With 2020 now behind us, it's time to take stock of the past year and, most of all, to plan and focus on the year ahead.
Preface
Dear adventurers,
This article may be a bit long, but I want to tell you all about our vision and goals for this year, without it feeling like an announcement, because our communication must follow and set the tempo for the project's life over time, with the content to come. Nevertheless, it seems I still have a reputation to keep. So I'm going to be generous…
Just like last year, I will elaborate on both DOFUS and DOFUS Retro, and explain what awaits you this year. The roadmap is here!
2020 has been a very important year for DOFUS Retro. Lots has already happened since the release of the initial update 1.30 and the launch of DOFUS Retro!
In addition to other minor updates, three more major updates have already followed one another to continue improving on the initial experience of version 1.29 and the release of Remastered, thus enhancing everything. The team is satisfied with what we have been able to offer you this year in terms of ergonomic developments and improvements to the gaming experience, for ever greater comfort. So this year, we will keep working in this direction. We already have projects in mind, such as the game interfaces that we want to look at.
We are exploring new possibilities to further enhance the gaming experience. I know that some of you are highly active and organized as regards proposals from the community, so I would like to thank you. Among fans, we do of course have our own little desires, but this adds material to the team's debates and gives us ideas to make your life even more comfortable!
You really surprised us, but most of all reassured us about our choices, through your strong desire to discover the all-new adventure of the single-account servers, as well as the plans for the future update 1.35, which represents a real challenge for us.
Single-account servers
Before letting you take on Qu'Tan and Ilyzaelle, we wanted to focus on limiting cheating on the single-account servers and implementing new restrictions on access to the single-account servers. Our goal is to ensure the best possible gaming experience and to give them a sustainable future. We would never lightly decide to tighten restrictions to enjoy the game, but it was necessary. We considered the restrictions that seemed most appropriate to us and for now, we have chosen to be quite firm about this. The results of the past weeks have shown us that the in-game situation is now much healthier (admittedly not perfect, but much better) than before. However, we are continuing to study this topic and are in the process of conducting tests to wrap it up. If it is successful, we will get back to you shortly.
Since then, the last merger of the single-account servers has taken place and now you are all experiencing your adventure together on just one server. I know some people felt that this merger ended up happening "early" in server history, but you should know that there are good reasons for this. Once the traditional rush passed and most of the "little brothers" were put to one side, we saw a drop in the population in recent weeks, which gave us this opportunity. Keeping a single final server was an ideal format for both you and us, whether it be for moderation, activities, but especially for the server's life in the long run. We are well aware that the server is currently heavily loaded due to the merger, but this single server really was the best solution for the future, because we need to think further ahead for you, most loyal adventurers.
Since the merger, Boune has been doing very well, and now you have a server that is highly active at every level. We will continue to closely monitor the server's evolution and life. We are happy we could offer you this brand-new experience in DOFUS Retro and we hope you'll enjoy it to the fullest!
Retro Revival
As for events and entertainment, we started the year by offering you in-game events to inject new life into DOFUS Retro. We will soon be offering you new in-game activities.
Due to the server merger, soon we will also be offering you a new event to win some houses as was the case for the last merger. Some paddocks will also be up for grabs. We will give you more information once the event has been announced. As I'm writing these lines, it shouldn't be much longer now.
We still have some hidden content assets in the game that will be used for this and future events. New Dungeon Farmers are appearing and we are also planning other events to let you get your hands on certain Polykromes, for example.
Now we are focusing our efforts on producing the upcoming update 1.35. We hope to bring you news about our progress as soon as possible. We can't wait to see you trying to get your hands on the precious Ivory and Ebony Dofus and having a go at these new dungeons!
I'd like to take this opportunity to announce that, as part of update 1.35, a beta server will appear on DOFUS Retro so you can thoroughly test this update before it goes into production.
To conclude, this year we experimented with various arrangements for the subscription packs available in the game and events for the DOFUS Retro shop. We are thinking about what we could offer you in future (or even completely new) subscription packs and I will be happy to read your ideas and wishes in the comments. That's all for DOFUS Retro!
There's so much to say and do when it comes to DOFUS! I can tell you that 2021 will truly be a pivotal year for DOFUS, or rather a year of transition.
Port to Unity
If I'm talking about transition, it's because this year, the Unity port has left its pre-production phase and gone into production. For those who don't really know what all of that means, you just need to know that in 2020, we spent a lot of time studying what we already had, updating the dizzying amount of content accessible in the game, and thoroughly studying how we were going to achieve this port.
We laid the foundations for the project, made a prototype, set our goals, and considered as many constraints as possible on the future game client. Now it's time to literally translate the many thousands of lines of code for the client into its future environment. We will also take the opportunity to review the tools used to produce the game so as to make our lives easier. I won't lie to you: It's a tremendous amount of work.
We will get back to you later this year with new information on the port and to share our development progress with you, particularly as regards graphics, just like when we first brought it up in the KrosmoNote 2020. You got a small sample – through a video clip – of the prototype that we created during pre-production of the port. Our motto is simple: Make the World of Twelve even more beautiful and lively, modernize your characters and breathe more life into them, while improving the gaming experience, of course.
Regarding your characters, this year we will present the results of our initial research (the format has yet to be defined). Besides animation, we are also considering a graphical update of the in-game classes. Over time, we've modernized the artistic direction of in-game characters, including the NPCs you're now increasingly comparing yourselves to.
In parallel with the revamp of the character template for animations, we are working on a new iteration of your favorite characters. Since we know that in the past, this task has proved to be difficult for Ankama (we won't lie), we want to test the waters with you in advance, and moving forward, we will show you the character classes' new appearances. This is a major issue on which we want your input, and there will no doubt be rich debate.
2.59 Update
As already announced, the year will therefore start with the first update dedicated to improving the gaming experience. It will not contain any new content. This is an unprecedented undertaking for us, but we know we can count on your support during this time. This first corrective update exercise will let us spend time on the game content or systems that need it. We will closely study the impact of such an update on the game's future to possibly replicate the process in the future. In the long run, of course, we are counting on port making progress to solve a greater number of in-game problems in the future. However, in parallel, we must keep up our efforts on the version that is currently in production.
We will not be able to tackle all the issues at once during this phase, which is why we have selected certain things that we thought were top priority, such as the many bugs affecting character classes and their spells, which we are paying a lot of attention to. This update is dedicated to implementing bug fixes, and there will be no class balancing. All of them? No, there is one exception to this rule in the form of long-awaited balancing for the Sacrier class (yes, yet again, I know…).
This update is also an opportunity for us to revisit certain in-game features, such as the Infinite Dreams, that require a few technical tweaks. The Kolossium is also one of the key issues we have been actively thinking about lately, but that will need more time in production, and changes will arrive later in the year. Several issues are on the table: matchmaking and its rules, progress and league system, events to boost participation in the Kolossium and try to make it more attractive for those who don't necessarily engage in PvP right now.
We will give you more information once the update's production has moved further along. This new update format will be a bit different, because we also want to introduce a much longer beta period than usual.
The next Temporis server
It's been long overdue, so 2021 will also mark the return of the Temporis experience. After the Rise of the Scrollsayers, it wasn't easy to find a new recipe that would provide as much fun and excitement as the last time. As always, it's a real pleasure to work on these temporary servers where, paradoxically, we can literally shake up your gaming habits by giving you another way of looking at the DOFUS adventure.
This next Temporis looks amazing: I can't wait for the team to tell you all about the next concept for your adventures. This time, you'll probably hold a grudge against me, but I'm not going to say a word about it. All I can tell you is that this Temporis experience will be radically different from the previous one.
After happily reading many of your theories about the next one, I can tell you that once again, we pulled out all the stops to surprise you. Anyway, we'll unleash some unbearable teasing on you soon enough, so you'll have to suffer in silence, because Temporis won't be here until spring.
So, what's next?
2021 is just getting started but the schedule is already looking quite busy!
We already announced the upcoming revamp of Bonta and Brakmar for this year. I'm being transparent with you when I say that initially, we were planning a release date for this summer. But actually, that's not going to be the case…
This is a great example of why we do not tell you about the content we will be releasing at a very early stage, even if sometimes, we know about it a year in advance. Since the KrosmoNote, a lot has happened internally regarding this project, and we have made good progress on pre-production of the update. So much so that in the meantime… our requirements have changed considerably. To give you an idea, we are talking about nothing less than an even more substantial revamp (current volume, without the new content) than what Pandala was in its entirety last year.
We really want to offer a revamp that is worthy of the great cities, and we will incorporate new content to go with it. Not to mention that this year, we must conclude the Eliocalypse narrative arc. We've got a few surprises in store for you…
"So will you tell me about this summer?" Sorry, but that's a surprise too! That being said, I promise we won't leave you without anything whatsoever. New high-level content will be waiting for you in a brand-new area. Still, we've got to keep a little bit of mystery for this great year that awaits us.
In parallel, also this year, we are working on really important in-depth projects, such as the "social" revamp of DOFUS, namely how you interact, discuss, create groups… Simply put, how you build among yourselves as part of your adventures.
This social revamp will be carried out in several parts through this year's updates and will also change the guild and alliance systems that are planned in the game. We decided to take our time making these changes in the game, because we want to have as much hindsight as possible regarding our choices before they are integrated.
For guilds, we aren't thinking about a revamp, but rather reviewing certain aspects of guild management and especially the desire to give you more tools and goals when it comes to playing with guilds. As regards alliances, the issue is much more complex and will require a much more significant revamp.
This year, we will also look into leaderboards accessible from the DOFUS website. Without admitting failure (actually, I think I have to), the leaderboard has suffered from too many bugs over time and we can't find a long-term solution. This is mainly due to the colossal volume of data that must be processed. Few massively multiplayer online games offer a consolidated leaderboard where, even if you are in 38,463rd place, you can find out where you are.
After discussion, we decided to restrict the leaderboard to a limited ranking with a set number of places (at this stage, we think a Top 1,000 is probably sufficient) in order to ensure it will work properly. DOFUS Retro has enabled us to test another system with the single-account servers, and the result is much more stable.
Regarding in-game bots, we've implemented a great deal of things in DOFUS Retro this year as well, and we've developed new tools that are proving their worth. In the future, we will take some of the solutions that have been introduced and integrate them into DOFUS to strengthen the relentless fight against bots.
I'd like to take the time to talk about another really important fundamental issue: the rate of updates. DOFUS has had a major update roughly once every quarter, and has done so for many years. That could change. Indeed, this established rate sometimes becomes a real obstacle to us carrying out more ambitious projects in the long term and, with the Unity port in parallel, it is forcing us to make choices that may adversely affect the quality and quantity of content offered as part of the game updates. This is not to say that we will work on the game less (quite far from it, and I hope you get that by now), but rather that we will give ourselves more freedom as to the rate of updates.
I think I covered the main topics I wanted to discuss with you in this roadmap. Remember that the team on whose behalf I speak is as passionate and invested as ever, and I hope that the content of this roadmap will answer many of your questions about the future of DOFUS.
Djinn often says that we wanted to make you happy and help you get away from it all throughout the last year. It's true, despite what is happening in the world, we hope we gave you a bit of enjoyment and oxygen by letting you wander the World of Twelve during this rather peculiar time.
Keep taking care of yourselves and your loved ones, and once again, on behalf of the DOFUS team, I would like to sincerely thank you for all these years spent together. After DOFUS's 15th anniversary, this year will mark Ankama's 20th anniversary! What might we still have in store for you…?
– Logan