Predecessor Interview - Developers Discuss The New MOBA Born from the Ashes of Paragon

Описание к видео Predecessor Interview - Developers Discuss The New MOBA Born from the Ashes of Paragon

Read the full article on Simulation Daily: https://simulationdaily.com/interview...

Predecessor Lead Producer Simon Hadasch and Communications Director Olivia Fajardo discuss Predecrssor, the MOBA born from a community effort to bring back, at least in spirit, Epic Games' defunct game Paragon.

Timestamps:
00:00:00 - Intro
00:00:13 - You guys are, in a way, bringing back Paragon, which Epic Games killed in 2028. Can you tell us the story behind this unusual operation?
00:02:18 - What can players who played Paragon back when it was active expect in terms of similarities and differences?
00:02:56 - Many think of MOBA as basically inseparable from esports. What kind of esports ambitions do you have for Predecessor?
00:04:16 - Paragon was made in Unreal Engine 4 and Predecessor is made in Unreal Engine 5. Was it a challenge to make the move to the new version of the engine?
00:04:52 - You have just launched Predecessor, but that's just the beginning. What are your plans for expansion?
00:06:39 - You fully released two days ago, so I imagine it's early days, but what has the response been like compared to your expectations?
00:07:34 - Paragon is a game that failed, or at least it didn't do well enough for Epic Games. Have you been thinking about what caused that, and what you should do differently to avoid a similar fate?
00:08:25 - The MOBA genre has been pretty much fossilized on very few super-successful games with little room for newcomers. As a new challenger to these titles, how do you see the MOBA market nowadays?
00:10:12 - Predecessor allows cross-play between platforms. What determined this decision and was it a challenge to implement?
00:11:48 - Is there any more insight that you'd like to share with our audience?

#Predecessor #MOBA #gamescom

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