Been way to long since I updated this blog.
So in the spirit of getting back into updates about Camelot Unchained we will first start off with Mark's Foundational Principles including the new one he recently released.
Foundational Principle #1 Be willing to take risks, even if fortune doesn't always favor the bold
Being safe is for tourists and for most casual games. This is the wrong game, wrong genre, wrong developer and wrong time to be safe. We will take chances with lots of aspects of this game. We are not afraid to take a stance on what we believe will make a great game even if it means angering (and losing) some potential customers. To quote one of my favorite movies, “This is a revolution dammit! We are going to have to offend somebody.”
To say this game’s design will be fraught with risks is an understatement. I know it would be very easy just to go out and use buzzwords like “sandbox” lots and lots in describing this game to attract players and investors.
I could also go out and talk about how this game “Will revolutionize PvE!” and attract another group of players and investors (that whole mass market thing) but yet I choose to make an RvR-focused game that even if successful has no chance of threatening Dark Age of Camelot’s peak subs (250k), let alone something much larger like EQ1. What I want to do is take chances with this game that most, if not all, publishers wouldn’t want to take with it and that’s exactly what we are going to do.
You may be thinking, “that sounds good but WTF does it really mean to me?” It means that we are designing this game from the ground up by tossing out all of the MMORPG tropes that have involved since the first MUD crawled up out of the ether and blinked across a screen. I don’t really care if MMORPGs have been evolving in a certain direction whether over the last five years or fifteen years. All I and the team care about is what will make this game great and that will mean taking chances with the game’s design and again, be willing to piss some people off.
And we are ready, willing and able to do that. We won’t include features just to gain a slightly larger market share. I won’t put (or allow anything to be put into the design by others) things that are there simply to gain more users at both the expense of other players and that are in conflict with the FPs.
However, I may also put in some features that some people might not consider fun (like true day/night cycle, slower and different leveling systems, extremely limited fast travel, no PvE leveling/gear grind) because I believe that will make this a better game for our niche. It also means a willingness to take some chances with new design ideas as I’ve done in the past, even if it blows up in our face.
Both Dark Age of Camelot and Warhammer Online contained lots of risky game design decisions. Some worked well, some not so well and some flopped big-time but I’ve never been and never will be risk adverse. The game will have some very old school elements but it will also have some new ideas and twists and that means taking chances, big-time. Being totally independent again means I can take these chances the way I did in the past and that feels great.
Over the next few weeks I’ll be talking about some of the risks we’ll be taking. If the Kickstarter funds, during the game’s development I’m sure the Backers and our team will come up with more new and risky ideas for us to experiment with. Sounds like fun to me. If it sounds like fun to you, I hope we will have your support for Kickstarter. If not, I thank you for taking the time to read this and possibly our other developer blog entries as well.
Read more here: Camelot Unchained
While this is my blog on the game in development, Camelot Unchained, I found this to interesting not to post about it.
Recently read a short article over at Massively about Allods Online developing a subscription based server.
While f2p seem all the rage today Mark Jacobs believes like every other sub model it will eventually fall out of favor.
Went over to Allods Online and here's what the producer said in his August Producer letter:
'Next in line is the opening of a subscription-based Server.
We have known for a long time that some of you were interested in this option, and we believe that we now have enough facts to back up that idea. Thanks to the opening of the subscription server in Russia, we can benefit from months of data gathering which has proven it could be a successful venture. We can now assume that even if the majority of players currently prefer f2p over subscription, there is a sufficient community interested in that option to address that demand and still meet population requirements.
Still meeting this population demand safely would require the creation of one unique subscription server, and that’s a particular point which needs to be addressed carefully:
• The same game client must be able to access both types of servers, the free-to-play one and the subscription-based one.
• Introducing subscription payments in our billing tool will require some backend revision that could take some time before reaching this could be implemented correctly. "
Looks like the biggest flaw of f2p is finally making players upset. What flaw is that you say? Actually 2 things come to mind.
f2p always ends up pay to win because the company cannot resist the temptation to put game enhancing items in the store to increase revenue.
Most f2p games that have any subscription at all still bug the crap out of their sub players to buy stuff in the cash shop. cough, LOTRO, cough.
Hopefully Allods Online will keep it's sub players happy by not bugging them with cash shop ads and it would be a breath of fresh air if other companies did this also.
Yesterday Mark at CSE posted kickstarter update #52 with a background story for the Dvergar (Dwares) and how the "Piercing of the Veil" changed them.
Also for your viewing pleasure is a short new render of the St'Rm in a animation test.
And last but not least some earlier concept art for the Dvergar race. Enjoy!
"Today's update has lots of goodness in it. First up is a new render of the St'Rm in a full and glorious animation test. Not finished by any means but this test shows you a wee bit more than we did the last time and that's a very good thing. I hope you like what you see and I promise that if we can ever get one of her race to join us in our studio, we'll hook her up to MoCap and do even better. :)
Secondly, it's storytelling time here! For today's tale, I'm happy to present a small piece of the origin story of the Dvergar (Dwarves). The tale was written by me, which means that it has some good ideas, some very mediocre writing and a bit of humor. Fortunately, and most importantly, it is accompanied by some awesome early concept art from Michelle and Sandra. In looking at our concepts for the Dvergar, please keep the following things in mind:
1) We are not looking for create "Generic Fantasy Dwarf V9999999" and we hope that the vast majority of you feel the same way. Just like some of the other concept pieces we have released so far, our Dvergar harken back to their legendary roots but through the power of the Veilstorms, they are evolving into their own unique race. Different from most "traditional" dwarves, yes but I believe in a direction that fits the world of Camelot Unchained and the game we are creating.
2) The art is, as usual, in its most embryonic form so remember when the discussions/critiques begin.
3) Each piece of concept art is numbered. Please feel free to discuss this update on our forums and use the numbering system when referring to which ones you like, don't like, etc.
4) I'm not a talented/great/good/etc. novelist or writer, etc., just a guy who likes to tell some stories. Like the concept art, this was a fairly quickly written and edited piece and nothing in it is final. It's simply a "concept story" as it were and nothing more. It isn't, dare I say it (dare, dare!), set in stone. :)
I hope you enjoy the St'Rm animations and the Dvergar concept and and art. For the tale, if you aren't grabbing pitchforks and tar and feathers in protest of my writing, I'll consider that a win. :)
That's it for today!"
Check out the background of the Dvergar, St'Rm animations and concept art over here:
Been a while since I had an update on Camelot Unchained but CSE has released a new art update.
And since my friend, Giuseppe over at dualshockers.com has already covered it will let him describe it for you.
"It’s been a little while since when I had a chance to post about Camelot Unchained, but today City State Entertainment posted a new update, showing more early-production assets about the successfully kickstarted RvR MMORPG.
We got some lovely pieces of concept art showing ideas for everyone’s favorite screaming undead: the banshee, and a few animation cycles showcasing a Tuatha De Danann model as he rolls and tumbles to figure out approximate timing, core game play, and cape interaction.
The official backers’ forums are also up and running, and backers are being invited to it in batches. As any MMORPG forum, conversation is already quite lively and spirited, and hopefully it’ll serve as a forge for good ideas that could go into the game."
Continue reading over here: New Camelot Unchained Concept Art
Catalin over at geeky gadgets has a brief article up concerning CU and where it goes from here.
Mythic Entertainment founder Mark Jacobs of Warhammer Online and Dark Age of Camelot fame has seen his Kickstarter for Camelot Unchained has confidently skipped past its $2 million finish line. Camelot Unchained, a three-way realm war take on the MMO will now be entering testing by January and aims to ship in December 2015.
“Up to now I have shown you that we can ‘talk the talk’, while Andrew has proven that he can ‘walk the walk’, but again, this is only the beginning. If the Kickstarter process is like a roller-coaster ride, then what’s coming next is the greatest thrill ride of all time. We won’t let you down,” read the team’s victory post.
Read more here: Camelot Unchained Funded At An Average Of $150 Per Backer
CSE recently added the stretch goals to the kickstarter they just successfully funded.
For those of you new to kickstarter many publishers once they meet the original goal decide what extra benefits to give their backers for additional funds.
These stretch goals for CU are:
$2,100,000------->Archers and one new race per realm.
$2,250,000------->CU Version of Herald/Armory.
$2,500,000------->The Depths and one new race per realm.
For those of you not familiar with what the Herald is Dark Age of Camelot many years ago put up a stats page for players with all sorts of neat info. Here is a link on the waybackmachine that shows the herald from 2002 DAOC.
You can help with these stretch goals over here: http://camelotunchained.com/en/donate/
Well it is official folks, as of a few hours ago Camelot Unchained Successfully funded with a kickstarter finish amount of $2,232,933.
Here is Marks final update for the backers of CU.
Our 30-day journey has ended but our real journey has just begun. It has been an exhilarating roller-coaster ride that has seen us weather the power of the ServerStorms, illness and injury in the studio and the usual trial and tribulations of our first Kickstarter campaign. We have all made many new friends along the way and while we will take leave of you tomorrow, the parting will be very brief. When we return after some much needed R&R, we will be back hard at work with one of our first goals to get the Backer Forums up and running.
Sometime after the Kickstarter closes we will prepare a survey for each of you. We will ask you some questions that we need you to answer carefully (like your email address for example) so we can ensure that you will be able to join all of us in the forums. So, frankly don’t take too long or we will be deprived of each other’s idears! :-)
The creation of Camelot Unchained is our goal but along the way we will all share in a great adventure. As our backers, you will be part of a creation process unlike any other MMORPG’s creation to date. Up to now I have shown you that we can “talk the talk” while Andrew has proven that he can “walk the walk” but again, this is only the beginning. If the Kickstarter process is like a roller-coaster ride, then what’s coming next is the greatest thrill ride of all time. Scary, yes but in the end we will come through safely and we can say that we did it together. And we would rather have you guys along for the ride than anyone else we know! From all of us at CSE you have our most humble thanks and deepest appreciation. We won’t let you down.
-Mark Jacobs & Andrew Meggs
View the Update video over here: CU Success Update Vid
Some folks have a way with words. I myself unfortunately am still learning to put my thoughts on paper.
Guiseppe over at dualshockers.com has wrote a wonderful article on how Camelot Unchained can change the industry.
"As I start writing this piece, the Kickstarter project for Camelot Unchained is in its home stretch, with just a handful of hours to complete its funding and speed towards its first stretch goals. With an average pledge per backer of about $160, it’s obvious that many of its supporters really want it to happen. The counter now reads $1,854,237 in pledges. I will continue writing as it grows, and by the look of things the project might very well overtake my writing and beat me to the goal, funding well before I’ll be done.
While Camelot Unchained‘s community is very passionate and proud, there’s something that even many of those supporting the game by paying for it more than two years before its planned release date may not have realized yet.
Camelot Unchained is so unique because instead of trying to please all MMORPG gamers in one fell stroke, it radically caters to an arguably niche fanbase of PvP-oriented players while basically showing the finger to everyone else. I’m quite sure most big publishers would consider this course of action absolutely crazy.
But it could work."
Continue reading here: How Camelot Unchained Can Change the Pay to Play MMORPG Industry