At the last GDC 2025 event, Tencent introduced the new Role Game Trailer with the open world of Honor of Kings: World, developed by Timi Studio Group. This project expands the universe of one of the most popular MOBA in the world and offers cross -platform game experience, combining the study, battle and development of the character.
The Korean portal Inven took an interview from the host of the game designer Simen Lou, who spoke about the creation of Honor of Kings: World, rethinking the Empter and the features of the gameplay. We have prepared the translation and adaptation of this interview into Russian.
When expanding the original Moba universe in a role -playing game with the open world, which key elements were the most important for the development of Laura?
Simen Lu: Since Honor of Kings: World shares a single ENT with the original, his world, characters and basic concepts remain unchanged. However, in this game, special attention is paid to history. Each character received his unique storyline, and the player will have to take the role of the main character promoting the narrative. During the adventures, he will meet various heroes and will witness their stories unfolding in his eyes.
Attention was attracted by a unique mechanic that allows the main character to use the weapons and abilities of different heroes. This creates the feeling that he was more likely to draw their strength than plays for the heroes themselves. Could you explain this aspect in more detail?
Simen Lou: The main character Honor of Kings: World has an ability known as Flux, which allows him to study and use other characters. If desired, players can change the appearance, taking the appearance of different heroes, but in fact this is only a visual option similar to skins. The gameplay is the opportunity to fight in your own guise using the combat style of a beloved hero.
Fans of the original Moba, on the one hand, want to have their own unique character, but at the same time tend to feel themselves as familiar heroes. Therefore, we tried to create a system that satisfies both of these desires, providing the player with freedom of choice.
How do you approach the development of the game to satisfy the expectations of both Moba fans and lovers of an open world?
Simen LU: The basis of everything is the intellectual property of Honor of Kings. In any game, it is the characters, peace and ENT that provide immersion and connection with the player. Imagine that your favorite novel has become a theme park – visiting it, you probably expect to see exactly those elements that made the book special.
We also paid special attention to rethinking the original with maximum authenticity. The heroes with whom the players spent years in Moba are now coming to come to life, become companions, lead dialogs and travel with you. Whether it was battles, research or plot lines, we sought to convey the spirit of the universe in every aspect of the game.
For ten years, many heroes and skins appeared in the original game. How vast will their presence in the new game be?
Simen Lu: To turn on all the heroes at once was a difficult task, so we decided to enter them gradually as the plot has developed. The starting point of adventure will be the Academy region, where players will meet heroes related to this place.
Our goal is to integrate your favorite characters of fans without compromising for the narrative. We already get a lot of requests like “I want to see my beloved hero right now!”, And therefore, adding new heroes will happen in stages, in parallel with the expansion of the main plot and the world of the game.
How is Honor of Kings: World different from other RPGs with the open world?
Simen Lu: As I already mentioned, the main difference is intellectual property itself. This game is created as a gift to fans in honor of the 10th anniversary of the franchise, but it is also developed in such a way as to attract new players.
Another key feature is a deep combat system. Today’s demonstration was focused on a single passage, but in the future, multiplayer elements, including cooperative content and social functions, will play a significant role, which will also become a distinctive feature of the game.
By the way, what kind of battle did you like the most during today’s test?
I liked the style with paired blades where attacks spend health. It looks spectacular, and the visual effects are simply amazing!
Simen Lu: This is a rather complicated style, it is interesting that you liked it. It can be combined with other styles for even greater efficiency. For example, the game has a combat style that allows you to replenish the shield with certain actions. If you combine it with a risky Berserker style, you can get a balance between aggressive attacks and protection.
We strive to endow each combat system with unique features so that the process of combining various styles creates fresh and exciting game situations.
What types of content can be expected at the start of the game? Can you reveal some details?
Simen Lu: Today we showed only a small part of the game. It is important that the players have freedom of choice on their journey.
Fans of the plot will be able to plunge deeper in the background of heroes, fans of the study will have an extensive open world, and for those who appreciate combat calls, complex trials are provided. We tried to take into account the interests of different types of players.
With the expansion of Laura Moba into the open world, the design of the map probably played an important role. What difficulties arose when creating a balance between research and battles?
Simen Lu: It really turned out to be a difficult task. First of all, we wanted the players to immediately feel a familiar atmosphere. Entering this world, they should feel: “I am really in the world of Honor of Kings.”
Then, as they advanced, players will be able to deeperly explore the story and enjoy the beauty of the environment. We will also provide them with the opportunity to choose: plot passage, free research or a joint game with friends – everyone will be able to find their own adventure style.
Catcins in the plot parts of the game look impressive, especially for the original fans. But will this become an obstacle to new players unfamiliar with the franchise?
Simen Lu: Of course, knowledge of the original will enrich the impressions, but we tried to make beginnings can also easily plunge into history. A unique fantasy world, exciting battles and a deep plot should attract their attention.
When creating a story, we tried to avoid overloading with information for new players, and IP fans wanted to show heroes in the New World, which they had not yet seen them during the 10 years of the franchise.