As the provider rolls out Dofus 2.0 and a brand

Posted by Megaomgchen on January 30th, 2020

As the provider rolls out Dofus 2.0 and a brand new Dofus match called Wakfu, we talked with CTO Camille Chafer and Dofus Kamas ilyzaelle global marketing director Cedric Gerard about Ankama's previous and future, including the brand new cartoon studio, the pros and cons of working in Flash, also Dofus player/subscriber numbers.How did Dofus come about as an indie MMO? Most people wouldn?t try such a thing. Camille Chafer: Ironically, Dofus wasn't assumed to become a MMO in the first place, back in 2003. We wanted it to be a battling Dofus game, PvP. We were motivated by Final Fantasy Tactics, and wanted to build a similar online Dofus game in which Dofus players are confronting real Dofus players, with a enormous ranking ladder.

It was a job, which we were operating on during the night and during the weekend. We wanted to have fun, and were not really concerned about aspects. After some time we thought of adding new functionalities, like moving around a town instead of chatting in a space. Following that, we thought of incorporating pets at the town, working so that they could be fought , on summoning AI. We realized we were creating an MMO, we were simply lacking the professions and an adventure system. Since a community had already gathered around Dofus and those guys were very reassuring, we thought of earning Dofus to a MMO.

I think it would have dropped In all honesty, if we had thought of making an MMO in the first place. It's probably because we retained adding new objectives that we succeeded and had a slow development. Later on we began developing Dofus-Arena that's PvP. It's now a lot more sophisticated than the first version of Dofus but has retained the original idea of a PVP based tactical Dofus game.Did anyone on the group have prior experience running servers and such, or did that need to be discovered on the go? We had been a web service, no one had experience in Dofus games development. We had good developers and gifted graphic artists, but nobody needed Dofus game production experience, and of course MMO development expertise!

Learning was a slow process, we made mistakes, we had to go back and begin again. But we were driven by our interest in releasing a Dofus match which would be enjoyable, and we wanted to perform with. There wasn't any publisher or manufacturer watching our backs, and we could spend nights working or reworking some pieces of Dofus. We were creating a Dofus match for ourselves and to Cheap Kamas Dofus Retro its people speaking with us on the forums, so we were not counting hoursand slowly learning.

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Megaomgchen
Joined: October 19th, 2019
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