Dungeons and Dragons Online was "the forgotten MMO": "a game that really doesn't jump to the forefront of the MMO market, but stays quietly in the background, chugging away with a loyal fanbase and consistent content updates." The timing of that story on Massively was uncanny, because ten days later Turbine dropped the news on the gaming community that Dungeons and Dragons Online was going free-to-play. Opinion on the decision was sharply divided, with many players saying they'd take a look at the game and a small but vocal minority declaring this to be the death knell of DDO.
Today, the numbers speak for themselves. Their revenue is up 500%, they've had over one million new players, and you'll be hard-pressed to find anyone who would refer to the game as "forgotten." Turbine has arguably set the standard for a hybrid free-to-play business model, and it's paid off very well. However, it wasn't always a sure thing and it certainly wasn't a snap decision. Follow along after the jump for our interview with Executive Producer Fernando Paiz at GDC as he explores the thoughts behind the business model and where it's taken Turbine.