

I think World of Warships might hit it a little closer. I think it feels a little more like - Peter talked about Trafalgar, that style of naval battle, broadsiding each other. People understand that going in before they pick up a game like Dreadnought. We had the World of - in the year I’ve been here, we’ve had World of in mind because they have several games, vehicle games, and they reach a fairly wide audience. GamesBeat: When you’re making this game and playing it for tuning’s sake - the first comparison I think of is World of Warships.
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They’re doing some of the lifting on the PS4 as well. Yager has a team working on the PC, and they have a team working on the PS4, but we’re also partnering with Iron Galaxy Studios. Does that necessitate three different teams?īarr: We actually have three different teams, yeah. GamesBeat: You’re doing this three times over, right, because you’re also dealing with the custom chip in the PS4. If you run into problems, you ask them because sometimes, they have expertise in why you’re running into this problem.
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You make sure you have drivers that work the way you need them to, that they’re considering your game. You have relationships with people who make the hardware, and you talk to them.
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GamesBeat: When you’re developing on the PC side, do you ever have to think about how to make things work for Intel versus AMD and the like?īarr: You definitely have those concerns.

You have different generations, but you know what you’re dealing with, and there are certain limitations. With the consoles, that’s what the console is. New video cards come out, updated drivers, and all that. On the PC you have - people are constantly upgrading machines. GamesBeat: When it comes to dealing with the tech involved - the engine works on any platform, but is there any difference in dealing with the animations when you look at the PC side over the console side?īarr: Yes, there are different challenges. You lock yourself down in siege mode and fire it off three times and somebody gets wrecked. You just bolt somebody and they’re wrecked. GamesBeat: I didn’t expect artillery in a game like this.īarr: That’s funny because that’s the ship I’m drawn to. When I heard about Dreadnought and what it was, I was very excited to be attached to the project. GamesBeat: Have you always wanted to make that sort of a game?īarr: I’ve always had an affinity for sci-fi. It was about the Wave Motion Gun, about the Argo and all the other ships coming at it and how it could fend everything off. There were fighters on the show, but it was mostly about big ships-versus-big ships. This is an edited transcript of our conversation. It also offers premium-tier subscriptions that not only give you Elite status and boost the rate at which you earn XP but also give that boost to your teammates.Ī longtime veteran of free-to-play game development (he started his career on Dark Age of Camelot, a massively multiplayer online role-playing game that launched in 2001), Barr spoke to GamesBeat after a demo last week in San Francisco, where we talked about his love of sci-fi and big starships, making free-to-play games and dealing with the market, and what led him to working on Dreadnought. You can buy skins and other cosmetic items to gussy up your vessels. It’s five-on-five, and it has the standard roles you’d find in such games: scouts, healing (or repair, in this case), artillery, damage-dealers, and tanks. It’s a team shooter, but instead of playing a soldier or over-the-top character (such as an esports star-turn-mech pilot D.Va in Blizzard’s sensational Overwatch), you’re the captain of a cruiser, from a small-but-speedy corvette to a massive dreadnought. Barr is the lead producer for Dreadnought.
