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the Lonely Altar

I don't play "games", I play MMORPGs! This is where I talk about them!

Author: Tierless

#103 Camelot Unchained Delays Progress

Posted by Tierless Monday August 11 2014 at 10:15AM
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Before reading I recommend reading the BSC progress bullet points here http://camelotunchained.com/en/bsc/#about-progression-system or watching the video here https://www.youtube.com/watch?v=HKgySmQg0gM&list=UUVCBRi911BttMo1XP4cUOfQ

If I told most gamers I’d give them a Doritos taco today...but if they saved it until tomorrow I’d give them two more how many of us would eat the one rather than save it to get more? Ok, I know what you're thinking. Yes, I’ve saved fast food overnight and yes I’m aware that for some strange reason it starts to look like a person that sat in a bathtub for wayyyy too long so maybe I should have used cookies instead of tacos...

My point is most gamers would probably take a short term gain over a better long term gain because were impulsive, we like instant gratification, and hell, the breaking could happen tomorrow! I might never see my two Tacos but I got one hot delicious taco here and now and I’m gonna enjoy it! Live in the moment baby!

So what happens when you wait to give a reward to your players until the following day? Sounds pretty....BSC doesn’t it? I’ll be honest this concept did not phase me. I have played every game from Zelda to WOW without giving a damn about stats, numbers, XP, gear, etc. BUT I did it for 2 reasons, 1. it feels less like work and more like play and 2. because I can’t go middle ground, I’m either hardcore or casual and once I flip that switch I’m all in til playing the things feels more like work, OCD and work! I had the nintendo logo burned into my TV for a reason afterall!

I keep it casual for my own well being but I get why people like it. The high of the instant achievement. The brain craves it and the game provides it! Unfortunately developers know that and use it as an uncreative crutch to keep us hooked on their uninspiring gameplay. They COULD do something more interesting but they don’t because it’s harder and it’s riskier. It would take a studio with some serious stones to remove such an easy retainer...enter CSE.

By creating a system in which SOME of the feedback is delayed CSE is throwing down the pole and saying our gameplay is gonna be the pillar of this game! Not “story”, not graphics, not the IP, not the grind treadmill, our RVR gameplay! Keep in mind not all rewards are on a 24 hour delay. Some rewards will happen in real time. Given some players may have to adjust what a “reward” is to them. For me the best reward is RVR ownage, conquest, capture, control, and burning enemies houses down! I’d think most players would agree.

I LOVE that progression will be slow and get slower the more you level. I love that the curve will mean new players won’t be playing catch up from day one. That is incredibly important in an RVR game. I LOVE that players will be rewarded for things like protecting caravans! I LOVE no hard caps on skills, stats, and ability components! More than all that I really LOVE that the reward delay will result in CU playing in a way that is a better experience for most players by getting them to put realm before self!

Whew! That’s a lot of love, so lets get to what I don’t love. I don’t love the NPC king telling me good job. I just don’t need that. When I log off I’m pretty sure I’ll have a sense of how the night went for me. If I get rolled all night an NPC king patting me on the back might be more insult to injury. “You don’t know me BRO! You weren’t there! I sucked! I don’t deserve any praise...I...I...hold me, hold me so I can cry, can’t a warrior cry!” Ok, that got weird... I really like the report concept, I just hope it doesn’t have too much fluff with it and I think the powers that be (CSE) probably feel the same way because “no handholding”. A little chin up isn’t bad but don’t insult me, if I’m brutal or my realm is brutal we need to know it so we can handle it like PVP pros!

More advantages of this crazy concept; less grinders and exploiters. YAY! Less keep trading. YAY! More mystery. YAY! YAY! This system will adjust daily to keep people from trying to grind what gave them the best reward yesterday, genius! It will make every day in the game feel a bit more mysterious and exciting. It’s a fantastic idea and I really can’t gush enough about how much better I believe it will make logging into this game “feel”. Yeah, remember when games had mystery and a “feel”? I do, and I miss it, I miss it badly.

Camelot Unchained will be a living game with real changes which means each server will have it’s own very real very unique history. The daily report is a nice way to record some of that history. Will the reward delay be off putting to many players at first? I’m sure it will. In a few weeks will they remember? I don’t think so, they will be too busy, gasp, playing the game for the reasons we used to! Fun, victory, challenge, conquest, fortune, fame, control, power, domination, and money! The usual. No different than any other old school gamers. ;)

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