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Misuse of Hype Backlash.


* HypeBacklash: The game received an intense marketing campaign for the whole six months leading up to the premiere, building out immense hype around it... and then the half-baked game came out, crushing and burning any sort of goodwill the game could ever hoped for, while making its countless problems and deficits ten times worse due to first overselling the promises.
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** One other detail giving people cold feet at the game's announcement [[AudienceAlienatingPremise was its premise]], based around playing as colonists in 1600's America, fighting against enemies based on indigenous peoples, [[https://www.polygon.com/2019/2/8/18216053/new-world-game-mmo-impressions-preview-colonization-controversy a very touchy sell in the 2010's]]. Reportedly, even the developers knew that this was a bad look, but their complaints of the game's insensitive subject matter fell on deaf executive ears, a result of "a pattern of executives neglecting advice from staff." While the Native American theming was phased out and the game shifted to a more fantasy-style AlternateHistory, the uncomfortable imperialist undertones still remained, lending to a further critique that Amazon was out of touch with what their prospective audience was looking for.

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** One other detail giving people cold feet at the game's announcement [[AudienceAlienatingPremise was its premise]], based around playing as colonists in 1600's America, fighting against enemies based on indigenous peoples, [[https://www.polygon.com/2019/2/8/18216053/new-world-game-mmo-impressions-preview-colonization-controversy a very touchy sell in the 2010's]]. Reportedly, [[https://www.bloomberg.com/news/features/2021-01-29/amazon-game-studios-struggles-to-find-a-hit even the developers knew that this was a bad look, look]], but their complaints of the game's insensitive subject matter fell on deaf executive ears, a result of "a pattern of executives neglecting advice from staff." While the Native American theming was phased out and the game shifted to a more fantasy-style AlternateHistory, the uncomfortable imperialist undertones still remained, lending to a further critique that Amazon was out of touch with what their prospective audience was looking for.

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* HilariousInHindsight: One of the early issues the game had were the massive queque lines to log in, going in hundreds of hours of wait, and quickly reaching memetic status. Less than a year after the release, the servers became a complete ghost town.

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* HilariousInHindsight: One of the early issues the game had were the massive queque queue lines to log in, going in hundreds of hours of wait, and quickly reaching memetic status. Less than a year after the release, the servers became a complete ghost town.


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* TaintedByThePreview: In spite of Amazon's initial marketing-based hype, ''New World'' had a few problems going into it reputation-wise that had significant effects on the game's long-term health:
** The big one is that {{Creator/Amazon}} has had an unfortunately very shoddy track record as a game developer: their previous titles under the "Amazon Games" development banner were ''Breakaway'' (a fantasy-themed sports game) and ''Crucible'' (a sci-fi HeroShooter), both of which received decent budgets and marketing but were released to [[SoOkayItsAverage mediocre reception]] and ended up becoming rather embarrassing flops, with ''Breakaway'' never making it past its open beta before [[CancelledVideoGames being cancelled a year before its tentative release date]], and ''Crucible'' launching a closed beta, fully releasing in May 2020, ''returning'' to closed beta in June 2020, [[DefunctOnlineVideoGames before being completely discontinued in October of the same year]]. Combined with ''New World'' being touted as an [[MassivelyMultiplayerOnlineRolePlayingGame MMO]] -- a type of game whose success is ''heavily'' reliant on long-term engagement -- many were immensely skeptical towards Amazon's ability to maintain a game with long-term support considering that their portfolio consists entirely of stillbirths, with many seeing them as simply trying to use the company's massive financial resources to "buy" their way into success in lieu of actually making a game that anyone wanted to play.
** One other detail giving people cold feet at the game's announcement [[AudienceAlienatingPremise was its premise]], based around playing as colonists in 1600's America, fighting against enemies based on indigenous peoples, [[https://www.polygon.com/2019/2/8/18216053/new-world-game-mmo-impressions-preview-colonization-controversy a very touchy sell in the 2010's]]. Reportedly, even the developers knew that this was a bad look, but their complaints of the game's insensitive subject matter fell on deaf executive ears, a result of "a pattern of executives neglecting advice from staff." While the Native American theming was phased out and the game shifted to a more fantasy-style AlternateHistory, the uncomfortable imperialist undertones still remained, lending to a further critique that Amazon was out of touch with what their prospective audience was looking for.
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* HilariousInHindsight: One of the early issues the game had were the massive queque lines to log in, going in hundreds of hours of wait, and quickly reaching memetic status. A year after the release, the servers are a complete ghost town.

to:

* HilariousInHindsight: One of the early issues the game had were the massive queque lines to log in, going in hundreds of hours of wait, and quickly reaching memetic status. A Less than a year after the release, the servers are became a complete ghost town.



* GoodBadBugs: The exploit that looped characters inside the charge of the axe chop animation allowed to increase momentum ad infinity, which in turn allowed to cover huge swatches of the map in zero time, solving one of the biggest complaints of players: the enormous amount of time wasted on just running around empty space. As an added bonus, due to object clipping, it looked as if the characters were ''riding'' their axes like some sort of stick horse.

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* GoodBadBugs: The exploit that looped characters inside the charge of the axe chop animation allowed to increase momentum ad infinity, which in turn allowed to cover huge swatches swathes of the map in zero time, solving one of the biggest complaints of players: the enormous amount of time wasted on just running around empty space. As an added bonus, due to object clipping, it looked as if the characters were ''riding'' their axes like some sort of stick horse.
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None


* HypeBacklash: The game received an intense marketing campaign for the whole six months leading up to the premiere, building out immense hype around it... and then the half-baked game came out, crushing and burning any sort of goodwill the game could ever hope for, while making its countless problems and deficits ten times worse due to first overselling the promises.

to:

* HypeBacklash: The game received an intense marketing campaign for the whole six months leading up to the premiere, building out immense hype around it... and then the half-baked game came out, crushing and burning any sort of goodwill the game could ever hope hoped for, while making its countless problems and deficits ten times worse due to first overselling the promises.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* GoodBadBugs: The exploit that looped characters inside the charge of the axe chop animation allowed to increase momentum ad infinity, which in turn allowed to cover huge swatches of the map in zero time, solving one of the biggest complaints of players: the enormous amount of time wasted on just running around empty space. As an added bonus, due to object clipping, it looked as if the characters were ''riding'' their axes like some sort of stick horse.

Added: 1515

Changed: 755

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* UncertainAudience: The general issue the game suffered from. Initially, it was made to cater to "hardcore PVP players", with there being little true story content, or PVE content. They then walked back on this due to players having issues with this, and focused more around the PVE aspect, while keeping a number of core mechanics the same. The result was that the game was split between being a PVP team MMO, and a PVE single-player experience, and neither were developed enough to satisfy people. "Hard core" PVP players were let down by the simple and not very complex PVP mechanics, while PVE players felt the content was too quickly recycled, and that too much of the PVE content was linked to the PVP experience.

to:

* HilariousInHindsight: One of the early issues the game had were the massive queque lines to log in, going in hundreds of hours of wait, and quickly reaching memetic status. A year after the release, the servers are a complete ghost town.
* HypeBacklash: The game received an intense marketing campaign for the whole six months leading up to the premiere, building out immense hype around it... and then the half-baked game came out, crushing and burning any sort of goodwill the game could ever hope for, while making its countless problems and deficits ten times worse due to first overselling the promises.
* ObviousBeta: The game quickly became infamous due to just how utterly broken and unfinished its release state was, with a plethora of bugs, poorly thought-out mechanics and even lacking the most basic precautions that have been in [=MMOs=] since the mid-00s. The issues were so severe and poorly addressed that over '''90%''' of the initial playerbase eroded within ''eight weeks'' after the premiere, never to recover.
* UncertainAudience: The general issue the game suffered from. Initially, it was made to cater to "hardcore PVP players", with there being little true story content, or PVE content. They then walked back on this due to players having issues with this, and focused more around the PVE aspect, while keeping a number of core mechanics the same. The result was that the game was split between being a PVP team MMO, and a PVE single-player experience, and neither were developed enough to satisfy people. "Hard core" PVP players were let down by the simple and not very complex PVP mechanics, while PVE players felt the content was too quickly recycled, and that too much of the PVE content was linked to the PVP experience.experience.
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* UncertainAudicene: The general issue the game suffered from. Initially, it was made to cater to "hardcore PVP players", with there being little true story content, or PVE content. They then walked back on this due to players having issues with this, and focused more around the PVE aspect, while keeping a number of core mechanics the same. The result was that the game was split between being a PVP team MMO, and a PVE single-player experience, and neither were developed enough to satisfy people. "Hard core" PVP players were let down by the simple and not very complex PVP mechanics, while PVE players felt the content was too quickly recycled, and that too much of the PVE content was linked to the PVP experience.

to:

* UncertainAudicene: UncertainAudience: The general issue the game suffered from. Initially, it was made to cater to "hardcore PVP players", with there being little true story content, or PVE content. They then walked back on this due to players having issues with this, and focused more around the PVE aspect, while keeping a number of core mechanics the same. The result was that the game was split between being a PVP team MMO, and a PVE single-player experience, and neither were developed enough to satisfy people. "Hard core" PVP players were let down by the simple and not very complex PVP mechanics, while PVE players felt the content was too quickly recycled, and that too much of the PVE content was linked to the PVP experience.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* UncertainAudicene: The general issue the game suffered from. Initially, it was made to cater to "hardcore PVP players", with there being little true story content, or PVE content. They then walked back on this due to players having issues with this, and focused more around the PVE aspect, while keeping a number of core mechanics the same. The result was that the game was split between being a PVP team MMO, and a PVE single-player experience, and neither were developed enough to satisfy people. "Hard core" PVP players were let down by the simple and not very complex PVP mechanics, while PVE players felt the content was too quickly recycled, and that too much of the PVE content was linked to the PVP experience.

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