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I had been programming Java since 1999 and liked the simplicity of the language, especially the fact that it avoided a lot of the memory & pointer issues that its big brother C++ has. Technically Darkfall is a very strange creature compared to most other games at that time. The first year or so was a flurry of getting the design organized, getting basic systems working, and trying to get an alpha version up and running so we could secure enough funding to complete the project.

We were very happy about quitting our regular jobs to go to work for our own company. From the autumn of 1998 we started getting all the pieces into place, and after a couple of false starts we founded Razorwax in May 2000, and had seed funding secured by July that same year. I had been nurturing a dream of making games since I was a kid, and hearing about Darkfall made me want to turn that dream into reality. I first heard of Darkfall in 1998 when working for the same company as Claus and Bjørn Tore.

So in a smoky canteen with 15 minutes to brainstorm before presenting the project, they named it Darkfall. Early on they had an opportunity to pitch the project to some corporate investors, but didn’t yet have a name for it. He and Bjørn Tore Øren worked on fleshing out a design document. So let’s get started.ĭarkfall was conceived by Claus Grøvdal in 1997. How we made Darkfall and what happened along the way is the focus of this article. This in itself differentiates Darkfall from most other current MMOs which tend to utilize a level-based model.ĭarkfall was conceived as Ultima Online on steroids, with more races, more skills and more content, but also more directed gameplay by embracing players natural urge to want to fight each other in games. Using your sword in combat increases the sword skill, letting loose a volley of arrows from your bow increases archery skills and so on. One of the most popular forms of interaction within this genre is fighting, and Darkfall is aimed at encompassing this interest, amongst many others.ĭarkfall allows players to undertake a wide range of activities as a solo experience, but the game comes into it’s own when players organize themselves into parties, clans and alliances in order to fight over control and ownership of resources and cities.Ĭharacter progression within Darkfall is skill-based, which means that whatever activity you perform will improve you characters ability in that specific action. The opinions expressed here are the views of the writer and do not necessarily reflect the view and opinions of Aventurine SA.ĭarkfall is a massively multiplayer online (mmo) game with a strong focus on player-versus-player interaction. This is not an official Aventurine SA document. There are enough details to fill a book, so I have selected the parts that are important to me. I have tried to tell the story as accurately as possible. Disclaimer: This my personal account of the history of the making of Darkfall.
