Dungeon Runners
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MMORPG's chat about DR

November 20, 2007

While MMORPG was at NCsoft they discussed Dungeon Runners with Stephen Nichols, Mark Tucker, and Greg Bauman.

Here are some excerpts from the impressions they got from the interviews:

They're looking at different ways to market this game. They realize that with a free game of any quality, the potential for viral marketing is quite high. One person likes it, they tell a friend who tells a friend, etc etc etc. Because of the kind of game that Dungeon Runners is, they have been looking at ways to get the game out to people in college. After all, you're talking about a group of people in the right age demographic, who all have computers and internet connections, who probably don't want to pay $15 a month for an MMO on their credit cards and who don't really have hours and hours a night to dedicate to an MMO.

Dungeon Runner[s] is in what the guys described as “perpetual development”, meaning that they’re always working on it. As a result, it slows them to “throw a feature out there knowing it’s not AAA quality yet and just keep polishing it and getting user feedback “until it’s great”. One example of this is in PvP. PvP was in the game, but didn’t have any rewards associated with it. This was done because the PvP system wasn’t as balanced as the team would have liked and while it was certainly ready to be used and for players to have fun with it, it wasn’t quite at the stage where it could be used for advancement. This will all be changing and evolving.

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