. nine0011

Punishments

I will never forget how one girl (15 years old) ran into me because I, as her counselor, allowed her not to go to one game. And it was a cool horror story, which everyone discussed later. And she only had to listen to these stories, because she was able to persuade me, to allow her to stay in her room to lie around. And then I listened to her complaints: «Yes, I didn’t want to go. But why didn’t you make me?»

So children (or girls?) must sometimes be forced to have fun. So we are introducing another location into the game — the Army. The call in our city is mandatory, but very selective. We only call on those who are clearly not in the mood to play. The mood of such a person will quickly appear, since this station will have the most reckless leader who will catch players who do not work anywhere and do not spend money. For parasitism such players will have to run around for about one in-game day and generally do all sorts of active things to protect our City from an invisible threat. Only from the invisible — visible threat, the police are dealing with us.

Setting

In fact, the game already has a setting. But you can add some locations or rules that add atmosphere or color. For example, I once ran a magical Big City Jail Detective RPGame. There were additional locations, like the Sorcerer and the Witch. The witch, for example, hired «Witch Heralds» for herself. Ordinary players came to her location, and for a nominal fee they sent damage to other players. It was implemented quite simply. For example: a curse could send an unwanted subject to the army. For this, the Witch wrote whom and where on a special form, and her herald carried this curse to the counselor at another location. In that game, it became very popular for the mafia to send police officers to the army.

Results

Here is a brief description of the game for a large number of people of various ages. I spent it several times, and the children always had only one disappointment — the game ended after a while, and they still did not have time to try all the works and visit all the locations. nine0011

Actually, I have a certain number of invented games. For example, as an IT specialist, I made a couple of games in which part of the game is a simple program on the screen, and part of the elements in the real world. With a layer connecting them — an intelligent counselor. If you liked this article, then I will write about the development of these games in the following articles.

P.S. The first game with cells was invented on the go, along with the writing of this article, so it is most likely very unfinished.

Reasons for MMORPG stagnation — Where is my new world? nine0001

* * *

Somehow there are no breakthrough projects on the horizon. No one strikes with revolutionary mechanics or a bewitching plot. What’s this? Death of a genre? Changes in gamers? Or a natural result of the development of the gaming industry sector?

MMORPG is a funny thing. Almost everyone has come across them, many have grown up on them and only a few (percent, of course) have not seen such a curiosity in their eyes. A sort of parable in all languages.

If you look closely, the plot of such projects is almost always the same: mountains of content, a fascinating and catchy plot, loyal comrades and unforgettable adventures. We will talk about what the players get as a result, and also reflect on the reasons for the discrepancy between the desired and the actual. nine0011

The origins of the genre

In general, here you can delve into the first representatives and how it all formed, but now we are interested in a few specific points.

First: the progenitors of the MMORPG genre are tabletop role-playing game systems like D&D, GURPS and Warhammer. They are still popular, and their mechanics are based on:

  • the presence of the roles of the player and the master responsible for the world;

  • live communication;

  • freedom of action and ideas.

In other words, freedom of action and cooperation with other players lay at the origins of the MOORPG. And, most importantly, these systems were based on live, human communication. Well, that’s ideal.

Second: the genre was at that time a real revelation for the gaming industry in terms of scale. Both in terms of the number of active players and the size of the developers’ profits. Successfully taking off, World of Warcraft set an incredible development bar for that time with its mechanics, and the “Korean” branch of projects, tailored to the mentality of the planned market, set the bar for the amount of content. Although here I can be wrong, because I personally did not find this dawn and I will be grateful if they supplement or correct me. nine0011

At first everything was fine. For players, MMORPGs have become an outlet, a second home, and the guilds they belonged to have become a second family. The social side has become the key «human» mechanics of those projects.

Boiling point

The problem with «bestsellers and sequels» is that it is difficult to reach even the same level, maintain development and achieve even greater heights.

A good release time, which led to an avalanche increase in the number of players, led to the fact that the project became a worldwide phenomenon, but maintaining this status, as we can see from the current state of Blizzard, is far from being as easy as we would like . So, at the peak of popularity in 2010, about 12 million people played World of Warcraft, while by 2018 the number had decreased by 6 times — to 2 million. nine0011

Having created the principles and mechanics, which then migrated to subsequent representatives of this genre, the mastodons began to gradually fade away due to the fault of the engine itself.

Why? I think the reason is the recruitment of some critical mass of game mechanics. It is impossible to «wind up» the game engine without losing the quality and quantity of innovations. And it’s not about the technical side. After a certain point, old players get bored with the «pillars» of MMORPGs — raids, instances, sieges, and new mechanics are no longer so impressive, especially against the backdrop of the penetration of a powerful and terrible grind into all projects. nine0011

New players were simply afraid to start playing, seeing the abundance of incomprehensible, and therefore repulsive mechanics. Due to the fall of online, the studios’ income also decreased, and the decrease in income led to a decrease in the number of new ideas and mechanics. The circle is closed.

In addition, the developers moved away from communication, which brought the main pleasure in the founder of the genre, towards the individualization of the gameplay. Replacing special “markets” with live communication with auctions, the emergence of party member systems for one dungeon, which, although it simplified the search for team members, led to the fact that you forgot the raid participants a couple of minutes after it ended. nine0011

And the icing on the cake was the atmosphere-killing premise of the plot that we are the chosen one who will save this world. I want to believe. But with our brains, we understand that there are hundreds and thousands of such rescuers around you. And every developer puts the same thing. Although it is worth noting here that mainly Asian projects are guilty of this, which, in fact, are the absolute majority.

What is the result?

Everything ended if not with death, then with a deep coma of the genre for the following reasons:

  • reduction of sociality and individualization of the game process;

  • a huge pile of mechanics that scares off new players;

  • lack of fundamental innovations due to the technical features of the engines and the lack of human resources;

  • notorious grind.

I rummaged through many forums, dimmed a little and came to a disappointing conclusion: the MMO genre in the usual sense is dead for most players, while sandboxes and session games became the closest successors to its main features and a kind of «banner». nine0011

The sandboxes, having laid the foundation for freedom of action, burst into the market and pulled the blanket over themselves. It became much more interesting for players to deal with a variety of mechanics surrounded by a small group of friends. The development of computers made it possible to shift complex probability calculations and cumbersome game mechanics from the shoulders of servers to home PCs. Here you have a sea of ​​​​content, and a fascinating story, and the belief that you and your friends are heroes (after all, you are unique in the game world).

The social component in a broader sense was taken away by session games. No matter how much we spit on them, but competent representatives of this industry are distinguished by what the best representatives of MMORPG have never been — they valued time. There’s no need to spend months leveling up your character: Warframe offers an enjoyable and dynamic gameplay experience from the very first minutes. nine0011

Where are we going?

In order to answer this question, let’s imagine an ideal MMORPG. Unique quests, an interesting and individual story with dynamic reactions to the actions of the players, as well as scope for social interaction and much more elaborate and intuitive mechanics.

Sounds utopian? Naturally. Where did I get it from? I think it’s time to talk about a whole literary genre, generated by the desire of players to feel the atmosphere of a real MMORPG. One that cannot be implemented at the current level of technological development. LitRPG. Let’s start with an excerpt from the unshakable Wikipedia. nine0011

LitRPG (or Literary RPG ) is a relatively new subgenre of fantasy literature based on the subculture of popular RPGs. This genre describes both reality and the world of computer role-playing games, fictional or real.

Fan fiction based on computer books appeared quite a long time ago. One of those who turned such stories into an independent subgenre is the South Korean writer Nam Hee Sung with his work «The Legendary Moon Sculptor», currently numbering more than 52 volumes. The work of translating his books into Russian inspired the writers of this subgenre in Russia. nine0011

Another representative is the Japanese writer Kawahara Reki with his classic book «Sword Art Online», which has already 17 volumes since 2002. The main characters are trapped in a new generation MMORPG and are trying to beat the game in order to get out.

In Russia, the term LitRPG appeared in 2012 on Samizdat, where it appeared as a characteristic of the novel «The Reign of the Sleepless Clan» by Dem Mikhailov. Well, then let’s go.

But the most interesting thing is that all the games in these books were typical representatives of the ideal MMORPG: a virtual capsule, full immersion, an individual plot and path for everyone, the possibility of non-standard use of game mechanics, as well as the indispensable presence of a social component. nine0011

A typical portrait of such a project: many individual classes and abilities, a well-developed plot, a vibrant economy, a strong clan system and a well-developed living world that reacts to the actions of the players. Is it realistic in our time? Absolutely not. Not a single development team, even their coalition, is enough to cover such a scale of action.

Although I’m lying. EVE Online fits the description one hundred percent: there are clan wars, and a well-developed world, and the economy rests on the players, and developers quickly roll out content. But not everyone will like the project, which was called «Excel in space». Most people want to play as a beautiful hero saving the kingdoms, and not a cloned miner mining ore in the zero sector. nine0243 Until artificial intelligence or its analogue is developed, as well as full-fledged virtual reality, one can not even think about such a thing. But after the advent of such devices, the world is waiting for the rebirth of the gaming industry and all its genres, as well as a completely new gaming experience. Yes, of course, all this will take decades, but I still hope to catch this moment and try this miracle.

I would be glad to hear your comments and thoughts on this topic.