Around a month and a half ago, former Age of Empires, World of Warcraft, and League of Legends designer Greg Street (also known as Ghostcrawler) announced he partnered with NetEase to make a new triple-A fantasy MMORPG codenamed Ghost.
Street leads a fully remote studio called Fantastic Pixel Castle, which was established earlier this year. Plenty of other industry veterans have been hired, including Gameplay Design Director Brian Holinka (Homefront, Transformers, World of Warcraft), Chief Technology Officer Cameron Dunn (L.A. Noire, Guild Wars 2), Content Design Director Candace Thomas (World of Warcraft, New World, Diablo IV), Principal Game Designer Graham Berger (World of Warcraft), and Art Director David Kubalak (Age of Empires, Halo Wars, Orcs Must Die!) to name a few.
Ghost is set in a brand new fantasy setting. Players will inhabit a world that was long ago hit by some kind of apocalypse. As a consequence of that, the sky is now filled with countless shards of broken worlds, which players will able to visit. That's the narrative backdrop that fuels one of the game's major twists on the MMO genre: the player's ability to travel between the public Red Shards and the private survival-like Blue Shards, seamlessly switching between the two experiences to provide increased variety and replayability.
I talked about that and literally every single aspect of the game, from lore to combat in an hour-long conversation with Greg Street. You can find the full, albeit edited, transcript below.
What was the reaction like from the community? Did you expect it to be bigger, or was it bigger than you expected? What kind of early feedback did you get from the reveal of Ghost?
It was honestly a little bigger than we expected. I was
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