Interview: ArcheAge Chronicles’ XLGAMES on housing, PvP, launch, and its MMO nature

Bree Royce 2025-08-01 00:00:00

Way back in March, we dispatched an interview with the XLGAMES dev team on ArcheAge 2, which was then only a few months past its big rebrand as ArcheAge Chronicles, a game the dev team insists is not an MMORPG. The MMO has been delayed several times over the last few years, and that very month, ArcheAge boss Jake Song left the company. As we noted yesterday, we hadn’t heard much about the game in the interim. But now, we’ve gotten a Steam dev blog, along with the answers to those questions we asked all those months ago – just as relevant now as they were then.

We asked the devs about the game’s genre, how many players it will host, inspirations, gameloop, player housing, lifeskilling, PvP, the launch window, and who’s running the show now that Jake Song is gone. We even threw in a question about reviving the classic MMO. Why not! Read on for the whole interview.

MassivelyOP: First, we’ve seen so many games call themselves OARPGs over the years – can the studio discuss why it believes it can lay new claim to the ARPG genre? And what makes this an ARPG instead of an MMO – how many players will populate a server or region?

XLGAMES: We want to make sure that players understand that ArcheAge Chronicles is not a traditional MMORPG. Instead, this is an exploration-driven action RPG, that will have online elements such as trading, housing, crafting, and so on. The focus of Chronicles is more on the narrative, and the solo and small group content, with optional multiplayer content. Think of it as a hybrid of games like Zelda: Breath of the Wild and ArcheAge – somewhere in between the two is ArcheAge Chronicles. This will all become much clearer once we’re able to get players in and testing the game. As for number of players, we’re still tuning final numbers, but depending on the zone and activity, you can expect to encounter dozens of other players at a time.

The devs mention drawing inspiration from “some iconic games” focusing on exploration and formal question – which games are they? What specifically is being drawn from MMORPGs and ArcheAge itself?

We’ve definitely been inspired by some iconic titles – but more importantly, by the feelings those games evoke: wonder, discovery, and the sense that you’re carving your own path through a living world.

While we’re not ready to name every influence just yet, we can say that games like The Legend of Zelda: Breath of the Wild, The Witcher 3, and even Elden Ring have helped shape how we think about open-world exploration, environmental storytelling, and meaningful progression through solo play. These are games where the world feels handcrafted, where exploration is its own reward, and where the adventure naturally unfolds based on your curiosity – not just quest markers.

At the same time, ArcheAge Chronicles absolutely builds on the DNA of the original ArcheAge. We’re drawing heavily from its systems-driven design: housing, trade routes, lifeskills, and player economy – all reimagined in ways that better support both solo and social play. The freedom to pursue your own goals, whether that’s through combat, crafting, or simply existing in the world – that’s a legacy we’re proud to continue.

From MMORPGs in general, we’re taking lessons both good and bad. We still believe in persistent online worlds where players can impact their surroundings – but we’re also very aware of the pitfalls: feature bloat, grind-heavy loops, and systems that demand constant online presence. Our goal is to create a living online game, not a time sink. One where progression feels rewarding and the world feels rich – even if you’re not following a raid schedule or glued to a chat window.

So while ArcheAge Chronicles isn’t really a traditional MMORPG, it carries forward the heart of what made ArcheAge special, paired with modern design sensibilities that prioritize player agency, flexibility, and immersive storytelling.

The 30-minute play session mentioned in the dev blog is definitely going to appeal to a lot of players. Can the devs describe what exactly the typical player is going to do in that gameloop that doesn’t line up with the gameloop in a typical MMORPG?

This is a really important question, and it gets right to the heart of what makes ArcheAge Chronicles different.

To be clear – ArcheAge Chronicles is not a traditional MMORPG. While it is always online and does support online play, it’s built from the ground up to focus on a rich, single-player-driven adventure at its core. The online elements are there to enhance the world and foster natural, organic interactions with other players – but they’re not required to enjoy the full experience.

What we’re aiming for is the best of both worlds: the scale and immersion of a massive online universe, combined with the approachability and narrative depth of a great single-player RPG. That means when you jump in for a 30-minute session, you’re not logging in to complete a checklist of dailies or scrambling to find a party before you can do anything meaningful. Instead, you’re progressing through your own journey – whether that’s exploring a new region, advancing a craft, unraveling a piece of lore, or simply engaging in the world at your own pace.

Multiplayer content is there for those who seek it, and it integrates naturally into the experience – whether that’s through trading, shared world events, or chance encounters with other players in the wild. But nothing is forced, and nothing demands that you treat the game like a second job just to keep up.

We want ArcheAge Chronicles to feel like a world you want to return to – not one you feel obligated to log into. Progress should feel meaningful, whether you have a full evening to dive in or just a short session between other parts of your day.

That philosophy is guiding everything we do, and we’ll be sharing more soon on how the systems support that kind of flexible, player-first experience.

We’ve just got to ask about the housing! Last year, XL suggested it would be instanced housing, but the dev blog explains it’s not instanced after all – but it’s not exactly open-world either. Can you explain the “channel-based system” – is it going to work more like WoW/LOTRO’s housing zones, or more like phased houses in Elder Scrolls Online/New World, or something else entirely?

Housing has always been a huge part of what makes ArcheAge special, and we know just how passionate the community is about it – so we want to get it right.

What we’re implementing for ArcheAge Chronicles is something of a hybrid approach. It’s not fully open-world in the traditional sense – where there’s a single global space and everything’s visible to everyone at all times – but it’s also not instanced in the solo, private-phasing way you’d see in something like Elder Scrolls Online or New World. Instead, we’re using a channel-based system that allows for shared, persistent housing zones – spaces where multiple players can own homes, see each other’s properties, interact, and build community, without the technical limitations and land-rush issues that plagued fully open-world housing in the past.

Think of it as closer in spirit to LOTRO’s or WoW’s neighborhood-style systems, but with more player agency and presence. These housing zones exist in the world, and within each zone, there are multiple “channels” – not unlike parallel versions of the same village or district. Once you claim a home in a channel, that becomes your version of the space, and it persists for you and your neighbors. It’s still a living, social zone – you’ll see other players, trade with them, and decorate your land – but without the scarcity and pressure that can sometimes dominate fully open-world housing.

This approach lets us preserve the social and creative aspects of player housing – gardening, crafting, decorating, and community-building – while solving some long-standing issues like overcrowding, land sniping, and limited availability.

We’ll be sharing a full breakdown of how it works – including placement rules, upgrade paths, and how it ties into the economy and lifeskills – in a dedicated housing deep dive soon. But for now, rest assured: housing is still a pillar of the experience, and it’s being built to last.

The original reboot announcement last year suggested specific tradeskills like farming, crafting, and trading. What other crafting and lifeskill options are on the table?

We’re really glad to see that level of interest – especially around lifeskills and the non-combat side of gameplay. It speaks volumes about what made ArcheAge so special to so many players.

While we’re not quite ready to dive into full details just yet, we can confidently say that crafting, gathering, and the player-driven economy are absolutely central to ArcheAge Chronicles. Systems like farming, trading, and other lifeskills aren’t just add-ons – they’re part of the core gameplay loop and are being designed with depth, sustainability, and long-term player engagement in mind.

We understand how important it is to strike the right balance – where lifeskills feel meaningful, rewarding, and offer real progression paths for players who want to build their legacy outside of combat. That philosophy is baked into the game’s DNA, and we’re excited to expand on it.

We’ll be sharing a lot more in the weeks and months ahead, including specific tradeskills, how they connect to the wider economy, and how we’re improving on systems from the past. Stay tuned – it’s going to be worth the wait.

If we’re not getting massive PvP wars, what kind of PvP options will exist for players who want that content?

We totally understand where this question is coming from – ArcheAge made its name, in part, on open-world PvP and large-scale conflict. And while ArcheAge Chronicles shares the same universe, it’s built with a very different focus.

PvP does exist in Chronicles, but it’s no longer the centerpiece of the experience. This isn’t a return to AA1-style massive faction wars or open ganking zones. Instead, PvP is a much smaller, more focused part of the overall game design – intended to complement the adventure, not define it.

We’ll have more to share about exactly how PvP will work in the coming months, including how it fits into certain regions or systems. But it’s safe to say that players looking for competitive encounters will find them – but in more structured or opt-in ways, rather than as the default state of the world.

At its core, ArcheAge Chronicles is about narrative, exploration, and player-driven progression. PvP is a part of that, but it’s no longer the driving force. That may feel like a shift, but it’s a deliberate one—built to support a broader audience and ensure that more players can enjoy the world without feeling like they’re constantly on the defensive. More details are coming, and we’re excited to share them when the time is right.

Can the devs discuss who exactly on the team is running the show now that Jake Song has left? Who is driving the game’s current vision, and has it shifted again now that Song is gone?

That’s a great question – and an important one.

First and foremost, we want to express our deep gratitude for everything Jake Song brought to the ArcheAge universe. His vision laid the foundation for what has become a truly beloved world, rich with freedom, ambition, and immersive storytelling. His passion continues to inspire all of us at XLGAMES, and we’re proud to carry that legacy forward.

While Jake is no longer directly involved with the development, ArcheAge Chronicles isn’t being led by just one individual – it’s being driven by a collective of experienced leads across design, narrative, systems, and live operations. Many of us have worked alongside Jake for years, and we’ve internalized the core values that defined his approach: player freedom, open-ended gameplay, and world-building that encourages real player agency.

Our leadership team is composed of veterans from the original ArcheAge as well as fresh talent bringing new energy and perspectives. We’ve created a structure where decisions are made collaboratively, with a shared commitment to staying true to what makes this franchise special – while also learning from the past and evolving to meet the expectations of modern players.

So while the person at the helm has changed, the heart of ArcheAge Chronicles hasn’t. We’re not shifting direction – we’re building on the legacy, with care, passion, and a strong team guiding the way forward.

Kakao’s last financial report suggested ArcheAge Chronicles is aiming for the first half of 2026 – is that the current plan? How likely is it that it could slip again?

We’re aiming for the same 1H 2026 schedule, but will ultimately do what’s best for the game and adjust based on our testing feedback.

What are the chances XLGAMES might bring back OG ArcheAge at some point, maybe as a classic version? Or do the devs think ArcheAge would still compete too much with Chronicles even in its new format?

We love ArcheAge as much as anyone else, but for the foreseeable future our focus is on ArcheAge Chronicles and other upcoming exciting adventures in the AA universe.

There you have it, folks! I dunno, still sounds like an MMORPG to me, and I’ve been playing ’em for almost 28 years now! You can follow ArcheAge Chronicles’ development through the official site and Steam.
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