Wakfu’s innovative gameplay: no repetitive quests

Wakfu - give the Ogre a break - Image 1 For every action, there is an opposite and equal reaction, according to Newton. Ankama Studio, developers of Dofus and the upcoming Wakfu, think that gamers prefer games that allow for change. That translates that a player’s actions affect the in-game world somehow.

According to the French dev, “until now, MMORPGs have offered universes where everything was under control, where players’ actions had very little impact on the world they inhabit.” Interesting. Ankama’s new MMO, Wakfu reportedly has no NPCs and quests will be made available by the players themselves hence no repetitive quests and sky’s the limit possibilities. For example, you run the risk of tipping the ecosystem off balance if you chop down too many trees (much like in real life).

Wakfu sports cartoonish graphics, much like a prettier Ragnarok Online, and a sort of turn-based combat. According to Ankama, “the biggest difference we would like to insist on, at this point of the game development, is Wakfu’s fighting system. It is a turn-based system that encourages action and tactics, and not forcing a player to wait for others to finish their turns.”

Of course, traditional role playing is still there. There are 12 classes to choose from, a wide variety of skill that level up with use, professions, parties and guilds. Subscription works like “you can play it for free, but additional content will cost you”. Anyway, beta testing starts around July and there haven’t been any announcements regarding the release date.

The idea’s great – for players, by players – though implementation might just give some gamers second thoughts. If you want to give it a try, you can check out Dofus which is set in the same universe as Wakfu only 2000 years in the past.

Wakfu - give the Ogre a break - Image 1 For every action, there is an opposite and equal reaction, according to Newton. Ankama Studio, developers of Dofus and the upcoming Wakfu, think that gamers prefer games that allow for change. That translates that a player’s actions affect the in-game world somehow.

According to the French dev, “until now, MMORPGs have offered universes where everything was under control, where players’ actions had very little impact on the world they inhabit.” Interesting. Ankama’s new MMO, Wakfu reportedly has no NPCs and quests will be made available by the players themselves hence no repetitive quests and sky’s the limit possibilities. For example, you run the risk of tipping the ecosystem off balance if you chop down too many trees (much like in real life).

Wakfu sports cartoonish graphics, much like a prettier Ragnarok Online, and a sort of turn-based combat. According to Ankama, “the biggest difference we would like to insist on, at this point of the game development, is Wakfu’s fighting system. It is a turn-based system that encourages action and tactics, and not forcing a player to wait for others to finish their turns.”

Of course, traditional role playing is still there. There are 12 classes to choose from, a wide variety of skill that level up with use, professions, parties and guilds. Subscription works like “you can play it for free, but additional content will cost you”. Anyway, beta testing starts around July and there haven’t been any announcements regarding the release date.

The idea’s great – for players, by players – though implementation might just give some gamers second thoughts. If you want to give it a try, you can check out Dofus which is set in the same universe as Wakfu only 2000 years in the past.

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