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Why Rare continues to create new IPs instead of following existing ones

Why Rare continues to create new IPs instead of following existing ones

The English study, currently under the development of Everwild and before Sea of ​​Thieves, takes stock of its way of understanding the industry.

Rare is one of the most respected European companies in the video game industry for the curriculum of titles they have behind them from the time with Nintendo until its current stage within Xbox Game Studios. The English team has a lot of intellectual properties behind them, many without continuity, but that condition is governed by a clear philosophy: they love to create new things.

From pirate seas to idyllic and everwild country

Everwild is his latest video game, a work that points to 2020 on Xbox One, PC and Xbox Game Pass where they intend to tell something completely different from their latest works, such as the multiplayer Sea of ​​Thieves. In a meeting with Eurogamer, the director of the study, Craig Duncan, explained that they prefer to bet on new licenses than to be forced to launch sequels of their existing works.

When asked why so many new IPs without new episodes, Duncan's answer is clear: "If that were our logic, by now we would have been working at Jetpac [1983] for the past thirty-five years" because "the best To make video games is to bring together a group of passionate people who really do what they love and believe in it. That is our goal when it comes to doing things. ”

He continues with the example of his last title, which has managed to overcome the flight and now has a huge community of faithful: “That is why Sea of ​​Thieves is the game that is. That is why Everwild will be the game that will be; because we have a team of people who are truly passionate about what they are creating. My job as a study leader is to create a work environment where they can go and make it possible, that they can do their best; and then be able to create something amazing. "

He assumes that “it is not a matter of taking the game that I wanted to do or that people want to create; it is about the whole team being able to do what they burn in desires and from the heart to make the experience more amazing. ” It is extracted from his words, therefore, that the sequel loses the magic of doing something new from scratch by continuing an already fulfilled desire.

Booty does not deny, in any case, that they will work in the future in an eventual sequel to one of their previously created IPs. Everwild, meanwhile, is in preproduction with a team of about fifty people.

About author

Chris Watson is a gaming expert and writer. He has loved video games since childhood and has been writing about them for over 15 years. Chris has worked for major gaming magazines where he reviewed new games and wrote strategy guides. He started his own gaming website to share insider tips and in-depth commentary about his favorite games. When he's not gaming or writing, Chris enjoys travel and hiking. His passion is helping other gamers master new games.

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