To date, the game has released 20 expansion modules, exploring everything from the Feywild and the Underdark to Barovia and Chult.įollowing the FTP model, all players have access to new modules and areas, though the game does support in-game microtransactions to buy upgrades, gear, rare items and equipment and rare races. It has expanded its player base by releasing on consoles in 2015 and has received a steady stream of new modules over the years.
Set on the Forgotten Realms' continent of Faerûn, Neverwinter began public beta-testing in 2012 and then officially released for PC players in 2013. This created an unfortunate level gap between players, making it difficult to find people at higher levels who were able to quest together. One unique aspect of the game was the ability to "Reincarnate," which allowed a level 20-30 player to sacrifice their current experience points and start anew at a lower level with the ability to respec their character, change their appearance or choose a new path. Related: Dungeons & Dragons: 5 Ways DMs Can Deal With a Dysfunctional Party There are 10 playable races, and 14 customizable classes, though half of the player races can only be unlocked through in-game purchases.
Over the last nine years, DDO has received six major expansions, exploring everything from the Underdark and the Feywild to the Shadowfell and Ravenloft, though it mainly focuses on Eberron and Sharn. This lack of regular new content has made it hard to the game to sustain player interest.ĭDO's first major content expansion module wasn't released until 2012 - six years after the game's initial release. Like the tabletop game, DDO released new content updates as modules, but there were often large gaps between major releases.
After two years of development, Turbine issued a nationwide alpha test, offering free test keys in issues of PC Gamer magazine, but the fact that it originally cost money to play stood in the way of it taking off once if actually released.Įventually, DDO shifted over to a free-to-play model, creating a paid structure that allowed VIP players to access more content than those who didn't spend money on the game. However, early on, the game struggled to satisfy its player base. With 15 years on the market, Dungeon & Dragons Online has had a lot of time to hone its model.