
Pearl Abyss' PC MMORPG 'Black Desert' has reached its 10th anniversary in North America and Europe. To celebrate, Pearl Abyss held the '2026 Black Desert Heidel Ball in SoCal' in Irvine, California, on July 25 (local time), where they looked back on the past decade with players.
At the event, Pearl Abyss announced the 32nd class, 'Agent,' the new region 'Edania Part 2,' and a 'Hyper Boost' for new and returning players, along with a level system overhaul. They also unveiled plans to address long-standing player inconveniences, including instant character switching, family dispatch, and a combat analyzer.
Jang Je-seok, Head of Live Service for Black Desert, and Yang Wan-su, Black Desert Development PD, attended a joint interview at the event. The two discussed the planning process for the Agent—set as the younger brother of the Corsair—the release strategy for Succession/Awakening classes, and the development direction for Edania Part 2. They also shared insights into the trial and error of their early expansion into North America and Europe, shifts in their understanding of regional player preferences, barriers for new and returning players, and the reasons behind maintaining weekly updates.

How does it feel to mark the 10th anniversary of Black Desert's service in North America and Europe.
Jang Je-seok: Targeting the Western market with a Korean game felt like a dream at first. I still remember when we first launched the service, so reaching the 10th anniversary and holding an event like this is deeply moving. I have a mix of emotions. It was great to meet the adventurers in person at the event, and it made me want to do even better. I will work hard for the next 10 years.
Yang Wan-su = I’ve been with Black Desert for over 10 years, but I never imagined I’d be making an announcement in the U.S. This is my first time visiting. I am grateful to the adventurers who have loved the game for a decade. Whenever I see the reactions of adventurers in other countries, I feel energized and overwhelmed, and I came here expecting that feeling to be even stronger this time.
The new class 'Agent' was revealed at the ball. What differences did you keep in mind while developing it compared to the existing gun-wielding 'Corsair' (Dead-eye).
Yang Wan-su = The Agent was created with the setting of being the Corsair's younger brother. Both characters use guns, but while the Corsair is closer to a Western-style gunslinger using revolvers, the Agent focuses on the action of an operative carrying out secret missions. We emphasized features like rapid infiltration, stealth, and changing directions during combat. While seeking differentiation, we included some common movements to highlight their sibling relationship.

What aspects of the Agent's gun action did you particularly emphasize?
Yang Wan-su = For the Corsair, we implemented the kind of cowboy gunfights we imagine. The Agent uses more modern movements that combine martial arts and marksmanship. He utilizes modern shooting techniques, such as parrying enemy attacks in CQC or aiming at multiple body parts in succession, like a Mozambique Drill. We emphasized faster and more stylish action than the Corsair.
The 'Corsair' has a backstory of coming to the Black Desert world via Marni. How did the 'Agent' make his way into the Black Desert world.
Yang Wan-su = Like the Corsair, he comes through Marni. However, there is a difference in their perception of time regarding when the siblings were separated and how they reunite. You can find more details in the trailer and the stories we will release in the future.

You announced that the release intervals for Succession and Awakening after the 'Agent' will be in the summer and winter, respectively. What is the background behind the decision to make the class release intervals longer than before.
Yang Wan-su = In the past, we tried to introduce new class content at a fast pace. We wanted to show the finished product quickly, so we even used a 'release' format. However, we received more feedback from adventurers wanting Succession and Awakening.
Moving forward, we decided to prepare Succession and Awakening instead of the 'release' format, and to take our time and update them in stages to ensure high quality in balance, concept, and the fun of the action. In the meantime, we plan to introduce other major content besides new classes.
New classes are sometimes evaluated as being too strong at launch. How are you preparing the balance for the Agent.
Yang Wan-su = We don't intentionally release new classes to be overpowered. However, because there is no actual service data for new features, it is difficult to accurately predict the balance during the development stage. There have been cases where early performance appeared strong in the process of trying to make it fun.
In the case of the Agent, it is difficult to predict exactly how players will use his 'stealth skills.' A small feature can lead to stronger performance than expected through synergy. We are always careful, but it is a difficult problem. We will examine the balance closely this time as well.
I'm curious why you held this Heidel Ball in Irvine, California. Is it related to the new class, 'Agent'.
Jang Je-seok: The 10th anniversary of the North American/European service is an important milestone for Black Desert. Rather than celebrating only online, we wanted to meet adventurers in person offline. Pearl Abyss has local organizations in North America and Europe, and we judged that California, in particular, has the infrastructure for event operations and good accessibility. Of course, I also thought it was meaningful to reveal the Agent following the Corsair, a class set in the U.S.
Could you share the most memorable moment from the 10 years of service in North America and Europe.
Jang Je-seok: I remember when we first opened the North American/European servers. Advertising posts, including gold selling, kept appearing in the chat tab. As a developer, it was hard to leave it as is, so I requested the publisher to grant us the authority to block them directly. Developers, including myself, watched the chat like we were on night watch and blocked advertising accounts.
It’s a small episode, but I think it shows our desperation at the time. We had a strong desire for Western users to experience the content made in Korea without interference. That desperation remains the driving force behind our service today.
Yang Wan-su = In the beginning, we set the game's balance and environment differently for each country. We judged that American users would like dark and difficult games, so we even set it so that you couldn't see well without a lantern.
As time passed, we learned that the fundamental tendencies of users are similar regardless of the region. While there are detailed differences, everyone wanted appropriate challenges and fun. I still find it difficult to understand the regional demands that are both the same and different.

When do you think was the most important turning point in Black Desert's growth in the North American market over the last 10 years.
Jang Je-seok: The first year of service was the most important turning point. Because Black Desert has strong original elements, there were many parts that were difficult for users to adapt to initially. While maintaining the core of the game, we focused on improvements, patching two or three times a week while observing what users found difficult.
It didn't mean the number of users increased significantly right away, but users who supported those efforts began to emerge. I believe the foundation built during that first year became the skeleton of the current Black Desert. Later, with the addition of remaster updates, users who had left the game in the past returned after seeing the changes.
As you have been providing service for over 10 years, you must have many concerns about caring for new and returning users.
Yang Wan-su = Of course. Black Desert has a lot of content and various directions to choose from, making it difficult to provide a uniform guide. Even when we provided guidance in our own way, many users could not adapt or left in the middle. We also saw returning users quit the game again for the same reasons as before.
Since last year, we have organized the growth flow centered on weekly content, and I believe it has settled down to some extent. Through the Hyper Boost revealed at this ball, we aim to create a path where new and returning players can grow to a combined AP/DP of 730 and then immediately connect to weekly content. The goal is to reduce churn and help them focus on the game.
Is there a special reason for setting the goal of Hyper Boost to a combined AP/DP of 730.
Yang Wan-su = Analyzing the AP and DP standards for major content like Boss Raids, we found that users could enter most content from the point where the combined AP/DP was slightly over 700. We set it as the goal because we judged that once they reach 730, they can enjoy various content without just repeating hunting.
Jang Je-seok: I believe that for new users to adapt to the game quickly, they must be able to experience the mainstream content that existing users enjoy together. We have been working to narrow the gap between new and existing users, and we judged that with a combined AP/DP of 730, they can participate in major content with existing users.
If everyone starts at 730 combined AP/DP through Hyper Boost, what happens to the countless equipment that existed before? Will there be a cleanup of the complex equipment system?
Yang Wan-su = As we provided equipment to users and guided them on how to grow, various systems and items were continuously added. As a result, too many complex elements accumulated in the lower sections over time.
As you asked, we plan to clean up a significant portion of the complex equipment and growth structures scattered at the bottom, using the Hyper Boost as an opportunity. The goal is to make it easy for users who first enter the game to understand the growth path.

Besides that, is there anything else you are preparing to help new users understand the vast content of 'Black Desert'?
Yang Wan-su = The Olvia Academy added last year was the start. In the existing season, we explained things centered on combat and then sent users out into the world, but they often wandered around not knowing what to do next. In the Olvia Academy, we let them experience various content directly and allowed users to choose the content they need. We also guide them on basic content that is helpful in the long term, like fishing. The content schedule is also a feature in the same direction. For existing users, it is a schedule management feature, and for new users, it can be a guide on what to do first.
You also announced a level system overhaul that sets the maximum level to 75. Is there a special reason for setting the max level to 75?
Yang Wan-su = Previously, the level-up speed was very slow, which caused users to feel burdened, and even if they played hard, the level increase didn't have much meaning. After the overhaul, we plan to allow them to reach level 75 quickly to receive benefits and also cultivate sub characters. I hope you see this as an overhaul that gives new meaning and fun to growth, rather than trying to increase the burden of leveling up.
Jang Je-seok: Previously, there was effectively no end to the level, but once you reached level 62, you didn't really need to raise it anymore. It was a structure designed not to burden users, but as a result, the meaning of level, which is the fundamental growth element of a RPG, was weakened. We redesigned the structure to create a clear maximum level that anyone can reach without difficulty.
The system overhaul is scheduled to take place in two stages, first to level 70 and then to level 75. I'm curious if there is a reason for doing it in two stages.
Yang Wan-su = Even though the game didn't strongly demand leveling up until now, there are users who reached high levels first. We thought that if leveling up suddenly became easy with the overhaul, they might feel a sense of deprivation. We thought of a picture where we first divide the section at level 70 to commemorate the achievements of existing advanced users, and then expand it to level 75 once other users catch up.
Since you can also acquire EXP through PVP, etc., a different method from existing hunting ground leveling is emerging. I'm curious about how you are thinking about balancing this with the hunting-centered growth method.
Yang Wan-su = Regarding leveling, while you can gain EXP from various content including PVP, the stat benefits received from leveling up are PvE-centered. It is not an overhaul to provide an advantage in PVP. The intention is to hope that users raise their levels naturally while enjoying various content rather than just repeating hunting. You can also acquire EXP through life content, but there may be differences in growth speed depending on the content.
Jang Je-seok: If the process of reaching the maximum level is focused only on hunting, it can become a burden again. We want to create a structure where the level rises naturally as you enjoy the various content provided in Black Desert.

There was also an introduction to 'Edania Part 2.' How was the internal evaluation of Part 1, and what points do you intend to supplement through Part 2.
Yang Wan-su = Edania Part 1 is the first region in Black Desert to apply a tiered hunting ground structure. The goal was to provide a path so that as equipment grows, you can naturally move up to the next hunting ground, and we evaluate that this structure itself has settled well. On the other hand, from the user's perspective, there were opinions that the hunting ground choices were reduced or that it was difficult to feel stronger when going to a lower hunting ground with a high equipment level. In Part 2, we plan to add alternative choices and adjust the rewards of higher-level hunting grounds so that you don't have to go back to the previous stage, allowing you to keep looking at the next goal.
Two new types of accessories are being added. I'm curious about the reason for dividing the growth path into 'Creta' and 'Aperon.'
Yang Wan-su = There are various ways to earn silver in Black Desert. Users who collected silver through life content often had to enhance accessories themselves in the existing accessory structure even if they wanted to buy equipment.
I hope you see it as having prepared tradeable equipment for users who prefer purchasing over enhancing. At the same time, users of higher-level hunting grounds can obtain and sell accessories to earn profits that match their equipment level. It is a design intended to provide an option to purchase equipment without enhancing on one side, and a new source of income for higher-level users on the other.
Why do existing entities like Elion, Agris, and Aal reappear in 'Edania Part 2'?
Executive Producer Jang Je-seok = The story of Black Desert has been rewritten several times over its long period of service, and we are currently in the process of consolidating it. Edania Part 2 serves as the finale for the first part of the Black Desert saga. Please view the reappearance of these existing characters as a way to wrap up the story thus far. You will be able to understand the significance of their return once you play through it yourself.
Are you preparing content with other Korean countries like Baekje or other Asian regions as the background after 'Land of the Morning Light'.
Jang Je-seok: We have the idea of making content based on other Asian regions, but there are no concrete plans yet.
Yang Wan-su = Currently, we are focusing on completing the main story line of Black Desert through Edania Part 2.

Recently, the Korean Wave is hot worldwide. I'm curious if you are feeling the spread of such K-content in the process of Black Desert service.
Jang Je-seok: While it is a positive environment that the Korean Wave is loved globally, it is difficult to see the impact felt at the game service site as very large. Now that platforms and communities are globalized, it is more important how fun and well-made the content is than which country it was made in.
We were worried about whether North American and European users would understand and enjoy the Land of the Morning Light, which is set in the Joseon Dynasty, but we confirmed that if the content is fun and well-made, it is not a problem even if the culture is different. It is true that the Korean Wave created a good environment, but I think the essence is the content.
I'm curious if there are differences in play tendencies and preferred content between North American/European and Korean users.
Jang Je-seok: As I mentioned briefly earlier, at first, I thought user tendencies would be very different depending on the region, and we actually applied different game settings. However, looking back now, the fundamental play tendencies are generally similar. While there are detailed differences, it is the role of the local operation organization to understand and respond to them. I think it is better to take a clear development direction as one.
You are creating many touchpoints with users through various offline events such as 'Heidel Ball' and 'Calpheon Ball.' As the live service continues for a long time, I'm curious about what role these offline events are playing.
Jang Je-seok: The most important thing in long-term service is trust. Not only developing reasons to continuously enjoy the game but also interacting with users is a process of forming trust. Holding a separate event for those who have enjoyed one game for over 10 years itself becomes an important venue for communication.
Developers usually only encounter users through data and community opinions, but when they meet in person, they re-feel the fact that there is a person behind each one. After finishing the event, I think I should work harder. As it is an important place for both users and developers, I want to expand it in the future.
I'm curious about how the opinions of users received at offline events are reflected in development.
Jang Je-seok: Rather than applying specific opinions as they are, I see it as a process of confirming the development direction. We analyze why the user gave such an opinion and what problem caused such a story, and then deliver it to the development team. The results of such concerns are reflected in the updates announced at the ball.
Yang Wan-su = Rather than reflecting only one opinion, I try to melt the heard content into the whole.

'Marni's Combat Analyzer' was also revealed through this ball. I'm curious if this is a personal feature, or if there is a possibility that it will be abused as a standard for evaluating users in a party.
Yang Wan-su = I didn't want to make it a feature for comparing with other users. However, checking how strong you have become when you have equipped and grown is the primitive fun of a RPG. I don't want the combat analyzer to become a yardstick for comparing and suppressing others. If such a phenomenon becomes severe, we will have to review responses at the content level as well. As the difficulty of the game becomes excessively high, user classification according to figures can become severe, so I intend to approach it from a balance perspective as well.
Jang Je-seok: Black Desert's party content is not often designed to be excessively tight in a way that the entire clear becomes impossible because one person's skill is lacking. The combat analyzer is also a feature that users use selectively and does not change the fundamental structure of the game, so I don't think there is much concern.
Were there many user requests for the combat analyzer?
Yang Wan-su = It is difficult to judge simply by many or few. It may seem like there are many requests in the community, but there are also users with different opinions. There are also people who come to me after the ball ends and say they hope they don't get swept away by numerical competition.
However, the core is that even if users wanted to know how strong they had become, there was no way to check. The result of worrying about how to implement this in a good way is the combat analyzer. Rather than unconditionally revealing the damage, I wanted to provide it as a feature that is useful to users.
If the growth section rises due to Hyper Boost, existing low-level hunting grounds may be abandoned. Do you have any utilization plans you are considering?
Yang Wan-su = If the basic section of combined AP/DP rises, lower hunting grounds may naturally not be used, and the development team also thinks this is a waste. Repeatedly using only the new hunting grounds of Edania Part 2 can also be less fun. We are considering a plan to utilize past hunting grounds as new choices by reorganizing them to fit the higher stage. We plan to set the specific timing by looking at the necessary point after the update.
I want to hear the reason why Black Desert has been able to continue its North American and European service for 10 years and its future direction.
Jang Je-seok: It is difficult to pick just one reason. I think Black Desert's unique originality, action, high degree of freedom, and vast content were the foundation. While developing these features, the process of improving uncomfortable parts through weekly patches was added, allowing us to reach the 10th anniversary.
The next 10 years will not be much different. We must maintain and develop the action that is competitive even compared to new works and the advantages unique to Black Desert. The fact that studio members still play the game themselves and have affection for it is also an important foundation for continuing the live service.

There are many live service games that update with long terms, but Black Desert updates every week. Do you plan to maintain this stance in the future?
Jang Je-seok: That is probably the company's basic philosophy that will not change. When a problem occurred in the game or there was a part we wanted to change, we founded the company and developed Black Desert with the thought that we wanted to fix it quickly. Improving quickly is our fundamental service philosophy.
Yang Wan-su = Actually, we tried changing the update cycle from once a week to once every two weeks, but the development team couldn't stand it. Because the development team also plays the game themselves, when they saw a problem that could be fixed, they thought, 'Why should we wait two weeks?' Eventually, we returned to weekly updates. Now I think we are just people who have no choice but to work in this way.
Lastly, I want to hear about the current situation of the console version of Black Desert and future update plans.
Jang Je-seok: The console version showed better results than expected when it was first released, so the development team was also surprised. However, while the PC version continued to expand, there was a difficult time because the performance of console devices had difficulty keeping up with it. Since then, we have carried out significant optimization work, and currently, the content version is mostly matched, reaching almost the same stage as the PC.
Yang Wan-su = The content announced at this ball will also be applied to the console in order according to the build sequence. Unless it is a matter that requires additional work like console-exclusive UI, the current update sequence has mostly caught up.

Sort by:
Comments :0
