Black Desert is a MMORPG game produced by PERAL ABYSS and distributed by DAUM. The game tells us that in this huge illusory world, several countries have waged a long-lasting war for a resource called “Blackstone”, which is a product of ancient civilization that can provide strange power. Players are the restless adventurers of the alien world.

The greatest feature of this work is the use of open seamless maps. Players can experience many interesting contents such as trade, houses, city battles, adventures and so on in the endless game. Players can experience realistic large-scale battles against a broad stage background.


Although I am not an online games party, but occasionally encounter such fine online games will not help but try. “Black Desert” inherits the excellent picture effect of Korean online games. The effect of self-made engine is no less than that of several well-known game development engines. Details are well depicted and the pinching system is still high-end. In terms of game system, this book tends to sandbox playing, which provides us with a game environment similar to “Ancient Century”, in which players can choose from a variety of directions. You can either go out and get more powerful equipment, or you can live a leisure life decorated with houses and fishing every day.

In addition, the initial stage of the game is not just a simple task killer and then change places to continue such a boring upgrade, the task is more of a daily content. Generally speaking, it not only inherits the essence of other previous online games, but also makes some breakthroughs on this basis, making the game more rich and interesting.

Based on the kimchi game in Korea, the Black Desert has done a good job. It first fundamentally changed its game mechanism, highlighting a little sandbox, not only that, it also worked hard on many life systems of the game, and to a certain extent, the pursuit of authenticity, not always give the player experience to compromise. For example, the warehouse system, the game has many strongholds, there may be hundreds, a small number of strongholds have warehouses. But these warehouses are not universal. If a player wants to take an item out of the warehouse, he must ride his own horse to the stronghold to get the item out. Or use a conveyor system to transfer items from the warehouse to another warehouse. And this delivery is not done immediately. Each stronghold has a conveying NPC. When he moves between the strongholds on a carriage, you can open a map to see the signs of moving objects. There are a lot of realistic settings like this in the game.

If we want to enumerate these characteristics throughout the article, I’m afraid it’s not enough to write 10,000 words. The above is just a simple example, I hope readers can have a basic experience.

Game battles are also well done, with gorgeous action, gorgeous special effects, monster blood rush, and accompanied by brilliant screen effects. The experience is excellent, but because it’s very difficult to upgrade in the later stages of the game, it takes a lot of time to gain experience and brush the odds over and over again. Over the past few decades, this magnificent battle has gradually become commonplace and tedious.

Disadvantages. Although there are many systems in the game, they are generally difficult to use, but lack depth. And the core value system of the game is very simple, that is money. All the purposes of monsters, trade and living systems are for money. Money is the bridge of everything. Money can get better equipment, and then better brush. Money can buy better cooking and alchemy as well as living materials to upgrade life skills.

But this is in a vicious circle. Better equipment means faster access to money, and higher life skills are the same.

This directly led to the later period of boredom, the lack of a deeper game system.