Dev Talk - QnA

NAKWON: LAST PARADISE

NAKWON is a 3rd person view Zombie Apocalypse Stealth Survival game. Experience a new form of 'Post-Apocalypse Life' that you've never seen before. Explore Extraction Survival and gather resources from the PvPvE city, where Zombies and Survivors coexist to survive in this new societal structure.

[h3]Dear Survivors, this is NAKWON Governing Committee.[/h3] This Q&A list was written based on your questions on Discord. Visit our [url=https://discord.gg/nakwon]official Discord[/url] and join the discussion. [h3]Q. What are the citizens of NAKWON called? Are they Nakwonites, Nakwonians…?[/h3] [b]A. [/b]For now, we just call them 'Citizens of NAKWON'. There's no specific word for that yet. [h3]Q. How are you planning to showcase this game to reach its target audience?[/h3] Do you plan on trying to get streamers both big and small to play this game to get the word out there, or are you just trying to share through word of mouth and social media? [b]A. [/b]The goal is to make the fun of the extraction genre accessible to more people. However, we don't have a specific marketing strategy in mind at the moment. [h3]Q. How much time would we have to wait for the next test after this Pre-Alpha?[/h3] [b]A. [/b]We don't know that yet. If it's short, we estimate around 6 to 9 months (it depends on what and how much we decide to develop next). After this Pre-Alpha, we expect there will be a time gap before the next test. This is because we need a period to organize the internal code that we hastily developed for this test. Also, considering the whole game on a scale of 100, this Pre-Alpha is just around 20-30, so there is still a lot to do. Nevertheless, we intend to develop while continuously receiving your feedback as often as possible. We hope to do it when we're ready to show you something new. [h3]Q. What would be a big update in the future that could make other players from all over connect with each other?[/h3] [b]A. [/b]Imagine a typical MMORPG. In an MMORPG, there are tons of players interacting with each other. There will be main quests and subquests, a Market where you can trade items from dungeons, achievements that you can aim for, and rankings for those who want to compete with each other. There will also be guilds where a group of like-minded people can get together, and there will be content that they can enjoy together. There will be rankings and exclusive content for guilds to compete with each other. Now, from there, imagine if the hunting aspect of the game was replaced by scouting, like the extraction genre. That's the whole direction we're looking at for this game. [h3]Q. Will you be using the feedback from us Survivors to improve the game?[/h3] [b]A. [/b]At the end of the day, we want to make a game that a lot of people can enjoy, so we want to keep an eye on people's reactions and opinions. [h3]Q. Question on gunfights[/h3] Is it a disadvantage to use guns in NAKWON unless in urgent situations, or does the game allow players to adapt and engage in gunfights with Zombies while avoiding them? [b]A.[/b] If you adapt, you can engage in gunfights while avoiding Zombies, but aiming won't be easy, just like it is hard to aim while running. During internal testing, everyone shoots from elevated places where Zombies can't reach. However, the downside is that you expose yourself and become an easy target for other guns. Guns have clear pros and cons, but with adaptation, they can be more useful than you might think. I would like to see how players use them in actual tests. [h3]Q. I heard that there are valuable items at certain landmarks. What type of items are they?[/h3] [b]A. [/b]You can think of it in two categories: something with practical usability (good weapons, armor, etc.) or items that sell at a very high price (no practical use, but can be sold to NPC shops for a lot of money). [h3]Q. Will you ever add VR support to the game?[/h3] Experiencing NAKWON in virtual reality would make it even more immersive and fun. [b]A. [/b]I agree that it would be very interesting to experience NAKWON in VR. However, supporting a VR environment is almost like creating a new game. We would have to change the entire gameplay mechanics, which are based on the existing perspective and controls. Otherwise, it's just a simulator of the VR experience. So we don't have any plans for VR support at the moment, and if we do, I think it will be in the form of releasing a new game based on the current game (like the relationship between Half-Life and Half-Life: Alyx). [h3]Q. Are there any plans to expand maps to different areas? [/h3] For example Incheon or Busan, etc… It would be a good idea to make them as new updates or DLCs. [b]A. [/b]We don’t have any plans yet, but this is under consideration. [h3]Q. I am curious to know what types of firearms will be added in the future.[/h3] [b]A. [/b]We haven’t discussed anything else outside of shotguns yet, so it’s hard to say. But we plan to focus on adding ranged weapons (rather than only guns). We will look for a role for each weapon and add fitting ones to the game. [h3]Q. Do you have any plans to implement a feature that allows you to walk around and explore the districts in Yeouido?[/h3] It's not a big deal, but I think it's fun and helps immerse you in the game, so I was wondering if you have any plans to do that. [b]A. [/b]We would like to, but the cost might be too much. If this game lives on for a long time, I think such work might be carried out. I agree that it would be fun, motivating, and immersive. [h3]Q. Currently, server selection in NAKWON seems to be done automatically by the game by looking at your internet connection.[/h3] Tarkov and some other games allow gamers to choose their own server by looking at the server and ping, is it possible for NAKWON to allow users to choose their own server in the future? [b]A. [/b]We will consider this. I think there would be pros and cons, and it would require some internal discussion. [h3]Q. How to give users the satisfaction of survival[/h3] In survival games, users get satisfaction from accomplishments, such as decorating their homes or arming themselves with various items. I think NAKWON will eventually become a PVP game, and the systems created for 'survival' (e.g. hunger) will become a hassle for users. I also think there will be a lot of costs for a single Scouting (= one day). Though it is great that you're focusing on the survival of individual players, I personally don't play survival games if I have to deal with the stress that comes with PVP, so I'm curious to hear your thoughts. [b]A. [/b]Housing and character advancement (skills, achievements, quests, etc.) will be the main focus, but we're open to considering more hardcore mechanics (like starving a character for a certain amount of time will cause them to die and be deleted). For those who PvP stresses out a lot, we'll consider mods that cater to that, but we don't want to split the player pool too much, so we will approach this with a lot of thought. [h3]Q. Does the risk of revolvers in the Pre-Alpha match with what was intended?[/h3] Personally I felt that the Zombies were too easy, so even if shooting aggros many Zombies, there is still little to no risk. I'm wondering if the risk matches what the developers envisioned. Also, I was wondering if you'd consider making the revolver only triggerable in first person, as it's currently easier to hit at close range if you trigger it in third person instead of first person aiming. [b]A. [/b]We did provide more ammo this time. (If this were to be balanced as our original intention, almost no one would have gotten any bullets.) As you mentioned, I also think that the risk of shooting should be that Zombies crowd around you. But as the Zombies were toned down to the lowest difficulty, I believe this would have been easy to evade for experienced players. Rather than limiting aiming to just first-person view, we will make it more off-kilter and difficult to use in third person. (We tried removing third-person shooting, but that was quite uncomfortable.) [h3]Q. After the Pre-Alpha, I would like to know the future direction of NAKWON. [/h3] I feel a sense of guilt due to the fact that we may have imposed things to worry about through the feedback during this test, which had stemmed from my own questioning of, ‘albeit being a test, should these problems arise?’ or ‘this issue really needs to be improved’. I really enjoyed the Pre-Alpha Test, but I'm wondering if the future direction is to keep the big framework as it is and complement and fix the problems within the framework, or to replace and refurbish it. [b]A. [/b]We have just started discussing this ourselves as well, so it's difficult to outline the big picture. I am also still contemplating future plans. Though not set in stone, I believe (at the moment) that we may need to enhance the tension and core fun of the game, including all actions, such as combat. We have figured out that, to familiarize the farming-extraction genre to the public we can provide lots of information beforehand, diversify the Exits, and create ways to advance through the game without having to kill opponents/Zombies. Now we are thinking we would need to enhance the basic elements of enjoyment, such as action, combat, and evasion. In short, if we have experimented on how to popularize the game, and in this next phase we'll be working on pushing the core gameplay further.