The World of TL and Project E appears to be called NOVCREA.
The backgrounds of < Throne and Liberty > and < Project E > are two different continents on the same planet.
From the early days of building the worldview of < Throne and Liberty > , we imagined a scenario where many different stories derive from the same worldview and are applied to other IPs. For this reason, we carefully designed its major pillars. Starting from Genesis, which we are pretty sure will be seen as the too distant past for today’s players, we meticulously organized major events, making the map of the entire planet in consideration of time, space, and climate.
Obviously, Throne and Liberty has a western influence, while Project E has a Eastern influence. The continents can be seen in the world map above.
Since < Throne and Liberty > and < Project E > are based on the same planet, they will be in the same time zone. They will share not only the same gravitational and ecological characteristics but also the same origin of magical and fantastical elements. Still the characteristics of each civilization and history will not be the same because they are set in different continents. In addition, important events that take place on the planet are interpreted in a totally different way in the two games, making them more interesting and fun.
In order to connect all areas in the game seamlessly, a unique travel mechanic is implemented in Throne and Liberty. Players are able to transform into a variety of animals to move around the land more conveniently. This is not limited to just land animals, as players can explore the skies and seas using the right transformations. In the transformed state, players can even offer a ride to other players!
Q. I am curious about the update method after release. <Lineage> was the way the story progressed over time through the ‘Chronicle’ update. How about the large-scale update style of <TL>?
Ahn Jong-ok PD: <TL> is not a world where time flows so much as it is a 'chronicle'.
Han Gu-min, Narrative Director: As mentioned earlier, the focus will be on the ‘user-driven’ story, and the story will unfold at a specific point in time while stopping.
The story (content) of <TL> is synchronic rather than diachronic. It is carried out in a way that opens up new areas horizontally. I think the total world size will be about 20 times compared to the launch version.
Ahn Jong-ok PD: The map size may seem small compared to large open world games. Instead, we try to use the space as densely as possible. For example, the dungeon was placed really underground. So (on the ground) it is possible to play, such as finding a shortcut and going down quickly.
Q. There is a bar that predicted more active communication than before. How will you meet users in the future?
Ahn Jong-ok PD: I don't think it's a showcase style. Instead, I think I will have more interview opportunities. In addition, I think it will be a way to accept feedback after exposing game information little by little through official blogs.
Han Gu-min, Narrative Director: I see communication as a matter of posture and attitude. The thought we shared while talking to each other about communication was, 'Let's get rid of the uncomfortable when someone asks.' I think we should be able to (sufficiently) talk about the content that is currently being developed and will be released in the future.
This kind of communication attempt can be awkward because it is the first time for us developers to walk. I'm lost a lot, but wouldn't it be best to accept feedback well and think about what to do next?
Q. I hope there will be more opportunities to learn more about the game.
Ahn Jong-ok PD: We also wanted to continue to show that we exist. I am evaluated within the company, but I want to be evaluated from a more popular perspective.
Throne and Liberty | |
---|---|
Weapons | |
News | |
Guides | |
Skills | |
Bosses |