Last month, Conqueror’s Blade suddenly made a splash in the gaming world. In fact, the production, which appeared in the game world in May of the previous year, became a new agenda item for us Turkish players with its investments in the Turkish market. Of course, we could not remain silent and had a pleasant interview with Omer Karakayalı of My.GAMES, publisher of Conqueror’s Blade, which blends strategic gameplay with action-based mechanics.
Enes Özdemir: Let’s get to know you first. What would you like to say about yourself and your role at My.Games?
Ömer Karakayalı: Hello, I am Omer Karakayalı! I was born in Istanbul and have been living in different cities of Europe and for about 15 years. During this time, I have held different positions in various companies that publish games. And now my. I am the head of marketing for Europe and North America in the GAMES Amsterdam office.
EÖ: It is clear that the type of strategy does not have its former popularity today. Where and how does Conqueror’s Blade catch strategy players?
ÖK: In recent times, we can say that strategy and especially real-time strategy games are overshadowed by first and third person action games. But strategy elements are still popular additions to tactical games. Conqueror’s Blade not only offers an inclusive battlefield experience where you manage your character and troops under your command in 3rd person action mode, but also features macro aspects. Together with your dynasty (our unity system), you need to plan your strategy well to capture and protect more land. In addition to taking your place in the heart of the war as a warlord, as the brainchild of the army, you will have to bring the right troops into battle at the right time.
EÖ: How diverse are the strategic variations in the game? So is it possible to catch a functioning strategy and use it continuously, or does the game lead you to come up with different strategies under different conditions?
ÖK: There are some basic tactics that will make it easier for your team to win. Although it depends on the map, usually narrow passageways and high ground are valuable areas to defend or capture. Undetected wing or cavalry raids on long-distance troops will also give you an advantage. We are also developing ways to use it, especially against popular tactics. For example, a type of weapon that we’ve added to your Sledgehammer warlord so you can deploy defensive troops in tortoiseshell positions. We are constantly looking for new ways to give players the tools they need to win and therefore enjoy the game more
E: Conqueror’s Blade is not only a strategy game, but also a game where we can enter the battlefield by directly controlling a character. So how were the action and strategy mechanics balanced in the game? Is it possible for a player to destroy well-established strategies simply by fighting individually?
ÖK: This topic varies in siege battles, especially depending on the map design. The castle walls may seem too scary to climb, but even the best-defended places have weaknesses. The attacking team can always rely on firepower and rams, but usually a smart warlord manages to get his troops up the stairs while the defense is busy with the heavy attack at the front door. In 15×15 battles, not a single player manages to penetrate a good defense or fend off wave-by-wave attacks.
EÖ: How roughly does the character development system in the game work and how much impact does it have on the game?
ÖK: The game offers an immersive action experience on the battlefields, but with its social and progression systems, we can say that there is an MMO at its core. There’s definitely traditional vertical progression where you level up and earn more feature points, learn new skills for your weapons, and become more powerful overall. The game also develops more horizontally with resource management and craftsmanship, and with the activation of new units that you can take with you to the battlefields. Being able to choose from a wide range of infantry, cavalry or ranged units will create more options for your War lords.
EÖ: How is the localization/localization process for Turkey?
ÖK: In addition to the complete Turkishization of the game, our website, customer service, social media and payment systems are also localized. In addition, tl payment facility and price localization are among the services we will offer to Turkish players.
EÖ: What does the player potential in Turkey mean for Conqueror’s Blade? What is the content that can attract Turkish players to the game or is it being prepared?
ÖK: We have been aware of the interest of Turkish players since the first day the game was released. Therefore, as a result of the localization as well as our evaluations with Booming Games, we decided that our 4th season would be Ottoman themed. In addition to the siege of Istanbul, we hope that the recently released season, together with different contents inspired by Ottoman soldiers, will be of particular interest to Turkish players.
EÖ: Are there any last words you would like to say to our readers?
ÖK: Have fun!
We thank Omer Karakayalı for this beautiful interview.