Also the director was fired.
Continue reading “DFO Dev Sold Exploited Gold For Profit, Fired”

Dungeon Fighter Online is back, and by the time you read this will probably already be up and running. Initially shut down back in 2013, publishing for Dungeon Fighter Online was picked up by Neople and reopened in beta to the public last year. Today marks the game’s official launch on Steam. Servers open at approximately 10:00am PST, or in just under two hours as of this publishing.
If you have fond memories of Dungeon Fighter Online, let us know in the comments section below.
(Source: Steam)
It looks like Dungeon Fighter Online may be returning in English. Neople, the developer behind Dungeon Fighter Online, has opened up an alpha test for a global English server. The only way to play at the moment is to sign in with a Facebook account, noting that the server may be down intermittently for maintenance and that the service is in no way affiliated with Nexon America or Nexon Europe. Dungeon Fighter Online was shut down by Nexon last April in North America.
You can dive into the open alpha starting today.
(Source: MMO Culture)

At level 11 in Dungeon Fighter Online as part of my traditional “race to the bottom” whenever an MMO shuts down, and I can’t help but notice a distinct lack of dungeons. And fighting. Why is it that 85% of the creatures you fight against don’t even bother fighting back? Does my character have bad body odor?

Dungeon Fighter Online launched in 2009 in North America and despite some complaints about issues with gold spam, it was actually a fun game to play. Despite the shortcomings of gold farmers and hackers, DFO was a solid side scrolling hack and slash game, one that probably deserved a much warmer reception than it apparently received. Sadly fortune does not always find us, and Dungeon Fighter Online never caught on with the kind of audience Nexon expected, and the developer has posted a notice on the official website that services will be coming to an end on June 13th. The ramping down will begin on April 11th with the closure of the game’s cash shop.
For more than three years, our teams worked hard in hopes of building a strong community through new content updates, service fixes, and events. We tirelessly battled hackers and farmers. We even had the honor of presenting the game to you at E3 and PAX. However, Dungeon Fighter Online was not able to grow beyond its very special and proud core following. Sadly, Dungeon Fighter Online has not attracted enough player interest to properly service the game. Internally, we struggled deeply with the popularity of DFO in North America as the title is immensely popular overseas. For more than three years, we went through many milestones and several pushes before we came to this very difficult decision.
Information regarding compensation will be coming on April 11th.
We will compensate the purchase of Permanent, Durational and Consumable items purchased within the past six months. The dollar value is correlated with the time of purchase. Please note that this compensation is non-transferable.
(Source: Dungeon Fighter Online)

Part of my job here at MMO Fallout includes predicting the future, and occasionally I am wrong. This is not one of those times. Now, those of you who follow this website know that I have historically suggested that MMO players who want to play on the console choose the Playstation 3 over the Xbox 360, foremost as there will never be an MMO on the 360 (apart from Final Fantasy XI). Thanks in part to Microsoft’s stringent policies clashing with the inherent requirement that the game be available for regular content and patch fixes, even Square Enix has admitted that the only reason Final Fantasy XI made it onto Xbox Live was due to the system being in its infancy.
So although I offer my congratulations to Nexon for managing to get Dungeon Fighter Online on Xbox Live Arcade, I have to play devil’s advocate and point out one important fact: Dungeon Fighter Online is not an MMO. Structurally, there isn’t much difference between Dungeon Fighter and, say, Castle Crashers. The game is still run via P2P networking.
What this does bode well for is lobby-based, not really true-MMO titles, coming out on the Xbox360, which was never really a problem to begin with. As far as the traditional MMO, well you’re still better off with a Playstation 3, given the system already leads its competitor by multiple MMOs.

I love me some Massively.com. Aside from being great reading material to begin with, I will admit that Massively is one of the biggest sources of MMO news that makes its way on to MMO Fallout (although without my cheeky commentary). One issue I do take with Massively, being the cynic that I am, is that certain unnamed editors, one of whom calls himself Justin Olivetti, seem to lap up figures by Nexon and other free to play developers as if they are something to be impressed by.
Most recently, Nexon announced that Dungeon Fighter Online has amassed 197 registered accounts, even more impressive as the game hasn’t even launched in North America. Almost two hundred million would have sounded great on paper, albeit suspicious to people like myself: When a company flaunts registered users rather than active users, the active users are always a fraction of the total number. This goes for every game. Technically, Warhammer Online has at least 1.5 million “registered users” as that many preordered the title. Virtually every MMO in history, sans a few (World of Warcraft, Eve Online, Fallen Earth, among others) has seen its peak user population around launch, followed by a steep dive after the first free month, followed by gradual decline with occasional instances of upped user count. So please don’t think I’m singling out free games.
Dungeons and Dragons Online I allow to slip by because they also announce figures for paying members. Runescape I do not consider for the category because there is no “launch” to go off of, as the game began as a one man project with the intent of drawing in no more than a couple hundred players playing for free.
As is with any situation, Nexon made this much worse for themselves, and much more fun for me, by continuing on with statistics that show Dungeon Fighter Online must have a retention rate in the single digits. Let’s break these two statistics down, shall we?
I want those of you reading this to note that I am not in any way insinuating that Nexon is doing badly in the market, especially for a free to play developer. Nexon reported a 35% increase on-year revenue in 2009, and will undoubtedly keep making money. The purpose of this is to show you that 197 million is not 197 million, not even close. Nexon may not be lying, persay, but they are pulling the equivalent of telling the cashier “I’ll pay you five dollhairs (sounding like dollars)” and then attempting to call him out when he doesn’t accept your Barbie follicles.
I do not understand why free to play games feel the need to mislead the public about their titles. If Nexon had come out and said “we have over 2 million active players,” that would certainly be impressive. Not really impressive compared to other Korean free to play MMOs, but impressive nonetheless.
Because of their easy access and generally less dedicated players (no initial monetary investment), free to play MMOs see a much lower retention rate than your mainstream paid MMOs. Remember: That 1.2% retention rate was based on every player playing only ten dungeons. If you want to go even further and say every player played 20 dungeons on average, you end up with a 0.6% retention rate, and again we may still be in the realm of too lenient.