Interview with JW Lee, Developer of Trinium Wars
Trinium Wars is a newly developed SciFi MMORPG currently in the Early Access phase of development, a title where players battle it out for a powerful resource on Earth after the planet having been abandoned for 200 years post World War Three. With full PVE, PVP and Crafting content the game looks to be a feature packed title with elements of strategy base building, MOBA combat and RPG questing. Speaking to developer Jang Wook Lee, who many may know originally as the Lead Artist on Diablo 3, we put forward some questions for this up and coming title.
Q. Thank you for taking some time to answer our questions, firstly why and how did you make the leap from being a Lead Artist into the developer of a brand new title?
Thank you, it’s a pleasure. I’ve always been passionate about developing the game I dreamed of. I am an artist but I am interested in developing and designing, too. When I was in America I never got the chance and the possibility to found my own company. But all the scenario and design that I’ve thought and dreamed of in the past are all added to “Trinium Wars”. Watching Trinium Wars grow and taking shape was like watching my dream coming true. Now, I’ve almost achieved what I have ever dreamed of in Korea.
Q. How hands on are you now with the direction of the art style with Trinium Wars, or are you leaving that to someone else?
I made the first scenario / art style / art directing and all the designing of “Trinium Wars”. The art directing was a very challenging thing for me to do; running the company at the same time I had a hard time. After a short time, I hired designers and 2D graphic designers that have the similar taste of what I wanted and got a satisfying result. They captured the mood and feeling I was going for quite well.
Q. How do you think Trinium Wars sits in the current market of MMORPGs? Does it bring anything to the table that we haven’t seen before?
“Trinium Wars” offers players, who are still looking for a mature MMORPG, a more fighting and competition based gameplay. “Trinium Wars” has all the basics any MMORPG nowadays has. What makes it special are the “trendy” systems, like the Battlefield where you can join and fight in a MOBA-style PVP any time, as long as you have reached level 10. We also have a base-building mode where players can invest in different crafting stations to create weapons, armoury and even a special skill called Mechanic Skill. The upcoming Resource War will allow matches between 1000 players at a time, fighting for Trinium. Players will have to conquer mines, defend them and guard their Trinium delivering trucks back to their base. You see, “Trinium Wars” has all the basics and some new and exciting additions!
Q. We’ve seen that we can control tanks and mechs, are these in the open world or reserved for unique instanced locations? How do they feature in the game?
You can summon tanks, helicopter and other units during the Resource War, which we will add at a later stage of Early Access. It is also possible to play as tanks during special missions, both instanced and open world. But for normal gameplay, there are no tanks or helicopters to keep the balance.
Q. Will players be controlling class based or skill based characters?
Our three different classes in Trinium Wars are Ghost, Warrior and Esper. Even though there are only three classes remaining, every class contains a massive amount of skills and technique, which can be chosen to fit the players gameplay. It’s like the game “Rock, Paper, Scissors”: Very balanced and optimized.
Q. The crafting and base building seems to feature heavily in the game, what kind of things can we expect to see that players can make, how does crafting work in general?
The crafting takes place in the base building mode. Players can set up different factories for different purposes, for example to create weapons or armoury for themselves or even other classes. There are no class specific restrictions. I am sure this way we can also fuel the player driven economy system. Throughout the world, players can find different resources for their crafting recipes. Besides armour and weapons, players will be able to craft their own potions and the special skills for the mechanic skillset. Factories do need power and upgrades to create high end items. To level their factories up faster, players can set their own focus. They don’t have to have all factories simultaneously, but can upgrade the ones they need most. That way, we can have specialized players for trading as well.
Q. There are up to 1000 players that can battle one another at the same time in the Resource Wars, how are you planning to localize servers to keep these events populated?
We have prepared several servers to cope with bigger user numbers. Of course, there is still time to set up more until the Resource War will be available during Early Access. The Resource War offers a lot of exciting things to do for the players. They can team up and conquer mines, set up defences or look for a new challenge by fighting against high level beasts or the enemy faction. We are confident, that players will have a lot of fun and continue playing the Resource War. Besides fights there are also rare resources, that players can hunt for and will need for their crafting recipes. This way we make sure, that every player will check out the Resource War at one time or the other and we are confident that most of the players will enjoy it.
Q. The game was, in a different release, formerly known as Living After War (L.A.W.), what has changed since the original release that fans of the title will be interested in?
In 2013 we tested the first beta version in Germany and later Indonesia. The first launching was only a "close beta". We can say it's a totally different game from back then.
We extended the character editor, the maps and added new polished quests. The Resource War and Battlefield didn't even exist in 2013 and are all added in now.
Q. What plans do you have for monetization?
The cash shop will be enabled during Early Access, selling mostly potions, boosters and convenience items such as automatic looting, inventory expansion and instant travel. We hope to get a lot of feedback by the community and work together with them to create new items for the cash shop and keep the game fair and balanced. This way we can ensure, that we offer items the community really wishes for and wants to buy and use in the game. Because of the state of development we will most likely not need to do any wipes. Therefore all Early Access progress should be secured for the commercial launch.
Q. What is your roadmap for future content and what are you hoping to add at a later date?
We are planning on big content updates which will also increase the level cap which is now 30. Right now we are working on additional quests, which will also extend the storyline of Trinium Wars, bring the game to level 40 and we are also thinking about a map where Narc and Human can both exist outside the Resource War. To make things short, we are planning on regular updates, events and maybe even ingame matches. Of course part of the upcoming updates will also depend on the Early Access feedback.
Thank you for answering our questions, and good luck with the release!
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