It's hard to believe that two years have passed in the lands of Agon, but passed they have, and Darkfall is celebrating its second anniversary this week. Aventurine's FFA PvP sandbox title has turned out to be one of the more resilient MMORPGs in recent memory, surviving a disastrous launch and a lingering (and undeserved) reputation as a haven for parolees, sociopaths, and griefers. It's also managed to grow its dev team, release three expansions, and carve out a respectable niche for itself in an increasingly competitive massive industry.
What's the secret to the game's success? Can Aventurine become the next CCP and ride the coattails of a non-linear MMORPG to indie greatness? Is Darkfall, purportedly the hardest of the hardcore PvP games, really a fantastic PvE sandbox in disguise? Join us after the cut for some thoughts on these topics as well as a peek at the highlights from Darkfall's first two years.
To kick off any retrospective, one must necessarily start at the beginning. Unfortunately for Darkfall, said beginning was quite unpleasant, as the game was delayed for a good 12 hours from its initial planned launch window. When the EU-1 server and the game's billing apparatus did finally drag themselves out of bed on February 26th, 2009, customers were treated to a rocky experience that included unprocessed orders, multiple credit card charges, forums (and developer communication) going offline for hours at a time, and all manner of disconnects, lag issues, and bugs for those who did manage to log into the game itself. In short, it was a launch disaster of epic proportions, and it made the trials and tribulations experienced by early adopters of Age of Conan, Star Wars Galaxies, and World of Warcraft seem positively quaint by comparison.
All this was occurring in spite of Aventurine's limiting initial sales of Darkfall in order to cope with projected demand, and if there was a silver lining to this wrong-footed start, it was the fact that interest in Darkfall was fairly huge, which is no small feat for a FFA full-loot PvP game developed and published by an unknown indie outfit.
Despite the considerable lack of polish evident at release, Darkfall managed to exhibit enough character to keep gamers around. After several months of the team's frenetic bug-fixing, tweaking, and attempted balancing, those hearty souls who stuck it out were rewarded with an announcement heralding Darkfall's first expansion, and the new content made its way to the live servers on July 13th, 2009. We say servers here because July 13th also brought a second shard to the world of Agon in the form of an American server dubbed NA-1.
The first expansion
Some in the Darkfall community were understandably skeptical about the "expansion" terminology used by Aventurine to denote the July patch. How could a smallish indie developer realistically publish an expansion for a game that launched (and launched quite horrifically) a mere four months earlier? As it turned out, the unnamed content patch was in fact worthy of the expansion moniker since it featured a massive amount of tweaks, fixes, re-balances, and substantial new functionality including player housing, the village system, the nexus transportation system, and a character specialization system that allowed for various skill and spell add-ons.
The patch also featured skill and spell book drops, chaos chests (basically rare loot boxes that occasionally pop at random locations), and a hefty revamp of Agon's PvE mobs which set their difficulty to more reasonable levels and increased the gold, reagent, and uncommon/rare drop rates.
The second expansion: Conquer the Seas
For its second major content patch, Aventurine put on its pirate hat and delivered an expansion encore dubbed Conquer the Seas. When the update debuted on the live servers on December 5th, 2009, Darkfall began to shift from a game with loads of potential to a game with loads of things to do. Giant conquerable fortresses were added to the north and south seas and offered epic loot as well as more incentives for large-scale clan vs. clan PvP engagements. Continuing with the nautical motif, Aventurine added a number of sea villages for players to discover and control, and player ships also received several tweaks (including the addition of a new schooner vessel to the game's roster of craftable ships).
The clan sieging system was given an extensive overhaul, and both player keeps and player vendors were added to Darkfall's housing system. Conquer the Seas also heralded a number of smaller additions like free-spawning loot objects, slot machines, the trade route system (in which players act as couriers for NPC factions while dodging PKers in a cat-and-mouse game of risk vs. reward), and numerous additions to Agon's wildlife and PvE mob roster (including the fearsome kraken).
Last but not least, Conquer the Seas brought a number of melee and archery skill extensions to the table, as well as new general skills, racial skills, consumables, and quests. The expansion also signaled the start of an increased focus on PvE. While Forumfallers (hardcore PvPers, early adopters, and forum trolls, in case you're wondering) generally care only for the game's FFA PvP mechanics -- and are extremely vocal about that fact -- the dev team has taken pains to provide a diverse playing experience and is slowly but surely building Darkfall into something more than a fantasy version of Counterstrike by virtue of continual quest, mob, and PvE-related updates.
The third expansion: Hellfreeze
Darkfall's ironically titled third expansion continued the PvE parade, adding two new world bosses that boast Aventurine's trademark "homicidal AI." The Agonian version of hell officially froze over in early October of 2010 as the developers went live with the title's most recent content patch. In addition to the Ice Dragon and Demon bosses, Hellfreeze brought a bevy of new mobs to the game, including the Gorra Dar, Shadow Spirits, Deathless Servants, and more.
To coincide with the arrival of all the new residents, Agon itself was given the equivalent of an extreme home makeover, as Aventurine rolled out an extensive graphical revamp that upgraded terrain, textures, and the game's general atmosphere, bringing a much-needed fresh coat of paint to the title's dated visuals.
Many of Agon's dungeons were also completely redesigned, and new capital city dungeons were added, all of which "set the stage for many new dungeon-style encounters to be introduced in the near future," according to Aventurine's release notes. A few fluff items also made their way into the patch, chief among them treasure maps, funhulks, and flags designed to assist in setting up player-designed objectives such as races.
Recent updates and the future
Darkfall's recent updates include a couple of thorny issues that have sharply divided the playerbase. Chief among these are the offline skilling system and changes to clan banking that some claim make the world more immersive (others claim that it provides negative incentives for PvP). Aventurine has also dropped a few hints relating to another massive expansion, and if preliminary soundbytes are any indication, it will change the face of Darkfall as we know it.
At the end of the day, Aventurine has created (and continues to iterate on) a game that is both puzzling and highly rewarding. It's a hardcore PvP title with full-loot and all the potential juvenile behavior that that mechanic inspires, but it's also one of the deeper and more original PvE titles on the current market, by virtue of both its ginormous world and its utterly unique combat system (not to mention the sandbox trappings that offer a player more choices than most themepark games combined).
While it isn't for everyone and arguably occupies its own bizarre PvPvE sandbox niche, Darkfall has the makings of a long-lived indie success to rival CCP's celebrated EVE Online. Granted, it's still relatively early in the game's life, but the parallels (and the potential) are there. For more on Darkfall, check out Massively's eight-week Choose My Adventure play report featuring in-depth mechanical and community analysis as well as original screenshots and video.
Reader Comments (17)
Posted: Feb 25th 2011 4:18PM (Unverified) said
I played the game when it first hit NA, Gave it a solid month of play and determined that it was simply too hard to get started. You had to grind face on PvE monsters for months to be competitive in PvP and most of those same monsters were ether extremely easy and offered jack for loot or were extremely difficult to kill (even the ones in the starting areas) with the limited skills and resources a newbie had at their disposal.
I could see it being fun if you had or made a large group of friends who are interested in helping each other out. As a solo player who happened to only meet retards only interested in using you to farm resources the game was not worthwhile.
You also forgot to mention the movement hackers that plagued the game making certain guilds vastly more powerful then others.
I could see it being fun if you had or made a large group of friends who are interested in helping each other out. As a solo player who happened to only meet retards only interested in using you to farm resources the game was not worthwhile.
You also forgot to mention the movement hackers that plagued the game making certain guilds vastly more powerful then others.
Posted: Feb 25th 2011 4:38PM DancingCow said
@(Unverified)
I had a very similar experience.
Though most of those difficulties for new players were addressed back in the first or second patch. They seriously increased loot/gold drops to make it easier for noobs to make enough money to buy enough armour that they could stop running around naked for fear of losing said armour to constant gankers.
And the terrible skill grind which spawned bloodwalls was addressed by increasing skill gains by something like a factor of 3, and 6 for magic skills?
Though I was also really turned off by all of the exploits which allowed players to completely undermine core game mechanics.
At the end of the day, I loved the combat way, way, way more than any other MMO I've played, but all of those exploits were total fun-killers.
I look forward to seeing what their new plans for alignment are.
Reply
I had a very similar experience.
Though most of those difficulties for new players were addressed back in the first or second patch. They seriously increased loot/gold drops to make it easier for noobs to make enough money to buy enough armour that they could stop running around naked for fear of losing said armour to constant gankers.
And the terrible skill grind which spawned bloodwalls was addressed by increasing skill gains by something like a factor of 3, and 6 for magic skills?
Though I was also really turned off by all of the exploits which allowed players to completely undermine core game mechanics.
At the end of the day, I loved the combat way, way, way more than any other MMO I've played, but all of those exploits were total fun-killers.
I look forward to seeing what their new plans for alignment are.
Posted: Feb 25th 2011 4:49PM 2DruNk2FraG said
I am a huge fan of Darkfall and think that the game does have long term staying power. I've played for more than a year out of its 2 year life and for the most part have had a good time. However, I find myself ready to take a break yet again.
My problem with darkfall is that I lose patience with it trying to perpetually catch up with the large population of "vets". After playing my character for more than a year you would think that I could slow down on the skill grind a bit and focus more on what I love, free-roaming PVP. Unfortunatly, being a casual player that can only play 3-4 hours a night I'm still only moderatly powered.
I can't stand the thought of farming any more mobs or grinding any more spells in Agon, so tonight I say goodbye with a final PVP session. I know however, eventually I will get that itch that is only Darkfall can satisfy.
My problem with darkfall is that I lose patience with it trying to perpetually catch up with the large population of "vets". After playing my character for more than a year you would think that I could slow down on the skill grind a bit and focus more on what I love, free-roaming PVP. Unfortunatly, being a casual player that can only play 3-4 hours a night I'm still only moderatly powered.
I can't stand the thought of farming any more mobs or grinding any more spells in Agon, so tonight I say goodbye with a final PVP session. I know however, eventually I will get that itch that is only Darkfall can satisfy.
Posted: Feb 25th 2011 8:10PM Mad Dog said
Best mmo out there by miles.
You can keep all those crap tab target press 123 mmos thanks.
You can keep all those crap tab target press 123 mmos thanks.
Posted: Feb 25th 2011 9:04PM xBludx said
I've unsubbed and returned three or four times already. Currently, I'm back. Darkfall has become my solid go-to game, while I am waiting for the Xsyon final wipe and early start and bearing with Earthrise to see if Masthead can turn that game around.
If those newer games fail me, Darkfall will still be around. I have to agree with Mad Dog. After playing Darkfall, I just can't go back to tab targeting and press 123.
If those newer games fail me, Darkfall will still be around. I have to agree with Mad Dog. After playing Darkfall, I just can't go back to tab targeting and press 123.
Posted: Feb 25th 2011 9:42PM mszv said
Since I have a low tolerance for forced PvP and ganking, I won't play But -- the description was good, interesting, thanks.
Here's my question. One of the posters above describes playing "only 3-4 hours a day" and then described themselves as a "casual player".
That's what constitutes casual player in Darkfall? That doesn't sound casual to me!
Here's my question. One of the posters above describes playing "only 3-4 hours a day" and then described themselves as a "casual player".
That's what constitutes casual player in Darkfall? That doesn't sound casual to me!
Posted: Feb 25th 2011 11:14PM Carefulwiththatpoptart said
@mszv
Everyone has a different opinion of what "casual" means, I suppose. Personally, I wouldn't brag about 4 hours of free time a day to play.
Reply
Everyone has a different opinion of what "casual" means, I suppose. Personally, I wouldn't brag about 4 hours of free time a day to play.
Posted: Feb 26th 2011 10:31AM Rialle said
@mszv
The phrase "casual" is now meaningless thanks to it becoming a buzzword. There is no set definition for the term, and thus a lot of people consider themselves as such as long as there are people more hard core than them.
I've seen people who play WoW 12 hours a day and who have multiple accounts call themselves "casual" players.
Reply
The phrase "casual" is now meaningless thanks to it becoming a buzzword. There is no set definition for the term, and thus a lot of people consider themselves as such as long as there are people more hard core than them.
I've seen people who play WoW 12 hours a day and who have multiple accounts call themselves "casual" players.
Posted: Feb 26th 2011 8:19PM ErikC said
@Rialle I'm glad to see someone actually saying this. It's really funny, because so many people believe there's this huge hardcore vs. casual war going on, and that developers are reading these threads on forums that are part of this war and making critical decisons based on the arguments there, etc. Not only is none of that actually the case, but additionally the two "sides" are almost entirely made up in the first place. The actual split is:
- People who want to be part of an elite club (the supposed "hardcore")
- People who want to make fun of people with no lives (the supposed "casual", although many of these people are actually rather hardcore players)
and in the corner:
- People who want games to be awesome ("normal")
It's just that third party doesn't tend to yell quite as loudly. They are the ones with the interesting opinions though, buried amongst the heaps of posts that boil down to "I want to play a game that is made for me and my friends" and "lol you guys are losers."
Reply
- People who want to be part of an elite club (the supposed "hardcore")
- People who want to make fun of people with no lives (the supposed "casual", although many of these people are actually rather hardcore players)
and in the corner:
- People who want games to be awesome ("normal")
It's just that third party doesn't tend to yell quite as loudly. They are the ones with the interesting opinions though, buried amongst the heaps of posts that boil down to "I want to play a game that is made for me and my friends" and "lol you guys are losers."
Posted: Feb 26th 2011 9:40PM DancingCow said
@mszv
Keep in mind that when Darkfall launched it had an existing high/max level player population who essentially had a 1-2 year headstart.
And it's free-for-all PvP.
That changes the context a bit when it comes to hard-core/casual. I can understand why someone who only plays 4 hours a day might call themselves casual.
When I played back at launch I was playing more hours a day than that just to be even remotely useful in PvP - and at the end of a month was still a long way from that.
Reply
Keep in mind that when Darkfall launched it had an existing high/max level player population who essentially had a 1-2 year headstart.
And it's free-for-all PvP.
That changes the context a bit when it comes to hard-core/casual. I can understand why someone who only plays 4 hours a day might call themselves casual.
When I played back at launch I was playing more hours a day than that just to be even remotely useful in PvP - and at the end of a month was still a long way from that.
Posted: Feb 26th 2011 3:09AM TitusGroan said
Darkfall is fun if you have a lot of time on your hands, and don't mind grinding. It's pretty polished by now and the combat is fun, albeit on the arcady side.
What killed DF for me when I tried it:
* No skillcap, meaning everyone use basically the same char build and only time investment (i.e. grinding/macroing) matters.
* Insta-travel and global banking - not very sandboxy imo.
* Everything is about PvP and the PvP lacks real purpose.
Also, I found the alignment system to be quite a mess.
What killed DF for me when I tried it:
* No skillcap, meaning everyone use basically the same char build and only time investment (i.e. grinding/macroing) matters.
* Insta-travel and global banking - not very sandboxy imo.
* Everything is about PvP and the PvP lacks real purpose.
Also, I found the alignment system to be quite a mess.
Posted: Feb 26th 2011 8:19AM Dblade said
Darkfall finally killed the idea that FFA PvP was a better mode of play. and the whole "Lets go back to UO in design' meme died with it. It reminded people that, yes, progression sucks in any FFA PvP game, and no, political structures don't matter enough to counteract wide-scale ganking. Even to the point of their newbie guild being ganked out of existence.
We still have idiots who think its possible, and they migrate from game to game trying to change it into what darkfall should have been, or so they thought. Mortal Online, Xyson, Rift, and now AoC. But the idea is finally dead now that the nostalgia is gone.
We still have idiots who think its possible, and they migrate from game to game trying to change it into what darkfall should have been, or so they thought. Mortal Online, Xyson, Rift, and now AoC. But the idea is finally dead now that the nostalgia is gone.
Posted: Feb 26th 2011 10:36AM Rialle said
@Dblade
Darkfall is a niche title, and it specifically caters to people who like the FFA PvP. You may argue that the people who play Darkfall as their primary game are the types who enjoy ganking newbies who have no chance, and that may be true.
For "mainstream" MMOs, the idea of FFA PvP with full looting died when Everquest came out.
Reply
Darkfall is a niche title, and it specifically caters to people who like the FFA PvP. You may argue that the people who play Darkfall as their primary game are the types who enjoy ganking newbies who have no chance, and that may be true.
For "mainstream" MMOs, the idea of FFA PvP with full looting died when Everquest came out.
Posted: Feb 26th 2011 4:07PM Dblade said
@Rialle Well it was held up as an antidote to all that was wrong with current themeparks, in the same way EVE is. Evil WoW, draining the life out of the genre? Go back to FFA PvP. Hasn't worked, and DF is probably the most visible next to Aion (which had additional problems which diluted the argument.)
Reply
Posted: Feb 26th 2011 5:07PM Jef Reahard said
@Dblade
FFA PvP was but a small part of the UO appeal. The larger part of it for the majority of people that talk about the game wistfully was the non-combat gameplay.
People have this bizarre notion that FFA (and/or full loot) PvP automatically makes a game into a sandbox experience when in reality it's only one possible component.
If someone did actually 'go back to UO design' (i.e., bothered to make a game with all of the non-combat gameplay options that UO had), we could then debate whether it was an acceptable cure for all the folks who say they are tired of WoW and its followers. Hasn't happened yet though. Even though I like Darkfall, comparing it to UO is laughably pointless.
Reply
FFA PvP was but a small part of the UO appeal. The larger part of it for the majority of people that talk about the game wistfully was the non-combat gameplay.
People have this bizarre notion that FFA (and/or full loot) PvP automatically makes a game into a sandbox experience when in reality it's only one possible component.
If someone did actually 'go back to UO design' (i.e., bothered to make a game with all of the non-combat gameplay options that UO had), we could then debate whether it was an acceptable cure for all the folks who say they are tired of WoW and its followers. Hasn't happened yet though. Even though I like Darkfall, comparing it to UO is laughably pointless.
Posted: Feb 26th 2011 10:13PM Ozmodan said
Darkfall will always be an after thought until they put in place skill caps.
How the developers continue to ignore such a needed feature is just clueless.
How the developers continue to ignore such a needed feature is just clueless.
Posted: Feb 28th 2011 10:45AM mongrel said
@ozmodan go read what there going to be changing with the armor system......will be changing things alot when they put that in










