John Wasilczyk: The game at the moment is focused on that core map as the primary experience.
GamesBeat: And where is Paragon at today? One big thing we did toward the end of 2016 is we released a new map. We’re looking forward to seeing it grow with the other games we’ll have coming out in the near future. It’s a new genre, a new approach, and it’s been successful within Epic. That’s been very satisfying, both for Epic and the development team. Where we are now, roughly, we have about 6 million registered players, and that number continues to grow. Toward the end of 2016 we released card drafting, which is something we’d been building toward for a while internally. We did a draft mode relatively early on in the pre-open beta period. We’ve also rolled out a bunch of new features. It’s been great to have that pace of development and be able to change the game in a relatively rapid fashion. As an example, since March 2016, we’ve shipped more than 130 game updates and released 29 heroes. Being able to see how people react to the game in real time has shaped how we grow Paragon and handle our releases.Įarly on we decided to go all in on this and do updates as quickly as we could, to keep the game vibrant and have an ongoing conversation with our players. We’re not developing for four or five years on one boxed product and hoping it all works out. That’s a critical part of our development process. A big focus as part of this adventure has been integrating player feedback.
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For us we had a really successful start with early access, and we transitioned from there into our ongoing free open beta period, where we’ve had continued growth month over month. Epic is moving into the next iteration of itself as a game development company and embracing free-to-play from an AAA perspective. John Wasilczyk, Paragon executive producer: For us, the first year has been an adventure in learning and growth. GamesBeat: Recap Paragon’s first year for me.
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The studio also plans to continue listening to player feedback, which is just one of the topics I touched on in my full conversation with Wasilczyk, which you can read below. “There’d be a content change, a change in balance, a new hero every three weeks - there’d be something for them to expect, a reason to come back, a reason to keep the game changing and evolving over time.” “As soon as we went into free open beta, we wanted to establish weekly updates, so players would know that they always had something to look forward to,” said Wasilczyk. That has worked so far, Epic expects it to continue. Wasilczyk says the team want to keep that momentum in 2017 by delivering more updates with new content on a regular schedule. We had about 44 percent more players playing each week, and playing more often.” “That’s up from 650,000 in November 2016, prior to the release of the Monolith map. “As of January, we had roughly 832,000 active players,” Paragon executive producer John Wasilczyk told GamesBeat. And Epic has seen a recent surge in interest.
In recent weeks, the company has introduced the Monolith map and more new characters that have re-energized the player base. Now, Paragon is on a trajectory to potentially reach 1 million active players, and it exemplifies Epic’s strategy of building and self-publishing games as a platform. The studio has released more than 130 patches, and those have introduced small changes as well as major additions like maps and characters.
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A year later, it is thriving on PC and PlayStation 4.Įpic has built excitement around Paragon by consistently updating it with new content through the last 13 months. Last March, developer Epic Games launched its free-to-play multiplayer online battle arena Paragon.