Ultionis: Dorundain you are the founder and leader of the Oromëa. We are about a week or so now into release now, how do you feel about the game so far?
Dorundain: At some point, a long time ago, one of the devs made a comment that the devs were gamers first, and were building the kind of game that they wanted to play. As a result, they’ve built the game I’ve always wanted – a huge, seamless world, with near-limitless player freedom, the ability to build and siege cities, skill-based character progression, FPS-style combat, and so forth. It’s a mouth-watering laundry list of features for anyone who’s frustrated with the standard MMO fare, and Darkfall delivers on all of those promises. We were disappointed with some of the design decisions – the guard towers in the wilderness, the floating indicators over clanmates’ and partymates’ heads, and a few other things – but those don’t take away from the Aventurine’s massive achievement, turning a PvPer’s dream into reality.
However, being gamers first, as opposed to, say, businesspeople, they vastly underestimated the demand for their product, and were woefully unprepared at launch, despite the delays. I think the market will be a lot more forgiving of an independent, niche game like Darkfall that is so meaningfully different from anything else available, but I feel Aventurine wasted a huge opportunity. A smooth launch, with capacity for every paying customer, would have silenced a lot of the naysayers. As it is, the brilliance of the game itself is somewhat dimmed by the frustrating (if comical) fact that customers have to struggle so much just to buy it.
U: Oromëa was formed in 2003 specifically for Darkfall. I always recruited ingame, people I have played the game with for a while. How have you been recruiting when the game was not out yet?
D: Well, first of all, we focused on recruiting people that we could get along with. In-game skill, to a large extent, can be trained (my wife went from playing nothing but Sims 2 to getting regular top scores in Battlefield 2 in the space of about 6 months) but it’s nearly impossible to “train” someone to fit in, socially. This meant that our application process was generally pretty long, often over a month. It also meant that we rejected a lot of applications (60% or so, last time I added it all up). However, largely as a result of this, we’ve developed some really close friendships within the clan, and many of us have met in real life, even traveling to other continents to do so. It’s a cliche, I know, but we’re not just a gaming clan, we’re a community of friends.
Having said all of that, we didn’t spend the last 5 and a half years sitting around on a forum. We’ve played a number of games together while we waited for Darkfall, including Ultima Online, Star Wars Galaxies, Savage, and most recently Battlefield 2.
U: What was your strategy, if any, going into release? Did everything go as planned?
D: Hah. Our strategy was to get everyone in-game as quickly as possible, rush to our favorite hunting spot, and get our cash fast. None of it went according to plan. Some of us couldn’t get pre-orders. Many of us (myself included) couldn’t get past the patch server. By the time we were all in-game, the synch issues were so bad that the fastest way we could make money was fishing for lobster and mining for gemstones, because we couldn’t see any of the mobs.
This was obviously a setback, but I was impressed at how my guys rallied together, and despite starting essentially from scratch, within a couple of hours of the servers normalizing, we had the city spot we wanted, and even had the extra cash to help out some friends.
U: If the information on Darkfall forums are correct you are 68 active members. What type of clan are you aiming for and why?
D: We’re a little bigger than that on paper, but that’s an accurate reflection of our active membership. We haven’t really been aiming for a particular size; I personally believe that any organization of any size benefits from adding quality people, so our focus is more on ensuring that the folks we let in are the folks we want, rather than on whether they fit into a desired headcount.
U: Reading your recruitment post I get the feeling your are a roleplayerish clan. If there is any truth to that, how is that working out for you?
D: If truth be told, few of our members roleplay, in the conventional sense. The only requirement we make of our members is that they keep real-life talk out of the Public channel. But honestly, 99% of our communication is in ventrilo, and nobody wants to roleplay on ventrilo.
We’d be more accurately described as a loreplay clan – we call ourselves the “Mirdain Defenders of Mirendil,” and we do genuinely try to play by that code, and according to the Mirdain lore. We attack racial enemies, we attack people that we adjudge to be disturbers of the peace, we try to defend innocent Mirdain citizens, and we reserve the right to be a little arrogant and self-righteous in determining who falls into which category. 
U: You are not an all race clan. What advantages and disadvantages in terms of clan warfare do you think that that will bring you?
D: This is rather a sore point with us. The game mechanics don’t really reward people for being a single-race clan (or even a single-faction clan). The floating indicators obviate any advantage we gained by all looking similar. Any advantage we gain by starting in the same area is negligible, when you amortize the lost hour or so of travel over the life of a clan. City guard towers (the bastion of hope for a lot of folks who want to see a disadvantage for all-race clans) only have 3 settings: attack anyone except allies, attack only enemies, attack no-one. None of these will make life any harder for an all-race clan.
U: In your opinion, what does Aventurine need to change with Darkfall in order to make it a successful game?
D: I’m certainly no expert on the MMO genre, but I’ll offer them what armchair market analysis I can.
They need to keep in mind that Darkfall is not a mainstream game, and accept that it almost certainly never will be. Aventurine is like a boutique store – it will be successful in the long run based on its product selection and customer service.
The customer service in the first week since launch has been abysmal. I’m sure things will improve, but I really believe Aventurine needs to make this a priority. Server outages without warning or explanation are not reassuring. Communication has never been Aventurine’s strong suit (whether by choice or circumstance) but letting paying customers know in advance (even 1 minute!) when servers are going down isn’t some unrealistic, pie-in-the-sky dream; it’s a basic standard of professionalism. Similarly, the fiasco that is account management and ordering needs to be sorted out. I tell my friends about Darkfall, and then they ask me where they can buy it. What am I supposed to tell them? It’s embarrassing.
However, Darkfall – the game – is a fantastic product. With some polish and with the addition of some of the features that were dropped, it will be even better. This is something I’ve explained numerous times to skeptical friends and clanmates, who weren’t able to participate in beta, or who were only able to play for a day or two: Darkfall is, at its core, exactly what we’ve been looking for: an MMO with free-for-all PvP, full loot, city-building and sieges, and an incredible, hand-build world to go out and explore.
If Aventurine can just sort out the business end – like allowing people to buy the freaking game – I really believe Darkfall will sell itself.