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DF - coffee with Tasos

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  • Registered Users Posts: 925 ✭✭✭KoKane


    The Tassos Flabouras, Vice Aventurine, will present the Darkfall Online, an online game roles (Massively Multiplayer Online Role-Playing Game, MMORPG) Greek origin, which counts 3 million users, 10 million budget, 30 active developers and 6 years development, probably does not need to say anything more. The date of European (and world's first) movement of the game has been determined on January 22, which makes the presentation of Tassos-if anything-particularly highly.

    I know its roughly translated but.... They're estimating 3 million users?


  • Closed Accounts Posts: 1,043 ✭✭✭Leprachaun


    Excellent PR :P
    It's basically a tea party with Tasos :pac:


  • Closed Accounts Posts: 1,043 ✭✭✭Leprachaun


    Supposadly open beta is on the 15th and download will be via bittorrent. They also had to make some 'changes' to guarantee launch on the 22nd,whatever that means. *shrug*


  • Registered Users Posts: 925 ✭✭✭KoKane


    Yeh, theres a brief video of the presentation thing.

    Translation of the video!


    1
    00:00:00,000 --> 00:00:02,000
    You made a mistake about my presentation

    2
    00:00:04,607 --> 00:00:08,607
    We don't have 3 million users or 50 employees
    We have 30 employees and ...

    3
    00:00:09,896 --> 00:00:11,896
    ...about the 3 million users,

    4
    00:00:13,135 --> 00:00:17,135
    Once a journalist asked us how many people
    were following the development of our game

    5
    00:00:19,974 --> 00:00:21,974
    It's a video game...
    we will say more about it later

    6
    00:00:25,450 --> 00:00:29,950
    At the moment we have about 300k registered
    users at our forums... in our beta...

    7
    00:00:32,362 --> 00:00:35,362
    Who are actually trying to get to our beta

    8
    00:00:37,602 --> 00:00:41,602
    Of course our system cannot support 300K users
    simultaneously at this stage.

    9
    00:00:42,227 --> 00:00:44,227
    Our product is going to be released
    very soon

    10
    00:00:47,898 --> 00:00:49,898
    Darkfall is our product

    11
    00:00:50,380 --> 00:00:52,380
    A few moments ago there was an
    image of it here.

    12
    00:00:55,558 --> 00:00:57,558
    It's an online video game

    13
    00:00:59,799 --> 00:01:01,799
    Online... that is, it is played
    through the internet

    14
    00:01:02,630 --> 00:01:04,630
    It's a virtual world
    that we have created

    15
    00:01:04,872 --> 00:01:07,872
    It is located in a server somewhere
    in Germany

    16
    00:01:09,567 --> 00:01:13,567
    Where each users
    plays a role

    17
    00:01:15,419 --> 00:01:18,419
    That is, he has a character that
    enters this virtual world

    18
    00:01:19,060 --> 00:01:22,060
    And every other character he meet
    in there, is another user

    19
    00:01:22,927 --> 00:01:24,927
    from a another place in the world

    20
    00:01:25,408 --> 00:01:27,408
    So, I could be playing with people
    from all over the world

    21
    00:01:29,081 --> 00:01:31,680
    The most well known game of the
    genre is World of Warcraft

    22
    00:01:32,861 --> 00:01:35,861
    And if you haven't heard of it, you
    probably are not familiar with the genre

    23
    00:01:38,659 --> 00:01:40,659
    They have announced having
    around 10.5 million users

    24
    00:01:41,367 --> 00:01:44,367
    without knowing what exactly happens
    in China, in Russia

    25
    00:01:45,898 --> 00:01:48,898
    and in other countries for which
    we don't have good statistics

    26
    00:01:49,305 --> 00:01:51,305
    11.5 million users for a product,

    27
    00:01:51,927 --> 00:01:54,927
    Up until then, the genre had
    to show as the highest

    28
    00:01:55,885 --> 00:01:58,885
    500k users, from a previous game
    called Everquest

    29
    00:01:59,614 --> 00:02:02,114
    And in Asia there was something
    similar

    30
    00:02:04,275 --> 00:02:06,674
    We started some 6 years ago
    this effort

    31
    00:02:07,604 --> 00:02:10,905
    which it had already been started
    as a concept in Norway from 4 people

    32
    00:02:13,284 --> 00:02:15,284
    We went to find them

    33
    00:02:15,749 --> 00:02:17,749
    We brought them here in Greece

    34
    00:02:18,216 --> 00:02:20,216
    We incorparated with them

    35
    00:02:22,607 --> 00:02:25,607
    The interesting bit is that a small
    company from Norway,

    36
    00:02:26,297 --> 00:02:28,297
    as soon as it left the country there
    were headlines about it

    37
    00:02:28,809 --> 00:02:30,809
    In the biggest Norwegian newspaper

    38
    00:02:33,669 --> 00:02:35,669
    I am mentioning this because if
    something like that happend

    39
    00:02:36,525 --> 00:02:38,525
    to a Greek company, noone would have
    noticed

    40
    00:02:41,841 --> 00:02:43,841
    So how did Darkfall start out?

    41
    00:02:44,411 --> 00:02:46,411
    We went to Norway and brought the
    company to Greee

    42
    00:02:47,430 --> 00:02:49,430
    we added Greek technical staff

    43
    00:02:51,315 --> 00:02:54,315
    We brought Greek scientists back
    from abroad

    44
    00:02:57,391 --> 00:03:00,391
    who were working in foreign
    companies

    45
    00:03:00,966 --> 00:03:02,966
    We brought the technical expertise,
    and we 've been in development now

    46
    00:03:03,443 --> 00:03:06,443
    for 6 years non stop
    following a very serious pace

    47
    00:03:08,177 --> 00:03:11,177
    Because all our competitors
    follow serious paces

    48
    00:03:13,987 --> 00:03:16,487
    All our technology is
    transferable/re-usable

    49
    00:03:17,992 --> 00:03:19,992
    We we can make more games with it

    50
    00:03:22,666 --> 00:03:24,666
    Our philosophy was this.

    51
    00:03:27,310 --> 00:03:29,310
    What is it that the users (gamers)
    from these games want

    52
    00:03:30,585 --> 00:03:32,585
    and it is not given to them

    53
    00:03:33,805 --> 00:03:36,805
    We were playing these games
    ourselves, that's why we know them

    54
    00:03:37,268 --> 00:03:39,268
    So moved in the opposite direction.
    We thought about what the users wanted

    55
    00:03:40,007 --> 00:03:43,007
    what we wanted, and why it wasn't
    happening and how it could happen

    56
    00:03:43,632 --> 00:03:45,632
    When we saw that it wasn't happening
    because at that time

    57
    00:03:46,185 --> 00:03:48,185
    There wasn't the technology that
    could allow such things

    58
    00:03:50,325 --> 00:03:52,325
    We decided to develop the technology
    ourselves

    59
    00:03:53,401 --> 00:03:55,401
    Which in hindsight, was a very good
    decision

    60
    00:03:56,351 --> 00:03:58,351
    But we have doubted this decision
    many times over the years

    61
    00:03:59,591 --> 00:04:02,591
    .. we have been developing a video
    game for 6 years now

    62
    00:04:06,146 --> 00:04:08,646
    To get an ida of what we are talking
    about

    63
    00:04:09,405 --> 00:04:11,405
    Becuase you may not be familiar
    with it

    64
    00:04:13,237 --> 00:04:15,237
    ..a small video..

    65
    00:04:36,401 --> 00:04:39,401
    Every one you see here is a
    character played by a user

    66
    00:04:41,437 --> 00:04:43,437
    In this case of course, it is us
    playing in the office

    67
    00:04:54,082 --> 00:04:56,082
    As you can see, it is
    medieval fantasy

    68
    00:04:56,263 --> 00:04:58,263
    Q: Do play with only with other
    users or also with the computer?

    69
    00:04:58,707 --> 00:05:00,707
    Yes, yes, both among themselves and
    the computer

    70
    00:05:01,573 --> 00:05:04,073
    There are .. creatures in the game
    they can face

    71
    00:05:10,020 --> 00:05:12,020
    This is for you to get an idea

    72
    00:05:12,703 --> 00:05:14,703
    It is a virtual world which in
    size is something like a small country

    73
    00:05:17,172 --> 00:05:20,472
    And it supports, this virtual world,
    10K users simultaneously

    74
    00:05:22,770 --> 00:05:24,770
    More actually, but we put this as a
    safety limit

    75
    00:05:28,182 --> 00:05:30,182
    So, imagine 10K users per virtual
    world

    76
    00:05:30,969 --> 00:05:33,969
    to enter it, to socialise, and...
    do what you see here

    77
    00:05:36,086 --> 00:05:38,086
    Q:In terms of hardware, what are
    we talking about?

    78
    00:05:40,728 --> 00:05:43,728
    We talking about lots of servers

    79
    00:05:44,721 --> 00:05:46,721
    hundreds of proccessors...
    in Germany

    80
    00:05:53,586 --> 00:05:55,586
    Q: how many?
    80, but times 8 proccessors

    81
    00:05:57,886 --> 00:05:59,886
    To get a magnitude of the
    processing power.

    82
    00:06:05,107 --> 00:06:07,107
    It is enough to recreate a
    virtual world

    83
    00:06:07,684 --> 00:06:10,083
    Notice here the tree leaves
    moving, and for every tree

    84
    00:06:10,520 --> 00:06:12,520
    Lots of things going on, there
    are million of objects

    85
    00:06:13,573 --> 00:06:15,573
    tens of thousands of users

    86
    00:06:16,425 --> 00:06:18,425
    this interaction you see here

    87
    00:06:19,880 --> 00:06:21,880
    it requires a huge proccessing power

    88
    00:06:22,158 --> 00:06:24,158
    Q: Is there as plot in the game?
    Yes, there is one... but

    89
    00:06:24,797 --> 00:06:26,797
    we are actually interested in...

    90
    00:06:27,274 --> 00:06:29,274
    We call this a 'sandbox game'
    meaning that...

    91
    00:06:30,352 --> 00:06:33,852
    what we actually have made is
    give the users a virtual world

    92
    00:06:34,592 --> 00:06:37,592
    that provides them with a relatively
    absolute freedom

    93
    00:06:38,104 --> 00:06:40,104
    When I say 'relatively absolute'...
    well you can't just do anything

    94
    00:06:40,703 --> 00:06:43,703
    Whereas in other game there is a...
    linear progression

    95
    00:06:44,375 --> 00:06:46,875
    Meaning, you have to do there do
    this, in order to progress

    96
    00:06:47,916 --> 00:06:50,916
    You can't just move freely, which
    annoyed us as players

    97
    00:06:52,796 --> 00:06:55,796
    And we decided to make what we
    actaully to play as gamers

    98
    00:06:57,155 --> 00:06:59,155
    and thinking along those lines

    99
    00:06:59,544 --> 00:07:02,446
    I think we have created something
    unique

    100
    00:07:03,446 --> 00:07:05,844
    Because a small company with zero
    marketing budget

    101
    00:07:08,367 --> 00:07:10,769
    which has at this movement million
    of people following the game

    102
    00:07:12,519 --> 00:07:14,919
    and we are being told we are the
    most anticipated online game

    103
    00:07:14,998 --> 00:07:17,498
    in the world

    104
    00:07:19,165 --> 00:07:21,165
    Of course you could challenge that

    105
    00:07:21,588 --> 00:07:24,088
    However, in every poll that is what
    happens, from a large community

    106
    00:07:25,520 --> 00:07:27,520
    That is quite an achievement

    107
    00:07:28,534 --> 00:07:31,534
    And this is partly due to
    the fact

    108
    00:07:33,735 --> 00:07:36,735
    to provide what the users actually
    wants

    109
    00:07:38,882 --> 00:07:40,882
    (You have 2 more minutes for the
    presentation)

    110
    00:07:42,701 --> 00:07:45,701
    I will tell you then something which
    can inspire you maybe

    111
    00:07:46,817 --> 00:07:49,717
    Let's not talk just about the game
    itself but also how it was created

    112
    00:07:50,900 --> 00:07:52,900
    As we said we moved backwards,
    what does the user want?

    113
    00:07:54,720 --> 00:07:57,020
    We turned to the world market
    from the start

    114
    00:07:57,614 --> 00:08:00,114
    The Greek market only interests
    because we are here

    115
    00:08:03,161 --> 00:08:06,161
    The way in which we function is
    to make the right partnerships

    116
    00:08:07,338 --> 00:08:09,338
    but always based on what WE
    want to do

    117
    00:08:09,628 --> 00:08:12,628
    We had publishers coming to us
    ... large companies

    118
    00:08:13,825 --> 00:08:16,325
    All have heard of them, that are
    familiar with the genre

    119
    00:08:16,874 --> 00:08:18,874
    Which have to told us
    'Take this money, lots of it,

    120
    00:08:20,613 --> 00:08:22,613
    we will take care of the publishing
    for Europe, US, anywhwre..

    121
    00:08:23,168 --> 00:08:25,168
    but we want you to do this thing'

    122
    00:08:26,217 --> 00:08:29,217
    Which thing, it may not be
    compatible with what WE want

    123
    00:08:30,759 --> 00:08:33,259
    You may argue that we had the luxury
    to do something like that

    124
    00:08:34,140 --> 00:08:36,140
    No, actually we didn't

    125
    00:08:36,614 --> 00:08:38,614
    and we have made lots of
    sacrifices

    126
    00:08:39,272 --> 00:08:41,272
    But we would have never made it

    127
    00:08:41,822 --> 00:08:44,322
    if we couldn't make it as we
    wanted, as we believed

    128
    00:08:45,584 --> 00:08:47,584
    We have a partnership now with a
    company, Audiovisual SA

    129
    00:08:50,082 --> 00:08:52,481
    for the distribution of the game
    in Europe

    130
    00:08:53,180 --> 00:08:55,180
    With a deal which...

    131
    00:08:56,200 --> 00:08:58,200
    was the deal that WE wanted

    132
    00:08:59,342 --> 00:09:01,342
    We were looking and found a
    company

    133
    00:09:01,905 --> 00:09:03,905
    that was willing to accept our terms

    134
    00:09:05,010 --> 00:09:07,609
    So we started from what the users
    wanted

    135
    00:09:08,324 --> 00:09:10,324
    Or rather, what they 'actually' want

    136
    00:09:12,108 --> 00:09:14,108
    because there is a diffence between
    what they want

    137
    00:09:14,783 --> 00:09:16,783
    and what they think they want

    138
    00:09:18,186 --> 00:09:19,686
    This is very important

    139
    00:09:20,203 --> 00:09:22,203
    And, when someone tells you
    'I want this'

    140
    00:09:24,362 --> 00:09:27,061
    It doesn't neccessarily mean that
    is what he really want

    141
    00:09:27,582 --> 00:09:29,582
    In practice, there is often
    a difference

    142
    00:09:30,817 --> 00:09:32,817
    I could be talking all day but

    143
    00:09:37,883 --> 00:09:41,883
    Q: What percentage from the company
    are actually in the Board?

    144
    00:09:47,981 --> 00:09:51,981
    We are 8 people in the Board from
    the 30 people in the company

    145
    00:09:52,630 --> 00:09:54,630
    and we are all actively
    involved in the project

    146
    00:10:01,446 --> 00:10:04,946
    Q: What will be the cost of the game
    subscription?

    147
    00:10:07,245 --> 00:10:09,245
    It's a bit lower that the
    competition

    148
    00:10:12,437 --> 00:10:15,437
    about 10 to 11 euroes
    per month

    149
    00:10:16,627 --> 00:10:18,228
    Q: And when is it being released?

    150
    00:10:18,691 --> 00:10:20,691
    22nd of january is our launch date

    151
    00:10:21,608 --> 00:10:23,608

    [They say something about a demo tha
    Tasos hadn't time to prepare]

    152
    00:10:27,816 --> 00:10:29,816
    Q: And where is the game being
    launched?

    153
    00:10:31,881 --> 00:10:33,881
    Worldwide. We are launching in
    Europe with the US also taking part

    154
    00:10:41,016 --> 00:10:43,516
    And we have seen that our game can
    run problem-free from our tests

    155
    00:10:44,494 --> 00:10:47,494
    Q: A large portion of your audience
    is mad about WoW,

    156
    00:10:49,511 --> 00:10:53,511
    why would a WoW player leave a game
    he's been playing for years

    157
    00:10:54,218 --> 00:10:56,218
    and come to you?

    158
    00:10:56,796 --> 00:10:59,796
    We could be talking all day about
    the things that make Darkfall unique.

    159
    00:11:01,203 --> 00:11:03,203
    One thing is what I already
    mentioned earlier about the company

    160
    00:11:04,884 --> 00:11:07,884
    Another one is the level of
    interaction we allow among our users

    161
    00:11:09,281 --> 00:11:11,281
    that you cant find in WoW

    162
    00:11:14,947 --> 00:11:18,547
    And let us not go into graphics
    and users per server

    163
    00:11:24,495 --> 00:11:26,495
    There is no doubt that WoW
    is a great game

    164
    00:11:27,531 --> 00:11:29,531
    But it's a different game

    165
    00:11:29,970 --> 00:11:31,970
    We dont want WoW's users

    166
    00:11:32,588 --> 00:11:35,588
    We want that part of the users which
    are not covered by what WoW offers

    167
    00:11:36,093 --> 00:11:39,093
    And they play WoW and say 'Why can't
    I do this and that and that'

    168
    00:11:44,823 --> 00:11:48,823
    Q:You mentioned something about 6
    years development, Greek you brought

    169
    00:11:50,212 --> 00:11:52,712
    from abroad, a company from Norway
    .. and you are still in beta...

    170
    00:11:53,352 --> 00:11:55,352
    how exactly....ehh..

    171
    00:11:55,968 --> 00:11:58,968
    You mean, how we can justify all
    these years, right?

    172
    00:12:02,157 --> 00:12:05,557
    One of the hardest undertaking in
    the computer industry, is video games

    173
    00:12:07,953 --> 00:12:11,453
    And in video games, the hardest you
    can make is this type of games

    174
    00:12:13,286 --> 00:12:16,286
    We also made the technology from
    scratch, which is re-usable

    175
    00:12:17,837 --> 00:12:21,038
    If we had to make this game now, it
    could only take us a couple of years

    176
    00:12:21,570 --> 00:12:23,070
    assuming we had the same team

    177
    00:12:23,630 --> 00:12:25,230
    We had less people ... than...

    178
    00:12:25,758 --> 00:12:28,258
    Some large companies have
    around 300 people

    179
    00:12:29,844 --> 00:12:32,044
    To produce some similar, or rather
    not even something like that

    180
    00:12:32,557 --> 00:12:36,057
    80 million euroes budget and an
    additional 80 for marketing

    181
    00:12:38,027 --> 00:12:40,027
    Q: My question is how did you get
    fundng, even if it was for 2 persons,

    182
    00:12:40,988 --> 00:12:42,988
    even for 2 people working for
    6 years....

    183
    00:12:44,036 --> 00:12:46,036
    Yes, the budget we had to work with
    was..... END OF BATTERY!!!!


  • Moderators, Computer Games Moderators Posts: 23,189 Mod ✭✭✭✭Kiith


    Now thats what i call a wall of text!


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