On the 15th of October, New World is launching the latest version of itself as Aeternum. There has been a heap of confusing marketing surrounding this event, and quite honestly a bit of weasel wording when it comes to what is actually about to transpire. Essentially Aeternum is the attempt to launch New World on consoles with a clean slate, in order to wipe a bit of the bad taste of the dwindling PC player numbers out of the collective mouths of an audience that may have not actually played the game. Treating this as though it were a new and fresh gameplay experience, is what feels like a last-ditch effort to make this game succeed. The hard truth however is that PC players have not received any substantive updates since the launch of Angry Earth in October 2023.
The truth is that New World has struggled since its just slightly under 1 million concurrent player launch, and has never quite found a large enough player base to keep the game successful. It is very obvious that Amazon does not really consider this to have been a success, because while they often laud the achievements of Lost Ark… you never quite hear the same rhetoric surrounding their other MMO New World. Steam Charts paints the picture clearly of never quite getting a critical mass of players interested for the long haul. I feel like the console launch is essentially the last lifeline that the game has before Amazon ultimately shutters it. For that reason, I legitimately hope that this awkward rebranding is what the game needed in order to sell the notion of it to a new group of players.
I’ve loved this game deeply since its release three years ago. Over the course of that time I have dedicated 92 blog posts to the game, including this one… and probably would have had more except due to the fact that I spent a lot of time playing the game when it was under NDA. Unfortunately, New World is also a game with deep systemic problems due to the awkward way that this game was built. It is a game that needs about 1200-2000 players on a single server in order to make the game feel alive but was crafted in a manner that limits the total population of a server. It was designed more in the manner of a Rust private server than a Massively Multiplayer Online Game. We struggled at the release of the game to get everyone on the same server at the same time, and ultimately that is the core requirement of an MMORPG… the ability to play with your friends. This fresh coat of paint and renaming does nothing to solve this fundamental issue that exists at the core of the game.
At launch, there were one hundred and seventy-seven servers available, and it was simply not enough capacity to contain the millions of players attempting to play the game. Within days they spun up a number of servers at least doubling the total number, and quite honestly… I cannot remember how many servers that number eventually ballooned to. As the influx of players waned quickly, you were left with a ton of servers with little to no population and no way of those players migrating elsewhere. The game has been plagued with a long history of server migrations as we have now shrunk to twelve servers serving the global population. This gives players no real identity for what server they play on. I’ve not played in almost a year at this point and I could not tell you off the top of my head what server I was playing on. This makes it extremely hard to link up with friends wanting to play the game, which again is the most important requirement of an MMORPG.
I last played the game around the launch of Angry Earth and quite honestly… the game was in a pretty good state then. It was fun and the new story was pretty solid. The “new” zone was also pretty great, but I say new in quotation marks… because it wasn’t a new zone at all. It was taking the existing zone of First Light and changing everything about it to create a new endgame zone for the Angry Earth campaign. Similarly, the launch of Aeternum in 11 days is destroying the previous zone of Cutlass Keys to turn it into a new endgame zone that is half-dominated by full PVP. Instead of adding content to the game they are removing content by way of repurposing it. I didn’t care that much about First Light, but I loved Cutlass Keys and it was a destination that I went to regularly because I enjoyed the material farming loops there. the New World team has not actually “added” content to the game in the form of new open-world real estate since October 2022 when they introduced the Brimstone Sands region.
All of that said, I guess it should not shock me with what they are trying to do with Aeternum, but renaming something that has existed for four years at this point considering pre-release gameplay time, and treating it as though it were a brand new gameplay experience. They have attempted to put a shiny coat of paint on things several times with limited results. I get that this might be a team that is strapped for resources and might not have the time to devote to building entirely new zones out of whole cloth, but do have time to rearrange a bunch of chess pieces on the board in the form of a zone redesign. However, as a long-term player, it feels like I am losing content much in the same way I did with Destiny each time they vaulted a zone… instead of gaining content.
I have baggage, and I know that. I still have bitterness surrounding the patch where they effectively killed all of the player-created elite farm trains out in the world that were amazing. Bitterness aside though I really do want this game to succeed, if for no reason other than that they might get the resources required to fix some of the deeper fundamental flaws that the game has. The game keeps chasing the PVP player base, but time and time again the MMORPG market has proven that this is not a big enough community to ever support a game in its totality. PVE gamers are deeply social gamers by nature, and all of the flaws surrounding server limits and connectivity have always been a giant impediment for that style of player.
I feel like the healthiest thing for New World would be a change in server methodology to something akin to Guild Wars 2 where servers do not matter other than for WVW combat, and now there is a semi-regular process of matching up different guilds into groups to balance that. I could see something like that where companies are matched based on activity level and assigned to a relatively leveled playing field so that they are vying for control of the map against a similar group of players. Then remove all of the negative things that impact PVE players from other factions owning territory. This would lean into the fun PVE nature of the game while also serving the desires of the more bloodthirsty competitive minority in MMO players.
I think half of the revamped Cutlass Keys zone being devoted to full-open PVP is going to be a mistake in the long run, but I feel like it is probably a carrot being thrown to the players who have stuck around and are more PVP-focused. I imagine a few months from now, it is going to be a dead space with the same few people dueling each other. That said… I have no clue how you sell this game to PVE players in a way that does not exist currently. The thing that killed the game for me, was the fact that I was competing for harvesting resources constantly with a bunch of bots who were running a loop constantly. I feel like the game would be better served with longer node respawns, but having them flagged to your account so that if you go out into the woods looking for resources you are not actively competing with other players for them.
I’ve not had the game installed for a few months, and I last played in May. Even then I only played for a little bit to poke my head and see how things were going. I’ve not played a ton since the release of Angry Earth last year. I’ve seen nothing about this Aeternum rebranding that is really speaking to me. For the PC players… there really isn’t a lot of change. I think there is some new story, a new dungeon, and half of a revamped zone to explore. Aeternum is not for us, it is an attempt at luring a brand new audience of previously untouched console-first gamers. I think this is probably a make-or-break moment for New World. If on the 15th it fails to find a brand new audience, it is probably the eventual death of the franchise.
I think what I would have personally liked to see instead of this, is a shift in the model of the game as a whole. Instead of being a persistent forever game… focus on being a seasonal game like many of the ARPG Diablo-likes are. In that scenario, the crippling server constraints are not that big of a deal, because you are playing the game for a three to four-month shot at a time. They would need to amp everything up… experience, resources, gold… but honestly some of the most fun I ever had playing New World was rerolling fresh on a new server when they launched the story updates and fresh start servers in 2022. I could see having a heck of a lot of fun rolling fresh characters and going through all of the content again at an accelerated pace with a group of players doing the same thing. I think it could have worked, pending they came up with some gimmick for each season in the way that Path of Exile does its leagues.
As it stands, I will have a lot of happy memories from the time I played New World. I hope they find a new audience and get the resources to make this game the game it could have been. I hope they come up with a hook to earn back PC players who have felt abandoned by the staff. I legitimately hope this dangerous gambit works, because the alternative is that the game goes away. The stakes feel extremely high… but given everything else coming out this month, I can’t bring myself to join the folks who will be playing on the 15th. I wish them luck, but will be doing so more than likely from the sidelines.
Are you going to be checking out New World Aeternum? Did I completely miss the mark in my assessment of the game? Drop me a line below.
The post The Rebranding of New World appeared first on Tales of the Aggronaut.