“We Had Alarms Going Off:” Amazon Games On New World’s Chaotic First Months

By | December 17, 2021

It’s been close to three months since New World, the musket-toting MMO, welcomed players to the beaches of Aeternum, a land of bears, cranberries and piratical skeletons. Squeezed into those two fall months were enough bugs, controversies, and economic crises to last other games an entire year.

First, it became so popular you had to join a queue to play, then a bug allowed players to duplicate gold, then supply-and-demand weirdness led to some players returning to a barter-style economy. Now that player numbers have dropped, the developers are hoping to catch their breath.

We spoke to a director at Amazon Games about what went wrong, what he’d do differently if he had the chance, and how (with small changes and a bit of diligence) they hope to make things right.

“We are reviewing our cadence,” says Scot Lane, game director at Amazon Games. “[It] is no secret we’ve made some mistakes trying to move too fast. Our goal is to slow down for a bit and improve our processes.”

Lane is talking about the monthly updates, but he could easily be speaking about the game’s hectic birth. When it launched in late September, millions clamored to join what seemed to be the first blockbuster MMORPG released in years, which promised a deep player-driven economy and high-quality player-versus-player combat. But where there’s a big game launch, there are server woes. Even Amazon, barons of internet infrastructure, did not have enough servers ready for the waves of explorers queueing to chop down trees and fight the undead.

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