At GDC 2025, which ended not long ago, foreign media wccftech participated in the trial of "Honor of Kings: World", and at the same time, Simon, the chief designer of "Honor of Kings: World", was interviewed by them. WCCFTECH asked a lot of questions that we were concerned about, such as the game's payment model and game system, let's take a look!
According to WCCFTECH's reporters, GDC 2025's demo showcased a small portion of the game's levels, including several encounters that led directly to the boss fight and a relatively long dungeon with many forks in the road to treasure chests and puzzle solving.
In Honor of Kings: World, instead of choosing a single weapon type, players can choose two classes from a variety of melee, spell, or ranged characters. Each class skill is similar, consisting of three attack skills that are unique to that class, a dodge skill, and some form of ultimate.
The following is the content of the interviewTranslation:
Can you give us a brief introduction to Honor of Kings: World?
We are a next-generation multiplayer adventure RPG. We started with the original IP and are ready to take it to the next stage.
How many elements of the original IP are there in "Glory of Kings: World"?
I think pretty much everything was covered, because we started this project with the core concepts like the combat system. You'll find that each fighting style is inspired by a hero in the game, and we've transformed them into a three-dimensional action experience. In addition, the game's story and world view also continue the MOBA setting.
Will the heroes of Honor of Kings appear in the new game?
I hope that eventually all heroes will join, but we'll start with heroes from a certain area. We don't want players to have the feeling that there are too many heroes to watch from the start. The way we do this is by introducing a region and introducing the heroes associated with that area and the story. Gradually add more heroes with updates.
Since the player needs to control two heroes, how did you balance the synergy between them?
First of all, the player takes on the role of the main character. This protagonist has the ability to control the abilities of other heroes, so he is learning the skills of these heroes. This is the core of the whole concept. We also try to make the difference in each fighting style part of the fun, but at the same time keep it balanced.
If you play like a single-player game, I think that difference is where the fun lies. For example, when you choose a character with a gun, shooting and dodging will be key experiences, which is a very different experience.
In multiplayer mode, players need to have a certain number of positions. If you like to fight back, you'll need to constantly fight bosses. If you're a ranged attack character, you should provide continuous output. There's a similar support role positioning, but we want each class to be able to engage in combat in multiplayer, rather than just healing from the sidelines.
Are you trying to get rid of the traditional "trinity" of tank, output, and healing?
We're not completely abandoning this premise. The basic framework is still there, and even if you're a support character, you should have a great action experience. Because you can choose between two classes, you can switch between support and output roles. If you really want to do full-time support, you can certainly choose this option. But usually, you can switch to output mode according to the needs of the battle.
Can Honor of Kings: World be played entirely solo?
Of course you can if you want. We actually offer quite a rich single-player experience, and it's an option. We also offer a non-mandatory multiplayer experience. You can choose to play with other players, but that won't bother you with the single-player experience.
Can I bring an AI buddy?
Yes, this is an assistant feature. If you can't find a friend, or just want to play alone, then in scenarios like dungeons, you can choose an AI companion. It's more of an accessibility feature.
What is the matchmaking system like? Can players choose the mission they want to do, and the game will automatically match other players?
I think it's simple. When you enter the dungeon, if you want to form a team, you can be matched with players of a similar level to you.
How do players get characters when they go live? Will they have an initial full roster of heroes, or will they only be able to choose one or two?
We will provide a few basic characters in the plot, and there are still quite a few of them. As you progress through the game, you'll gradually meet your heroes and learn about their abilities. You'll unlock a basic set of combos that will help you understand the system. After that, if you want more characters, you can unlock them by purchasing them.
Have you already considered the business model of Honor of Kings: World?
At the moment, we have built a currency system around the social system, mainly clothing and skins, and we don't use a "Pay To Win" approach.
How much does it cost to buy additional characters?
We are still working on it.
Are there any plans to launch a Premium or Battle Pass?
This is possible in the future. The monetary system is currently in the testing phase, and the specific rules have not yet been determined, but something similar should be possible.
Is Honor of Kings: World free to play? Or do you need an initial purchase?
No, the game is free and does not require any purchases.
On which platforms will the game be launched?
Currently, we are focusing mainly on PC and mobile platforms. There may be console versions in the future, but the focus for now is on these two platforms.
Is there cross-progression between PC and mobile platforms?
Some. The mobile platform is more of a convenient way to play anytime, anywhere, but it's a unified progression system with the PC version.
Will there be support for the handle?
Not yet supported, but we know it's important and plan to join in the future.
Will there be a crossover event between Honor of Kings and Honor of Kings: World?
We're talking about this because we're the same IP and team. We're already in the early stages of discussing how to merge the narratives of the two games, step by step.
When do you expect Honor of Kings: World to be launched?
We haven't set a specific date yet, but we're working to go live as soon as possible.
Will there be a planned beta test?
There are no detailed plans at the moment, but we do regular private beta testing with rapid iterations every few months. Therefore, we will have more tests in the future.
For those who are familiar with MOBAs but not very good at action RPGs, do you have a difficulty or assist option?
At the moment we are mainly focused on polishing the game content, and we will definitely consider this in the future. Even for the mobile version, we have to think about a lot of control polishing, which will be a focus in the future.
Can players pre-order or wishlist Honor of Kings: World now?
Not yet, we're working to get it on the wishlist as soon as possible.
When will there be the next event where players can see more in-game content?
We're not sure yet, but we want to keep the momentum going.