

We've talked to Battleborn devs, top League of Legends players, competitive Overwatch players, and we're looking to draw some of that in. We're looking to draw from others areas of gaming, not just from Paragon players. That's not sustainable we wouldn't have enough. If you look at the MAU comparison it's slim, extraordinarily slim. Paragon was never really in the positives it never had the Overwatch or League of Legends playerbase. The main thing we recognised though our research - we've been focused on research and going to legal for Epic and what licenses can be done, we've done a lot of that because we ended up with a team that's more into knowing everything before we put our foot in it - we've come to the conclusion that our Paragon players would make up 1% of the market for the game.

Project CORE is open to crossing genre boundaries. The second thing we're doing differently is that Paragon was categorically a MOBA. We consulted with marketing team for Rick and Morty, and marketing people for other games, and it became clear we'd never get someone to fund the game or expand it because we don't own IP. People play what they watch, and watch what they play - our art direction won't ignore that.Ī last point on the sustainability is that owning the IP turns out to be a big deal. We've consulted with some big names in casting, and if you can't connect with your audience visually, the chances of it taking off and being enormous are slim to none. We're not going for Paragon's look, nor Fortnite's look Project CORE will be something in between with elements of stylised and realism.Īnother factor in sustainability is castability. We had one of our artists do a Riktor skin, and for the number of players who would be interested, it wasn't worth it. Stylised assets don't need a big team of artists and it doesn't take the artists two months.
#Paragon game skin
If you make a skin for an offlaner, only 20% of people are interested in what you made.įortnite skins and cosmetics are easier to produce. Fortnite has one role which is to shoot people, while Paragon has a mixture. I get why Epic chose Fortnite over Paragon it's so much easier to monetise. If you look at the quality required for Paragon skins, the sustainability does not make sense. There's two reasons for that: market saturation and sustainability. Opolisprime: Firstly, as we've recently announced, we're taking the art style in our own direction. Thankfully, Epic Games has a heavy hitter in Fortnite, so not all is lost for them.Softmints: What is Project CORE going to do that Paragon didn't? The MOBA genre is a crowded marketplace, and while there's always room for the next big thing, there are a lot of stories that end up just like this.

During the game's development, executive director John Wasilczyk revealed that the team was given the green light to make any project they wanted, and they decided to tackle a MOBA as that was the go-to genre for many of the game's developers. While seeing a game with a fanbase get shut down is never fun to see, Paragon hurts just a tinge more as this was a passion project for much of the team involved. Epic warns that as the number of players decreases, the amount of time it takes for matchmaking could take longer. Eventually, the pay-to-play format for the title was dropped for a free-to-play model, much like Fortnite, but Epic wasn't able to build enough good will, and much like Battleborn, it wasn't adopted by a big enough audience.įortunately, fans still have some time left with Paragon, though there is a chance the final memories many fans have will be a frustrating one. Yet, it wasn't well received sitting at a 6.3 review score overall on Metacritic. Paragon hit the scene in March 2016 to a lot of hype looking beautiful running on the Unreal Engine 4 with a third person play style that made it a little different to most games on the market at the time.
