Black Desert Online will be commencing its second close beta test (CBT) in the coming April. Recently, an interview with Black Desert Developer, Kim Daeil of Pearl Abyss has been conducted by ThisIsGame (TIG). The interview contains some exciting new content and interesting changes which are expected in the coming CBT.
TIG: How does Pearl Abyss view the response (from players) on the last close beta test (CBT)?
Kim Daeil: Aside from some major bugs, the response (from players) is pretty good. Some players enjoy travelling around and performing quests which do not have much hint. Meanwhile, others like to discover exploration points to accumulate contribution points, enjoying in-game contents along the way. There are also some players who like to form small groups and participate in siege battle. On the other hand, many players feel that the graphics is very good.
TIG: Do you have the same feeling as other players while playing the game?
I was totally addicted to it. While the server was shut down, I even asked other staff to activate the server so that I can play awhile. However, the staff actually stopped me from doing so. It was quite funny.
After that, I realize that it is because I was playing Ranger. Ranger is a very interesting class, unlike other classes in Black Desert. Therefore, in this coming second CBT, one of the aims is to make other classes fun to play with as well. Please take note of this: this time, we will definitely make all other classes very fun to play with.
TIG: Is there any disappointment in the 1st CBT?
Well, the action of the characters is likely one of the disappointments. Although our staffs are pretty good in this aspect, the fluidity of the attack motion is still not as good as we expected.
Originally, we plan to make certain skills to be used as the finishing hit. So we added a slight action delay before and after the skills. However, this causes the combo chain to be broken. Therefore, many of these action delays will be removed.
TIG: There are certain players who think that the learning curve of the game is pretty steep.
Well, I actually expected this in the 1st CBT. Players who are familiar with other games would probably be able to learn the game easily. However, it might be too difficult for casual players. Therefore we apologize about it and have implemented some changes which help new players to pick up the game faster. Many guides and pointers such as how to use the world map have been introduced. We will anticipate the response of players on these changes.
TIG: Would it be difficult to make such a complicated game easy to learn?
We are not expecting all players to be able to comprehend the game fully upon first contact. We are hoping that players can work things out one thing at a time. Black Desert is not aiming to create a perfect system, but rather a system whereby players will naturally learn while playing the game.
TIG: Many players attributed the high difficulty of the game to the death penalty and random player kill (PK).
The random PK was a bug. Actually, one is only allowed to PK other players during Siege War period. Many players thought that it was part of the game system, despite the notice and information we have released on this bug. Our reputation has gone down the drain due to this (LOL).
TIG: Other than this, there are certain aspects which make players feel sad, for example, the death of their mounts.
Being able to kill others' mounts is a mistake on our side, and it has been fixed immediately. Initially, we thought that the mount is expensive and players would look after them carefully. However, sometimes players just left their horses alone to hunt monster. Only then, we realized that we have made a huge mistake.
Moreover, we initially have the misconception that players would be playing peacefully, but we are wrong. There are too many systems involved in the game, and we miscalculated the difficulties of a particular system.
TIG: Are you saying that the difficulties in the 1st CBT is higher than expected?
Yes, more or less. We don't want to see casual players leaving the game due to high difficulties or being forced to become stronger after being oppressed by others. What we wanted was different types of players can play the game differently, and they don't have to compete with others in every aspects.
TIG: However, death penalty has rarely been implemented in recent MMORPG's.
Death penalty is implemented to create tension in the game and it is a necessary feature to a certain extent. However, we will not maintain the same death penalty in the 1st CBT. Actually this issue is quite sensitive; there are some staffs who feel that the penalty was too heavy while others think that it was just right; there are also some who said that the penalty should be reduced. If the penalty is still too heavy, we would find a suitable balance in open beta test (OBT).
TIG: 2nd CBT will start soon, what is the theme of this CBT?
We have expanded the system which received good response from players in the 1st CBT. We have also changed the way to collect "exploration point" and added more reasons to collect them. Currently, exploration point is not only used to expand trade routes but also can be used on various activities within the region. Furthermore, we have modified the benefit of collecting knowledge and the way to use them. The depth and strategy in siege war have been enhanced significantly.
TIG: It still sounds very abstract. Can you give more details, starting from the siege war?
First, siege war has been changed. Although the siege war in 1st CBT is not so different from other MMORPG's, the new siege war involves conquering stronghold. First the guild which declares the siege war needs to employ NPC workers to build a guild stronghold. It is a race against time to see which side can build faster, and the stronghold must be defended. If the stronghold is destroyed, the siege war will be ended.
In this aspect, we have added the concept of morale. If a stronghold or a specific object is destroyed, the morale of the guild will be boosted and the scales will be tipped in their favour. Players can clearly feel the flow of the battle. We also hope to add some features which can cause a reversal win.
TIG: Any changes to the exploration?
In the 1st CBT, each area had its own contribution point and granted sufficient point to players to experience the system. In the 2nd CBT, the contribution will no longer be tied to an area, but it will be unified. The function of exploration node will be diversified as well.
The nodal point will not merely serve as a destination for player's NPC servant to work on. Small satellite nodes which provide new knowledge, increase productivity and produce specialty items will be located around the whole region. Therefore, players can choose to invest their contribution points in various areas and for different purposes.
TIG: So it's about choice and focus?
Exploration node is closely related to increasing of workers in a village or manufacturing. Some players might want to focus on expand their trade routers to form trading between villages which are far away, while other players might want to focus on investing on a region with specific specialties. Besides that, there are some nodal points which are related to the renovation of houses.
TIG: In the 1st CBT, there are some comments on housing as being a hierarchical content.
We have revamped this aspect. In the 1st CBT, I asked myself and other staffs, if I were to play this game, should I buy a house? I feel that it is something which is very far away from me. The rich get richer, the poor get poorer.
Therefore, I want to revamp the system such that more players will be able to experience the fun of decorating your own house. Currently, I can't disclose too much detail on this yet. There are still many things related to the renovation function which is still under development.
TIG: Will new areas be released in this 2nd CBT?
All the contents discussed so far will be released along with the new region "Calpheon". The area is 3 times as large as the area released in 1st CBT. This area should be able to keep players occupied until level 50.
TIG: Let's talk about Mercenary system.
This system is related to the housing renovation system. If we can finish developing the housing renovation system, the mercenary system will be released together. Otherwise, these two systems will be released in the 3rd CBT. The aim of the mercenary system is to gather more player types for siege war.
We hope that, not only battle savvy players participate in siege war, but also players who focus on production and exploration would be able to participate through mercenary system as well.
TIG: The lifestyle type of gameplay is richer than expected; initially, I thought this is an action game.
We did not change our original concept. In fact, we change the game to strengthen our concept. The aim of Black Desert is to let players enjoy the game. I feel that the linkage between RPG and cultivation game is very important. We have been focusing to allow this link to influence every aspects of the game.
TIG: In the first beta, it seems like players who purely focus on battle can't do well in the game. Is this design being implemented on purpose?
Actually one can purely focus in battle. Some of our development staff actually did purely focus on battle and do quite well. They did gather some contribution points and work together to complete some wonderful achievement. There are others who play the game in a totally different way. Black Desert allows each player to walk his own path freely.
Regardless if it is in game or real life, wouldn't it be boring if you are just doing one thing? We design the game in such a way that you would discover new ways to play the game as you go along, instead of someone asking you to do certain things.
TIG: In your view, how should the ideal Black Desert be like?
A game with endless gameplay. I want to produce a game which doesn't feel repetitive. MMORPG's main framework is growth and battle. Although these two aspects are interesting enough on their own, I hope to add nodal exploration and linkage to enrich the game.
I want to make players feel alive; players can decide on what he wants to do and the path in life he is going to take etc; these will give player a true RPG experience.
TIG: I think the fans of your previous games should feel a bit surprised by now.
Actually I love both life style game and action game. However, I think it is quite disappointing that Korea doesn't have many games on simulation and cultivation. Now, I have been going to Steam to look for simulation and strategy game but can't find anything suitable. However, I have accumulated a lot of concepts of the developers. I am currently producing the game which I like.
TIG: So you don't want to create a world with survival of the fittest?
It is not necessary to create a world with survival of the fittest. I am current thinking how to make the game in a way that player who doesn't belong to any group are not restricted by big guilds. Some players hate the dominance of major guilds but certain players like them. Therefore, the right thing to do is not to pick a side, but to maintain neutral. These things would endanger the game if they are overly prominent but without them, the game would lose its purpose. We need to find a balance.
The same applies to death penalties and items. We need to seek a suitable balance point. We have meeting on this aspect weekly, but all these are sensitive issues. We will continue experimenting until OBT.
TIG: Reflecting players comment is probably the toughest part?
We can't simply heed players' suggestions because they can be very one-sided at times. Therefore, after listening to players' feedback, we strike to look for the best solutions for the problem internally.
TIG: How do you plan to solve some issues which cause inconvenience to players?
After the 1st CBT, many realize that our game is different from other games. For example, Black Desert quest doesn't give experience from completing quest. Apparently, we would need to do something to convince players to accept this.
TIG: Have you ever thought of making the game go in the same direction as other games?
After discussing with the group this morning, we decide to maintain the current model, until players are familiar with it. We would like to thank all players who love the game. We will work hard on the game.
TIG: It seems that the difficulties of the game in CBT and OBT would be different.
Of course. Focusing while playing game would generate tension, but this doesn't mean that players are oblivious to this.
TIG: The game demands high computer specs in the 1st CBT. What is the requirement now?
The requirement is slightly lower now and the graphic quality has been improved. We would optimize and lower the minimum requirement to run the game.
Actually we have not released the low requirement version of the game. Currently, the low requirement version has been completed, and there is a significant difference in graphic quality. It can even run in Window Exp, with CPU and GPU usage greatly lowered.
However, we would not release this in the 2nd CBT because we wouldn't want players to see low quality graphics. Sorry about this.
TIG: Roughly, what is the lowest requirement?
Currently, there are some games, such as League of Legends, which can even run on tablets. We are trying to do that as well, but the outcome is not good. That's the advantage of self-developed engine: we can test its limit.
TIG: Finally, what's the schedule for 2nd CBT?
The 2nd CBT is expected to begin in mid April. We have decided on the date internally. I believe Daum Community will release the information soon.