Q: Dofus seems to be one of the largest game projects ever attempted
              using Flash. Can you tell us about how did it all start? 
               
            Everything began with a crazy bet: develop and produce a video
          game with only what we had at our disposal. With my 2 associates,
          Emmanuel and Camille, we were already working in the field of flash
          content. We logically turned towards flash format. Moreover, at
          the beginning, we were required to work with a limited staff; so
          the flash format was perfect. At the time, we only use flash format
          on the customer side. On our side, we use the “graphic editor” we
              have developed and the Software “Eclipse” for coding.
              Flash is used to compile the final program. 
            Q: Can you tell us about the team that worked on it and how much
              time did it take? 
               
              We were 3 at the beginning and gradually we increased the team
              to reach more than 25 persons. 
              Research on the game began in 2001 and the first “code lines” were
              created in 2002. 
            Q: What were the main phases of the development? 
               
              First, I have designed the main features of the gameplay. I have
                been inspired by the board game “Dungeon & Dragon” for
                the turn base concept. We have been also influenced by games
                like Diablo (for the items). Then, Camille and Boris have started
                encoding the first lines of the program. At the beginning, DOFUS
                was a much smaller project. As we were going along we reached
                the limits and went further. At the end of 2003, we began the
                Beta-Tests. Those beta-tests were special, as only basic features
                of the game were implemented. During about one year, we have
                added new elements. Thus the player that took part to the beta
                tests gave us their opinion and helped us to improve the game. 
              Of course, we had our opinion on what we wanted the game to be,
              but it was really interesting to get ideas and proposal from outside
            the studios. 
            Q: Can you talk us a little about the settings of the game, and
              the background story? 
               
              The story is quite classic for a MMORPG; a heroic fantasy universe
              in which a drama caused the chaos: the disappearance of the “DOFUS”,
              6 magic dragon eggs.  
              Adventurers from different classes hunt for
              those DOFUS. Their goals are diverse, from the hero that want to
              bring back peace in Amakna, to the vile hunter that want to control
              the province. Gradually, the adventurers understand that greater
              powers are already fighting to take over the control of Amakna
              and that this is influencing the fauna and flora. 
              Even if the story is much “roleplay”, we wanted to
              offer something funnier or at least more “accessible”.
              I think that humour permit people that are less sensitive to role
              playing games to be interested in DOFUS and to have fun. 
             
              Q: What are the main objectives of the game? 
               
              The main aim of the game is to recover the 6 eggs. But this is
              the starting point only; the players have also to find the secrets
              hidden in Amakna and finally take part to the combats between the
              different powers. There are also side objectives/aims like becoming
              a real inhabitant of Amakna or take part to the activities of the
              province. 
            Q: Let's say I am completely new to Dofus. What
              are the steps I should follow to start playing? 
               
            First, I would recommend
          you to do the tutorial. It permits you handling your character
          more easily, learn how to make combat, learn tips… Then I would
          advise you to ask questions to NPCs; they can give you pieces
          of information about the story background give you tasks… Then,
          carrying on a trade/craft can be very useful to discover the Universe
          of DOFUS. 
            As DOFUS is a MMORPG, it very interesting to chat with the other
            players and join a guild. 
            Finally, the community website is a good source of information
            (http://community.dofus.com).
             
            It provides information on character classes, spells, items, animals… 
            You can also post messages and questions on the forum.
            Q: What are the basic requirements for playing the game? (cpu,
              video, network etc...) 
               
              Except if your computer date from the Middle Age, it is possible
              to play DOFUS with any computer connected to the internet. As DOFUS
              graphics are in 2D, you do not need the latest video card. As a
              minimal requirement to play DOFUS, we recommend a PC with a 1 GHz
              processor (800 for Mac), 128 RAM, video card 2D, a sound card and
              an internet connection (RTC). Some persons even play with worse
            configuration. 
            Q: How does subscription work and what are the services that you
              offer? 
               
              The subscription costs USD 6.9 per month. It permits to keep access
              to all the features of the game after the end of the trial period.
              The access to new versions and updates is included. It gives access
              to all the servers. 
              The free version permits to chat with all the community members,
              to visit the world of Amakna and discover its features. However,
              the combats and other advanced features (trade, crafts…)
              are not activated. 
            Q: Was the game completely planned before starting the development
              or did you add new ideas and options as you were working on it? 
               
              No, we had set a plan on the long term regarding the characteristics
              we really wanted to include to the game; however, a lot of elements
              have been added or created just as we went along. When we implement
            the plan, new, non planned ideas came out. 
            Q: Large works like this usually require
                rigorous project management. How did you coordinate the team
                of designers and developers? 
                 
              Even if we become attached to our freedom, with the increase of
            the size of team we have to organise more rigorously. We have now
            to plan our actions more in advance. While developing DOFUS, we
            gradually set up working procedures in order to improve task management
            (designing, updates, localisation…). It is not perfect yet
              but we constantly make progress. 
               
              Q: Did you use specific softwares for the
              project management? Which would you recommend? 
               
              We have now our own project management tools: a map editor, administration
              consoles for the different elements of the game… We use
              the opensource software Eclipse for the programming and Flash for
              the final compilation. To manage the projects we use simple spreadsheet
              and often do meetings. Graphists and developers work in the same
              office; it permits to enhance the cohesion of the team and foster
              communication. 
               
              Q: How about versioning? Did you use any
              particular technology? 
               
              No specific one. We do as many test we can, but we still have to
                set up procedures and stick to them. We do not want to destroy
                our instinct; it is where our strength lies. However, we have
                to make our method of work evolving. We do not work with a publishing
                company, but we still have to be demanding in our work. 
                 
                Q: Finally Dofus shows how the Flash technology
                can be employed for projects that historically were developed
                with standard languages/platforms (C/C++ etc...). What were the
                most difficult challenges you had to face? 
               
              The Flash technology is very flexible. In short, we can do everything.
              However, for big games like DOFUS, optimisation is not original.
              Our servers are specifically programmed to host a maximum of simultaneous
              connections. 
              On the customer side, the main problem was the need in RAM and
              the display. 
              We have regularly faced problems; fortunately, we have always solved
            them! 
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                Q: Could you briefly describe the server
                infrastructure used for running the Dofus backend? 
                 
            We have several inter-connected servers; several game servers, 1
            connection server, several servers for databases and also spare servers
            in case of breakdown. 
            Q: Did you develop the multiplayer technology
                behind Dofus? Can you talk about it's main characteristics? 
                 
              The servers work in Java language. Unfortunately, I cannot tell
              you much more about this. What you need to know is that originally
              DOFUS was to be a multiplayer game; but thanks to advanced research,
              we have succeed where other failed and have been able to develop
              a MMOG in Flash. 
            Q: Did you develop special tools for internal
                use like map editors etc... ? 
                 
              We have developed and improved a map editor. It allows us to use
              graphic elements put them on the map, manage the topography, the
              obstacle zones, the placing of the monsters or NPC at any time.
              We have also developed administration consoles to the spells, the
              monsters, the items, the quests… 
            Q: How does the Dofus game world is structured?
                Is it dynamic? If so, how does the player get the updates about
                new maps? 
                 
              Each server corresponds to a version of the World of Amakna. The
              worlds are the same, only the actions of the players are different.
              In a medium term, we expect to propose different worlds for each
              server, but before we want to foster the interconnectivity between
              the worlds. We want also to gradually reinforce the interactions
              between the players and between the players and their environment. 
             Q: Talking about the graphics it looks
                like you have seamlessly mixed bitmaps and vectors to obtain
                this great, cartoon-looking style. Could you describe a little
                more this process? 
                 
              In fact, this is part of the choices we had to make when designing
              the game. The use of bitmap permitted to solve the problems of
              smoothness of the game. 
              The vector allow reducing the weight of data. In short, bitmaps
              are used for the background and vectors for the characters, monsters
              and animations. However, we include more and more animations in
              the background; so we have to be careful not to do it to the detriment
              of the smoothness of the game. 
            Q: How did you optimize the characters
                graphics so that you can show many of them on screen? 
                 
              It is a part of the optimisation we had to do on the server. Moreover,
              on the player side, the hardware configuration plays an important
              role. It is also possible to control the number of characters displayed
              on the screen. When they are many, they do not disappear, but are
              replaced by smaller ones. 
              The optimisation work has been done on the animation of the characters
              and the sending of information between the server and the computer
              of the players. 
            Q: How many animations were approximately
                drawn for each character? 
                 
              More than 100 for each one; we have to consider that DOFUS is in
              2D, we cannot benefit from the advantages of 3D designing. It is
              a huge task. 
            Q: How many beta testers were used during
                the test phases? 
                 
              Actually, there were 2 beta-tests: A first one for the French version,
              with 10,000 beta-testers and a second one for the English version,
              with 80,000 beta-testers. The first one permits to validate the
              gameplay and the second one to validate the capacity of the servers. 
            Q: What do you think of the latest rendering
                improvements coming with Flash 8? Do you plan to integrate the
                new Flash 8 features in Dofus? 
                 
              They are interesting but I do not think they will be integrated
              to DOFUS for the moment. We do not want that Mac or Linux users
              face problems to play DOFUS. 
              However, we will use the 8th version for the next projects. For
              DOFUS, we will see in due course. If there is a migration to Flash
              8, it will be done next year. 
            Q: What are the next plans for Dofus? 
                 
              In mid-October, we will release the first extension. It will include
              improvements, in particular to help beginners in the game. It will
              also include a market place allowing every player to sell and buy
              to any other player. 
            Q: Are there other soon-to-come projects
                from Ankama Studio? 
                 
              Indeed, we are working on other projects for us and for other companies.
              Our next MMOG should be released at the end of 2006 or in 2007.
              It is a bit early to speak about it now, but I hope to show you
              the first pictures in Mid-2006.               
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