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Development on the title first began in 2001 as Trade Wars: Dark Millennium. The game was based on the early computer game series of the same name and originally featured a science-fiction setting. It later became Exarch in 2002 and was scrapped for some time until it resurfaced in 2005 with its third and current development team as Dungeon Runners.
Dungeon Runners entered the closed Beta phase in May 2006, and a game trailer was exhibited at the 2006 E3 convention. Open Beta began in December 2006, and Beta accounts could be acquired via an invitation from an existing player or through the NCsoft website. On May 24, 2007, the game officially went live.
Much of the original art was conceived by comic-book artist Joe 'Mad' Madureira.
As of 13 August, 2008, the parent NCSoft company in Korea has decided to cut 21 members of its staff in Austin, TX due to the company's overall decreasing profits. Out of the 18 member team which developed Dungeon Runners, only 3 of the original developers remained.
Free gameplay was unlimited (no playfield or activity is closed to free players), but an optional USD $4.99 monthly membership fee granted access to additional features that greatly enhance gameplay. Additionally, users could purchase the game for $19.99. The boxed game came with 6 months of membership as well as a "Bling Gnome". Although described as an MMORPG, the game world was almost entirely uniquely instanced for each party of players.
Dungeon Runners implemented a classless system (see Classes, below) and offered regular updates through patches. One of the most acclaimed patches was the update coined "The Heave" that introduced the first player summon "Chill Bill", and a new high level dungeon. This update patch was very well received by the gaming community and is considered by many to be one of the game's best updates.
The Beta version of the game featured three playable classes: the mage, the warrior and the ranger. Each class had different abilities and a different NPC trainer in each neutral playfield. As with similar games, each class had a specific role to play within a party grouping. The warrior was the melee specialist, a "meat shield" to gain and hold aggro. The ranger was a ranged combat specialist, with spell-like skills that allowed different types of damage and damage over time (DoT) attacks. The mage was a ranged area of effect (AoE) combatant, dealing heavy damage to many opponents at once but unable to survive long in close combat.
With the public release of the game, a classless system has been implemented. Like before, the player chooses a class (fighter, mage, ranger) when generating the character; this determines which package of beginning skills, which weapon and what type of clothing or armor the character begins the game with. After the first dungeon (Dew Valley Forest) the character arrives in the main town where there are three skill trainers, one each devoted to fighter skills, ranger skills, and mage skills. Any character may learn any skills desired from any of the three trainers. In place of a class, each character has a four word descriptive title that changes depending on how the character's attributes are improved (relative to one another) and which skills the player chooses. When the player buys new skills from a trainer, each skill has an icon that is placed in the Skill Bar, an interface element at the bottom center of the screen. The Skill Bar has eight slots mapped to number row keys plus two additional slots mapped to each of the mouse buttons. The character can learn all the skills available in the game if the player wishes; however, only ten can be accessed at any given time, being limited by the number of slots in the Bar.
If the player wishes a radical change in the character's abilities, a "Re-Spec" button is available on the Character Sheet. This allows the player to completely redistribute the character's attribute points at any time by spending some of the character's gold. The charge for a Re-Spec is based on the character's level and is inexpensive up to level 20, after which the price increases much more quickly per level. The current level cap is 100.
Graphics and gameplay
The gameplay and graphics styling of Dungeon Runners has been compared to Diablo and Diablo II, especially noting the instanced dungeons (whose level layouts and content are randomly regenerated each time a player logs into the game), the "action RPG" gameplay style, the naming conventions for in-game items, the variable class structure based on three archetypes (five in Diablo II), and the absence of a "healer" class, among other similarities. One notable difference is that Dungeon Runners is rendered using polygonal models, rather than the sprite-based isometric graphics of the Diablo series.
As of the latest 147 patch, a substantial graphics update was also added.
RecentlyTemplate:When NCsoft has introduced a PvP world where players can travel to the town of Pwnston and engage in single duels or group duels with other players. Each character starts off with a PvP ranking of 1500 and this number changes according to duel outcomes. Players can engage in single or group pvp combat and each side may have up to 5 players. The difficulty of the match is also scaled according to the ratio of the group sizes. For instance, a single player facing off against a team of two players would be at 100% power while the other team's two players would be toned down in damage and armour. Depending on your performance you may receive King's coins which can be spent on items.
Dungeon Runners' in-game music is composed by Tracy W. Bush as straight forward game music in the vein of Diablo II, whereas the boss monsters have their own theme songs, varying in such styles as black metal, synthpop, klezmer and funk.
End of life announcement and shutdown
NCsoft said it would be refocusing its efforts on big-budget, top-tier MMOGs. The announcement was accompanied by news that NCsoft had laid off a number of developers working on its casual MMOG Dungeon Runners, as well as canceled plans to bring the game to other platforms, believed to be Sony's PlayStation 3. Dungeon Runners had dropped, as producer and lead programmer Stephen Nichols confirmed that the game will be taken offline on December 31. Dungeon Runners, which operates under both a free-to-play, microtransaction-supported and subscription-based business model, launched to lackluster reviews for the PC in July 2008.
"Dungeon Runners just isn't cutting the mustard," Nichols said on an announcement on the Dungeon Runners forum. "If she were a ship, she'd be taking on water. Yeah, she's been taking on water for a long time now. Are my cryptic references too hard to decipher? The game just isn't profitable. And, the first rule of business is to be profitable!"
Nichols went on to note that, while the team has a number of ideas to generate revenue, they would be expensive and risky to implement. He also noted that said plans would be greatly hampered given that two of the five developers on the game had recently departed from the team.
Nichols noted that those with paid memberships to Dungeon Runners will receive digital copies of City of Heroes Architect Edition and Guild Wars Prophecies. The producer also stated that anyone who "needs refunds for multiple-month membership purchases will be taken care of."
The online service for Dungeon Runners ended on January 1, 2010. The website was shut down shortly thereafter on January 3, 2010.
- ↑ Trade Wars: Dark Millennium Q&A - PC News at GameSpot
- ↑ Dungeon Runners - Membership
- ↑ "MMOFury Honors "The Heave"". MMOFury. March 7, 2008. http://mmofury.com/gamingnews/news.php?extend.14. Retrieved 2008-08-05.
- ↑ Dungeon Runners™ - Quickstart Guide. NCsoft. Archived from the original on 2008-06-20 Retrieved on 12 April 2010. “Each character class starts with four skills, two Offensive Skills and two Passive Skills”
- ↑ ArsGeek » Blog Archive » Cavtroop reviews ‘Dungeon Runners’
- ↑ Dungeon Runners Review // PC /// Eurogamer