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Neople | Official Site
Action MMO | Setting:Fantasy | Status:Final  (rel 06/09/10)  | Pub:Neople
PVP:Yes | Distribution:Download | Retail Price:n/a | Pay Type:Free | Monthly Fee:n/a
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Update Interview

By Garrett Fuller on November 18, 2009 | Interviews | Comments

Update Interview

Tell us where you are at with Dungeon Fighter right now. How is the game coming along?

Luis Reyes:

We're still in open beta. Dungeon Fighter Online has presented its share of unique opportunities for us and we are working hard to make sure we clear away potential issues before officially launching the game.

North America's internet and geographical environment is much different from other service regions, such as Korea and China. We need to fine tune the game's infrastructure to maximize its enjoyment by our audience.

There are a few issues we want to tackle before launching the official version of Dungeon Fighter Online. One of them is network and server stability optimization, which will provide a lag-free environment to as many users as possible. Another is addressing game balance and play style. We are working very close with the developer, Neople, to shape game play and set up a content schedule that best fits the expectations of North American players. The experience curve, dungeon difficulty and Item Shop sales program will be adjusted based on the careful analysis of the analyzing reams of data on play patterns we have been gathering during this open beta.


What response have you seen from the beta tests on the game?

Luis Reyes:

Overall, response has been very positive. Players really dig DFO's game play, art style, and expansive variety of content. From player feedback and playing patterns during the beta, we're learning a lot about how we can make DFO better and ensure a solid gaming experience.

Some players have expressed concerns about the game's current experience curve, and that our beta version of the game doesn't include all of the content available in Korea. Once we make the adjustments we need and begin adding content, those concerns will be answered.

Talk about how Dungeon Fighter uses arcade style game play. What made you choose this older style of game play?

Luis Reyes:

Dungeon Fighter Online allows for players of two very specific game conceits--fast-paced arcade fighting and long-form, online fantasy RPG--to come together and learn about the appeal each conceit has. For some, the action and side-scrolling fights draw them to the game, while others are interested in the game's robust role-playing environment. One of the advantages of DFO's arcade-style aspects is that it allows players new to online RPGs a comfortable setting to explore a new genre.

The game has a lot of action in it. Tell us about the pace of the game and what players can look forward to.

Luis Reyes:

If you've played any of the early 90's arcade classics, you'll know the pace of the game. If you don't - expect lots of monsters to squash, maps to fight through, and a multitude of ways to power up. There are skills to learn that enhance your fighting style, items to pick up to increase your stats, level advancements that unlock powers and content, etc. Of course, this game is online, so we can take advantage of what new technology can do for a classic form, and have players in disparate areas battle it out with each other in the Player-versus-Player Arena. It really is like standing next to your friends in the arcade.

Is there a set date for launch on the game? When can players expect to begin?

Luis Reyes:

We want to be confident about the technical fluidity of the game before we commit to an official launch date. We are optimistic about launching the game soon.

How does Dungeon Fighter fit in with the Nexon family of games?

Luis Reyes:

Dungeon Fighter Online offers a thematic and stylistic contrast to other Nexon games while also embracing the basic tenants of microtransactions and social interaction that make Nexon games as a whole so appealing. It really is a natural fit in our slate of games. Our first big hit was MapleStory, another 2D game in which you can choose a class. Mabinogi also employs a fantasy RPG story to connect players with their characters. Combat Arms is a first-person shooter that pits player against player in intense death matches. We feel Dungeon Fighter Online attracts a broad audience because of its confluence of elements: fast-paced, action-packed game play, stylishly retro graphics, an elaborate narrative back story, and the ability to play alone, with other players...and, of course, AGAINST other players.

For those who don't know can you give us some insight into the Dungeon Fighter classes and skills?

Luis Reyes:

Sure, Dungeon Fighter Online currently has five classes - Fighter, Gunner, Mage, Priest and Slayer. Each class has a vast set of unique, class-based skills, far too many to go into here! Players who like hand-to-hand combat, getting up into the face of your enemy will lean toward the Fighter, while those who like hanging back and picking off monsters with long-range attacks can choose between the magic of the Mage or technology of the Gunner. The Priest and Slayer classes rely on close-range weapons--such as giant crosses and swords--and mystical spells that enhance stats in localized areas. Once you choose your classes, you can further specialize with certain kinds of weapons, the spells you select, and eventually the subclass you choose to adopt. Gunners add new weapons, like laser guns and calling in air strikes. Fighters learn how to do super-powered wrestling moves--like a spinning suplex--or dirty tricks--like throwing sand into an opponent's eyes. Pretty much every playing style is covered. And you can create more than one character, so players can experience the game in new ways by creating new characters with different classes.

What can we expect from Dungeon Fighter after launch? We have seen some great expansions from both Maple Story and Mabinogi, will DFO have them as well?

Luis Reyes:

Much of the same. Once we are satisfied that DFO is solid, we will be expanding the world dramatically. Already, we are introducing into the game new Avatar Items players can wear and running holiday-based events, such as our Halloween event in which players could decorate the main sanctuary room and earn a pumpkin head avatar item. However, the large updates are yet to come, a higher level cap, new dungeons, new characters, new game functions and more.

What is your favorite part about the game?

Luis Reyes:

Versatility. I can play the dungeons alone or with a party of up to four people. I can fight in the PvP Arena against other players, either one-on-one, as part of a team, in elimination, or in the middle of a free-for-all brawl. And I can do all of this as different character classes, with different skills, all part of different subclasses. There are just so many ways to enjoy this game.

Tell us something in Dungeon Fighter that we may not already know. Is there some secret about the game you can share?

Luis Reyes:

At level 18, your character has the option to choose a subclass. There are about four subclass choices for every character class. Through these subclasses, you gain access to new skills and more specialized attacks. Now, when you complete the subclass quests, you are given back all of the Skill Points you have spent to that point and allowed to re-build your skill bank. So, choosing this skill build demands a certain art, and an understanding of yourself as a player. You need to boost the skills you use most often, and pull back on the skills you use less. Select skills that work well together in a sequence, matching up long cool down skills with short cool down skills so you are never left without an option when surrounded by opponents.

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