Dungeons & Dragons Online, a game that has been entertaining players with adventures in Eberron, The Forgotten Realms, and beyond for an impressive 16 years, continues to thrive despite the rise and fall of many other MMORPGs in the last decade. Its dedicated community of Dungeons & Dragons fans remains engaged, and the game continues to evolve with expansions and gameplay improvements based on player feedback.
Game Rant recently interviewed Amanda Grow, the producer of Dungeons & Dragons Online, to discuss the game's latest expansion, Vecna Unleashed. This exciting new content will challenge players as they confront one of D&D's most notorious adversaries. During the interview, Grow shared details about the expansion and also discussed the game's design principles, its position in the MMORPG industry, and future plans for this long-standing MMORPG.
This interview has been edited for brevity and clarity.
Q: What was the team's rationale behind choosing Vecna as the main villain in Vecna Unleashed for D&D? Did you have specific narrative or gameplay objectives in mind?
We introduced Vecna, a well-known villain, in a surprise twist in a previous expansion. Players were initially unaware of the reason for their visit to the Isle of Dread, a notorious D&D setting. However, once it was revealed that Vecna was involved, we knew we had to create a significant storyline around him.
Additionally, Vecna's presence allowed us to finally address the ongoing storyline of the Codex of the Infinite Plains, which players have been following for some time. While it's not necessary to have followed every expansion to enjoy the story in DDO, those who have been following the Codex will finally see some story payoff.
Tell us about the fresh adversaries and obstacles that players will encounter in this journey beyond the planes.
This is an intriguing moment in the narrative for players as, in certain D&D settings, it is common to encounter formidable beings and gods who directly interact with you. However, in the Eberron setting, which serves as the home base in DDO, this is not the norm. The gods are occupied with their own affairs, and you primarily deal with their followers. In this update, the threat posed by Vecna to the realm of Eberron allows players to engage more directly with these powerful divine beings, which is not typically seen in this setting.
We are extremely thrilled about this development because it provides an opportunity for players who are interested in exploring the intricacies of deities in D&D and any fans of Eberron to interact with entities like the Traveler, who, until now, has only been hinted at, or to have more direct interactions with Lady Vol or the Lord of Blades.
We are thrilled to introduce you to new, highly formidable entities, which necessitates delving into more extreme locations. Among these is the opportunity to witness the breathtaking marvels of the Glass Plateau and the enigmatic Mournland. Additionally, you will have the chance to explore and interact with the mesmerizing Elemental Plane of Water. Brace yourself for a touch of adventure as we embark on a journey into the astral plane.
Q: Players will be exploring the campus of Morgrave University in the City of Sharn in this expansion. How does Morgrave stand out from other areas players have encountered?
Revision: Morgrave University sets itself apart from previous locations players have visited, such as the Towers of the Twelve in Eberron. While the Towers are a hub for arcane scholars on a continental level, Morgrave exudes a greater grandeur and serves as a well-established academic institution. The population of diverse characters is significantly larger compared to the Towers of the Twelve, and the sheer scale of Morgrave University's campus is truly impressive.
I am excited about the features and updates coming with the expansion.
To ensure inclusivity, we aimed to cater to everyone's preferences. As a result, we are conducting a balance adjustment for multiple classes simultaneously, departing from our previous approach of focusing on one class at a time. We recognize that our expansive selection of races and classes often entails a considerable wait for updates. In this latest update, our focus is on addressing minor issues across various classes, targeting specific concerns and annoyances voiced by players. By implementing changes across multiple classes, players can explore diverse build options and enjoy enhancements. This update provides access to these improvements for anyone.
We are thrilled to introduce a special feature for newcomers. One aspect we have always admired about DDO is its inclusivity, as some games can make it challenging for players who haven't been active for a while to catch up. They might feel lost, unsure of where to start or what is happening in the game. To address this, we have enhanced the existing reincarnation system. Even if you are returning after a few years, rest assured that you will always find players at your level to team up with.
For those of you who are starting fresh because you can't remember where you left off, we are working on updating the tavern keepers in the early stages of the game to assist you. They will offer guidance for overcoming choice paralysis and not knowing which path to take next. We will provide you with a list of options to choose from, and if you are still uncertain, we will even make a recommendation for you. So don't worry, simply embark on the recommended quest and get started!
The aim is to provide players with a more manageable experience when entering a game with an abundance of content options, causing them to feel overwhelmed and unsure of where to start. Each content can be enjoyed on its own, without the need to play the entire story arc. However, if players are uncertain about which story to choose, the bartender character will offer guidance. This is the initial version of the feature, and if well-received, it will be expanded further.
For those who have participated in the presale, the Macrotechnic has been released as our first Epic Destiny. This new Destiny has been added to the Epic Destiny system that we had previously revamped a year or two ago, and players have been enjoying it. The theme of this Destiny revolves around the fusion of arcane magic and technology.
For the first time, players will have the opportunity to utilize this Epic Destiny, regardless of their class. This unique feature allows them to access a number of abilities previously exclusive to Artificers. The result? We can expect to witness captivating character build experimentation, an aspect that consistently excites our community.
Q: Has the increasing popularity of the D&D movie, Baldur’s Gate 3, and Stranger Things led you to focus more on enhancing the new player experience in DDO?
Grow: Absolutely. Although we have a dedicated and long-standing community, it is important to ensure that we continue to invest in the early game experience. This enables newcomers to seamlessly integrate with other players, providing them with clear directions and guidance.
In comparison to the 2006 version, there may be changes in modern gameplay conventions that we need to address to help you better understand. Games have evolved in style, so we want to ensure that we provide guidance for new players. We always evaluate the experience to see if it still holds up after all this time.
As you mentioned, the popularity of D&D continues to grow. We recently had the release of the D&D movie, which we all enjoyed. There is increasing interest in D&D, and it is important for us to cater to these new fans who are developing a love for these settings and rule sets.
DDO is often referred to as a "classic MMORPG." How do you balance maintaining that traditional feel while also incorporating modern MMO design elements?
Grow: To achieve this, we focus on enhancing the overall infrastructure of the game. Recently, we completely revamped our in-game store to ensure a better experience for players when obtaining items. Additionally, we regularly update our website and email systems to provide necessary support features. It is crucial to keep these aspects up to date as players will inevitably compare our game to others, and their initial impression is important.
If back in 2006, everyone was collecting first and last names during signup, it is likely that most products no longer follow this practice. If you still collect this information, it may appear peculiar and discourage people from trying your product. You should pay attention to the introduction that most games provide and make slight adjustments to ensure it still feels familiar to users.
Once they reach the less familiar aspects, users will be prepared for them because they will recognize specific elements unique to the game, such as resource management, a reincarnation system, or intricate character builds. They will be more open to embracing these differences.
We also consider whether there are any mechanics that were once easily comprehended by people in the past, but may not be as comprehensible now. Is it possible for us to make slight adjustments while still preserving the essence of what players anticipate from a more nostalgic MMORPG?
The learning curve of DDO has been different compared to other MMOs I play, which is something I appreciate.
Growing: Sometimes, the way you describe yourself to others is important. If I tell someone that DDO is an action RPG online and they still don't understand, I might explain it as a fantasy escape room where you can play with five friends and explore countless escape room scenarios. This analogy helps people understand because DDO features traps, puzzles, and more similar to what you find in escape rooms.
To effectively convey the anticipated product experience, sometimes updating the language is necessary. It enables me to communicate the immersive encounter you can expect when engaging with a game like this.
Q: How do you strike a balance between catering to solo players, making DDO more accessible, and still promoting and rewarding the traditional D&D group play that is characteristic of the game's essence compared to its earlier days?
In DDO, we have always been cautious about allowing players to choose the level of challenge they prefer in each experience. If you're playing a dungeon alone, you would typically choose Casual Mode. However, if you're willing to take more risks, you can enlist the help of our AI hirelings.
As you progress, you can opt for Hard Difficulty, Elite Difficulty, Reaper Difficulty (referred to as Nightmare Mode by some), or our relatively new feature called Hardcore Seasons. In Hardcore Seasons, you only have one life, and if you die, you're disqualified from the contest.
By giving players the option to adjust the difficulty level, they are able to customize the size of their group. In certain scenarios, players may find a challenge worth experiencing in order to progress the story or acquire a desired item. In such cases, they can choose to invite a few friends to assist them in tackling the tougher difficulty.
On the other hand, if a player prefers a solitary experience without any interaction with others, where they can fully immerse themselves in the story and solve puzzles independently, they can opt for a difficulty setting that caters to that preference.
It’s nice that pretty much all of the content is accessible, it’s just a matter of determining the challenge level and number of players involved.
As you progress in the game, your playing style and difficulty level may change. Initially, many players start in Casual or Normal mode, but as they become more skilled or discover a character build that suits them, they may increase the difficulty. They might even choose to play solo on challenging levels that typically require a group. The key is to adjust the difficulty based on what you need and prefer. Similarly, there is no obligation to continuously play at the highest difficulty level. You have the freedom to choose the appropriate difficulty for each dungeon or challenge as you proceed.
Q: As mentioned, DDO has been around since 2006. What do you feel are some of the game's significant changes over the years?
Grow: I began playing about two months after the game's launch and joined the company a year later. I have witnessed its evolution through various iterations. The most notable change was when it transitioned to a free-to-play model. Initially, the game required a subscription, but when it became free, it allowed players to have more options. Now, players could choose to enhance their gameplay experience with additional healing potions or cosmetic items. This shift was revolutionary for the industry.
When it comes to gameplay, sometimes it's the small details that make a big difference. We have been able to discover and implement certain features that were previously unavailable to us. Whether it's the addition of cloaks or mounts, we refused to give up on enhancing the overall game experience. While other games may have dismissed the idea of cloaks altogether, for us, it became an exciting and valuable addition.
Furthermore, we have made significant changes to the way we approach content creation. Our exploration of different raiding methods led us to appreciate the system employed in DDO. Having originated from one of our sister games, Everquest, I was familiar with the traditional concept of raids – gathering a large group of individuals and coordinating them meticulously. However, I desired a more flexible and manageable approach. DDO offered bite-sized raids that allowed for smaller groups to tackle challenging content, all while incorporating engaging mechanics and formidable creatures. This alternative style resonated with me and became a personal favorite.
I thoroughly enjoyed the diverse settings that we've had the opportunity to explore. Initially, we were solely focused on Eberron, but when you think of D&D, you envision a variety of different worlds. It's not just about the Forgotten Realms or Ravenloft. For many D&D enthusiasts, characters traverse various realms. In this campaign, we started in one world but now we're temporarily venturing into Ravenloft.
Being able to transport players to other D&D universes was a significant change, as it allowed us to truly experience the distinct visuals and ambiance of each place. Transitioning from the magepunk atmosphere of Eberron to the Forgotten Realms is quite a contrast. And then, entering Ravenloft, we encounter Gothic Horror and the difference is palpable. Each night, we can savor the mood we're in and immerse ourselves accordingly.
In terms of content and diversity, D&D offers an incredible multiverse. Currently, Baldur's Gate 3 holds immense significance for D&D enthusiasts. When it comes to incorporating elements from other games within the D&D space or making references to them, what is DDO's approach? Does DDO maintain relationships with other D&D games like Neverwinter?
The current vision is for each game to have its own unique identity. Think of us as Dungeon Masters, with Amanda being the Dungeon Master for this particular incarnation of various D&D universes, and Neverwinter serving as the Dungeon Master for its specific flavor.
While we each have our own individuality, we all adhere to the guidelines set by our esteemed partners at Wizards of the Coast. They provide us with insights into what is considered canon in the D&D universe. This ensures that we all agree on details such as the consistent naming of certain monsters or the actions attributed to characters like Elminster in specific universes.
In our campaign setting, we have the freedom to twist and explore alternative possibilities. For example, we might imagine that Elminster, a character in our world, had different experiences or actions that may or may not be mentioned in other products. Sometimes, we overlap with established facts, confirming the existence of a city or a historical event, but in our game, different events unfold. This aspect is interesting because it prevents fatigue. Just because you hear a story about the Red Wizards of Thay in one game does not mean you know everything that will happen with them in another D&D game.
This is a strength because it allows enthusiasts of specific settings, creatures, or locations to experience different interpretations within the multiverse. You can explore various flavors of how a location was portrayed or how Eveningstar was described in different contexts. It's like witnessing the multiple dimensions of string theory in the world of D&D.
DDO has managed to maintain a loyal community amidst the abundance of great MMOs in the market. The appeal of DDO can be attributed to its gameplay and the way the game is operated. In terms of gameplay, DDO offers an exciting experience where players can enjoy a fast-paced escape room-like adventure, either with their friends or on their own. It provides the convenience of easily taking breaks and attending to other tasks, allowing players to return to the game at their own pace. The vast array of choices available ensures that players can tailor their experience according to their current preferences. This adaptability is a major factor in why players develop a deep affection for DDO.
We always make an effort to stay attentive to what excites our players, what mechanics they want us to enhance or update, and the ways in which they can have even more fun. Our goal is to be actively engaged with our community.
Another aspect of this is that when you play a game and have the ability to share your ideas on how to make it more enjoyable, it fosters a sense of empowerment and community. Having that social connection is crucial, even when playing solo. Whether it's knowing that there are items being sold on the Auction House by other players or seeing someone riding a fantastic mount in a public area, these interactions create an important sense of anticipation and excitement that keeps people coming back.
One of the striking observations we made during the pandemic was the remarkable influx of players, many of whom had been absent for a considerable period. When engaging in conversations with individuals, I would inquire about the factors that compelled them to return. Their response would often revolve around feelings of isolation and the game becoming a means for them to reconnect with others, experience a sense of progression, and accomplish tasks collectively. Whether it was fine-tuning their character build or overcoming formidable dragons, the game provided them with a fulfilling sense of purpose.
The satisfaction derived from positively impacting the lives of individuals through our game is truly remarkable. It exemplifies the enduring appeal of games like DDO and other products within the Daybreak family, which thrive due to their vibrant and tight-knit communities.
Q: Speaking of the community and player agency, have there been any major changes that come to mind that came from player feedback?
There are numerous instances where someone points out specific imbalances or issues with certain abilities for particular classes. When this happens, we take note and make efforts to address those concerns. In this balance update for the classes, you can expect to see several changes based on the feedback that the community has consistently raised.
Additionally, player feedback heavily influences the settings we implement in the game. Recently, we conducted a survey to gather opinions on potential settings to be added. The response has been overwhelmingly positive, with players expressing their enthusiasm for specific settings. This aligns with our expectations as we have been actively following and considering the community's thoughts and comments.
Back in the day, monitoring a forum was sufficient. However, nowadays, with the multitude of information sources available, it is necessary to listen everywhere. This includes monitoring live streams, multiple social networks, and our internal forums. It is important to gather all this information together to understand what the players want and where they want to go. Our future plans are directly influenced by the feedback received from players who express their interest in certain areas.
Q: The transition of DDO to a free-to-play model was a significant moment for the game and has been emulated by others in the industry. How do you approach the balance between incentivizing players to invest in the game and avoiding a "pay to win" scenario?
Grow: Our approach has always been that players can either invest time or money, as long as it doesn't significantly impact their skill. Rather than a pay-to-win model, our store is more focused on providing options to prevent excessive failure. Even if players have access to unlimited resources from the store, there are still dungeons in DDO where their skill alone won't guarantee success. We ensure that our content is not dependent on store resources for progression.
The store should be a resource for players who are struggling, while also catering to skilled individuals who appreciate the game's complexities and are confident in their abilities. Our goal is to ensure that the store is not seen as a means to simply accomplish tasks, but rather as a support system for those who want to enjoy the game but lack certain skills.
Additionally, we take into account player feedback regarding potential improvements. When players suggest options that could enhance their experience, we carefully examine the impact it may have. After conducting analysis, if the suggestion appears to be safe and beneficial, we implement it and monitor if players find it useful.
Reimagining an established subscription game with a dedicated player base and successfully transitioning it into a free-to-play model was a significant undertaking for us. Unlike other free-to-play games that were designed from the start to be free, our unique ability to overhaul an existing product and assist players in making that transition set us apart. This endeavor proved to be a major success for DDO.
DDO, in my view, resembles a mythical dragon phoenix. We continuously strive to ensure its relevance and constantly reinvent it, with the goal of keeping this dragon soaring indefinitely.
I appreciate your perspective on avoiding tailoring the content to the merchandise. In the past, many free-to-play MMOs were exceedingly difficult to advance in without significant investment, as they were primarily built around the in-game shop.
We made sure to incorporate an additional element that sets us apart from other games - the opportunity to earn points through time invested, not just through spending money. Some players excel at utilizing this system and can accumulate points solely based on their playtime. We have received positive feedback from individuals who proudly announce, "I reached the level cap without spending a single cent!" This emphasizes the inclusivity and enjoyment we aim to provide, as we want players to have fun together in this community.
For those individuals who may feel overwhelmed by the idea of investing time in the game due to their busy schedules with work and children, and struggle to find spare hours in the day, there is an alternative solution available. They have the option to utilize an XP accelerator or a similar tool by making a payment. The focus should be on finding a suitable approach that aligns with their preferences for engagement. In some games, the store experience revolves solely around financial transactions, with no other means of involvement. However, in our game, we have a diverse player base, some of whom choose to combine both approaches, while others stick to one or the other. The important thing is to cater to individual needs and preferences.
Q: When considering the future of the DDO team, are there specific areas of the game that you are particularly interested in enhancing?
I believe it's time for us to revisit a dynamic from the past that we haven't explored in quite some time - community goals. I don't want to delve too deeply into the specifics, but this is an area that I've been eager for us to dive into. There are various ways we can achieve this, but community goals are definitely worth exploring.
Additionally, we have a strong desire to further delve into different D&D settings, as indicated in our survey. With the vast D&D multiverse at our fingertips, let's discover where people would like to venture within this expansive realm. This has us brimming with excitement because new locations always bring along captivating artwork and fascinating creatures. It's the prospect of fresh and exciting elements that truly fuels our enthusiasm.
We are extremely thrilled with the positive reception of our Hardcore Seasons among players. Initially, the concept was simple - if you die, you're disqualified. However, we added a leaderboard and the option for players to transfer their characters to the regular server after the season ends, even if they die. Then we had an idea: what if we introduced Hardcore Seasons that modify the game rules but only within the confines of the contest, ensuring no impact on the regular servers?
In the previous season, we organized a thrilling treasure hunt. Participants ventured into dungeons, searching for a special gold chest. With only one life and the task of locating numerous treasure chests, players were captivated by the experience.
We noticed that we can continuously introduce captivating game mechanics that provide players with diverse challenges. This presents an exciting opportunity for those who excel at the game and are constantly seeking greater challenges. They might even reach a point where they think, "Even on Reaper difficulty, I still don't feel adequately challenged."
I was curious if DDO had plans to further explore the Hardcore Seasons gameplay, and I'm glad to hear there are more in the works. Additionally, we have the Redux during the holiday break, which allows those who missed the season initially to have another opportunity to participate.
If a certain season did not appeal to you, you are not obligated to stick with it indefinitely. Instead, you have the freedom to say, "I didn't enjoy the fire season, but I absolutely loved the gold treasure chest season, so I will participate in that one." I believe this aspect contributes significantly to the enjoyment of the game.
Now, considering the wider MMORPG arena, are there any approaches or features that other games have adopted over the years that the DDO team has intentionally chosen to avoid?
We prioritize the careful balance of flagging mechanics. These mechanics provide players with an incentive to engage with others, but if they are too demanding, players may find themselves isolated and unable to progress. We strive to avoid this situation by being mindful of the mechanics' difficulty level.
Occasionally, we come across mechanics that feel overtly obvious in their purpose. This breaks the immersive experience for players as it becomes apparent that the developer is trying to manipulate their actions.
We don't like our gameplay or our mechanics to feel that way. We always want them to feel like you're in the DDO universe, and that it's part of the play.
Q: Any concluding remarks on DDO or Vecna Unleashed?
Grow: The reason Vecna is an exceptional antagonist lies in his constant secrecy and ability to stay ahead. I hope players experience some emotional release with this quest, as thus far they have always felt at the mercy of his schemes. By collaborating with powerful deities, we finally have a chance to take the lead and confront the issue directly.
Our intention with this story was to make readers feel empowered as heroes, rather than simply being controlled by the villain. We hope that it inspires individuals to reflect on their own experiences and realize that together, they have the ability to take action against adversity.
However, Vecna is an exceptional villain. As a fan of Liches in general, I was particularly thrilled to introduce Vecna and witness his intelligence. The players had a great time unraveling the mysteries in Isle of Dread.
We introduced additional secrets to the raid, and the participants were attempting to unravel them. They persisted in their efforts, reaching a critical point where they questioned their sanity and whether there was actually a puzzle to solve. Eventually, they triumphed and unlocked a new section of the raid, delving into the backstory of other characters connected to Vecna's past. It was immensely gratifying to incorporate such depth and intricacy into the portrayal of this villain. I sincerely hope that people relish the experience of embarking on the adventures tied to him this time.
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Dungeons & Dragons Online is free-to-play on PC.