[Gamescom] What Brought Dark and Darker Mobile to Gamescom?

Executive producer of Dark and Darker Mobile, Ahn Joonseok

 

Krafton, made a significant appearance at Gamescom to showcase inZOI, PUBG, and their new title, Dark and Darker Mobile. From August 1st to 11th, Dark and Darker Mobile held its first global test across four countries: South Korea, Japan, the United States, and Turkey. Although this was a global test, Europe was notably excluded, making Gamescom the official European debut for Dark and Darker Mobile.

 

It's been about 10 days since the conclusion of this large-scale global test, and with its broad reach, the feedback was naturally more comprehensive than in the previous two tests. We took the opportunity to delve into the reactions from the global test and hear the reflections of European players who experienced Dark and Darker Mobile firsthand at Gamescom.

 


 

You recently conducted a global test across four countries—South Korea, Japan, the United States, and Turkey. Could you share some memorable reactions or feedback from that experience?

 

The global test brought in a lot of positive feedback. Players overall found the game enjoyable and strongly expressed their desire for an official release soon, which was very encouraging. Regionally, Korean players showed a particular interest in the cooperative play and PvP elements, while Japanese players focused on the game’s aesthetics and storyline. U.S. players praised the strategic elements and combat system, while Turkish players appreciated the localization and accessibility. We also received feedback regarding optimization and build errors. We are currently working to incorporate this feedback to further improve the game.

 

 

Including Turkey in your global test was unexpected. Usually, you would see Europe or Southeast Asia included. What was the reason for choosing Turkey?

 

Turkey is one of the rapidly growing markets in the mobile gaming industry. We've already seen the potential in the Turkish market through the success of PUBG Mobile. Additionally, during our large-scale test in Korea, we received significant interest and support from Turkish players, which is why we decided to include Turkey in this global test.

 

In the previous two tests, the game's core features were thoroughly evaluated. What were you aiming to confirm with this global test?

 

Dark and Darker Mobile is pioneering a new genre in mobile gaming, blending battle royale, dungeon crawler, and RPG elements. With this global test, we wanted to see how players worldwide would react to these aspects. Thanks to this test, we gathered feedback on the unique gameplay elements, including the medieval low-fantasy setting, PvPvE dungeon crawling, the hardcore mechanics where players lose everything upon death, and the RPG-style tiered progression.

 

It might just be my impression, but it seems like the mercenary AI has improved. Have you incorporated any recent AI technologies like the much-talked-about ChatGPT?

 

We’re continuously improving the mercenary AI, utilizing the latest AI technologies to offer more natural and efficient gameplay. Although we haven’t used technologies like ChatGPT yet, we plan to integrate advanced AI into the game in the future.

 

 

The decision to redesign a hardcore genre like extraction for the mobile platform into a more casual game is certainly commendable. However, some feel the game has lost its identity in the process. What’s your take on this?

 

Dark and Darker Mobile is a game where the core fun lies in interacting with various terrains and objects within a medieval low-fantasy world during each session. We’ve redesigned the controls and perspectives to enhance this core gameplay in a mobile environment, with the motto of “enhancing the fun of control”. We’re also working to weave together a variety of content so that players can continue enjoying the game over a long period.

 

The Wizard class was recently added. Why did you choose to include the Wizard among the many classes from the original game?

 

The Wizard is a class that emphasizes strategic elements in combat through powerful magic and various skills. We added this class because it highlights the strategic aspects of combat, which are key to the original game. We plan to continue adding more classes in the future.

 

 

The village system is undoubtedly a unique feature of Dark and Darker Mobile. It’s a new space and content not present in the original game. What was the intention behind this, and how do you plan to expand its functionality beyond activities like fishing and cooking?

 

The village system was created to provide a space where players can engage in social interactions within the game. We plan to expand the content available in the village, including guild systems, communal workspaces, various events, and quests. This will allow players to enjoy the game on a deeper level.

 

The lines between PC and mobile platforms have blurred significantly. High-quality mobile games often have PC clients. What about Dark and Darker Mobile? And is there a plan for a simultaneous release of the mobile and PC versions?

 

Dark and Darker Mobile is currently being developed with a focus on mobile platforms, but we are also considering supporting emulators that allow the game to run on PC, based on user demand and feedback.

 

 

Like PUBG Mobile, there’s a concern that PC clients allow for more precise controls, which could give PC users an advantage when matched with mobile players. How do you plan to address this?

 

That’s correct. To ensure fair gameplay between users on PC emulators and mobile users, we plan to introduce a separate matching system. This will help balance the platforms and ensure all users can enjoy the game in a fair environment.

 

 

On the other hand, it seems inevitable that Dark and Darker Mobile will face competition, or even cannibalization, from the original Dark and Darker. How do you view this situation?

 

Dark and Darker Mobile is being developed as an independent game from the original. The two games have their own appeal on different platforms, so we believe they can complement each other rather than compete. We expect fans of the original game will find a new experience in Dark and Darker Mobile.

 

We got a glimpse of the monetization system, and the introduction of items like emergency/standard escape tokens and insurance that increases the chance of keeping your gear upon death gives the impression of buying safety. For an extraction game, this approach feels somewhat unfair. What are your thoughts on this?

 

Dark and Darker Mobile’s monetization is designed to enhance player enjoyment. We aim to create a model that aligns with mobile gamers’ needs.

 

The inclusion of a gear enhancement system was unexpected, especially considering that you can lose everything upon death. What was the reasoning behind adding this system?

 

The gear enhancement feature is intended to help players enjoy the game more strategically. Enhanced gear allows players to pursue greater challenges and rewards, adding depth to the game. While there is a risk of losing enhanced gear, this risk increases the tension and immersion of the game.

 

 

I noticed that enhancing gear increases the preservation rate, which seems a bit out of place for the extraction genre. It feels like it undermines the risk and fairness that are central to the genre's challenge. What's your take on this?

 

The system that increases the preservation rate upon enhancement was added to improve accessibility. It helps players enjoy the game more strategically while maintaining balance with other systems to preserve the game’s tension and fairness.

 

In the original Dark and Darker, players could create their own specialized builds. Will this be possible in Dark and Darker Mobile as well?

 

Yes, in Dark and Darker Mobile, players can create their own specialized builds. We offer a variety of classes, each with unique skills and abilities, allowing players to craft their own distinct playstyle.

 

It seems like the biggest rival for Dark and Darker Mobile will ultimately be the original Dark and Darker. Are there any unique features or differences in the mobile version that haven’t been highlighted yet?

 

Dark and Darker Mobile offers a new experience on a different platform. Notably, the UI/UX optimized for mobile, simplified controls, and mobile-specific content such as the village and mercenary systems are key differentiators. These elements make Dark and Darker Mobile a unique and appealing game.

 

The relationship between Dark and Darker and Dark and Darker Mobile seems reminiscent of PUBG and PUBG Mobile. Do you plan to follow a similar strategy?

 

Yes, Krafton has learned a lot from the success of PUBG and PUBG Mobile, and we aim to apply those lessons to Dark and Darker Mobile. Although the two games were developed independently, we intend to create a complementary relationship through a similar strategy.

 

 

The gameplay seems solid, but aspects like the monetization and other content still appear to need further evaluation. Do you think additional testing will be necessary?

 

Dark and Darker Mobile is entering the mobile gaming market with a unique genre and distinctive gameplay. Therefore, we believe it is essential to gather feedback and thoroughly validate the game with our users. We plan to conduct extensive testing before the official launch to ensure the best possible experience.

 

 

You made a big splash with Dark and Darker Mobile at Gamescom. Could you share a message with the fans, both at home and abroad, who are eagerly awaiting the game?

 

First, I want to thank all the users who are eagerly waiting for Dark and Darker Mobile. We’re committed to meeting your expectations and will continue delivering enjoyable gaming experiences through updates and improvements. We appreciate your interest and support.

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