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Camelot Unchained Revealed

Follow my journey in Camelot Unchained.

Author: gylnne

Camelot Unchained Foundational Principle #2 RvR Isn't The End Game, It's The Only Game!

Posted by gylnne Thursday February 13 2014 at 11:33PM
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Foundational Principle #2 RvR Isn't The End Game, It's The Only Game!
 
 
CU is a TriRealm™, RvR-focused game. It is not an RvR-centric game like Dark Age of Camelot and it is certainly not a “just bolt on the RvR; that will work!” game like so many others. It is as pure an RvR game that I have ever worked on, plain and simple. Everything in this game is geared to the TriRealm concept, whether it is the crafting system, housing, skill progression, etc. You will explore, fight, capture, level, etc. all within a competitive RvR world that was crafted with this FP in mind.
 
 
“Hey Mr. Wizard! How about an example or two?” Sure, easily done. Let’s look at crafters for example. Our crafters will never have to worry about whether the gear that they make, the arrows that they fletch nor the ring that they forged in the fires of Mount Doom…, whoops, wrong game, sorry, being eclipsed by something that is dropped by a hummingbird, even if it is the “WORLD’S LARGEST HUMMINGBIRD THAT SHOOTS LASER BEAMS FROM ITS EYES.”
 
 
The best way to accomplish this is to ensure that there are no drops of powerful items from NPCs. Secondly, to make sure that the first point is followed, let’s just say that there are no NPC drops at all and damn few NPCs. That’s right, as an RvR-focused game hummingbirds won’t be dropping rare and unique items; well, unless you consider bird poop rare and unique.
 
 
You will get rewards for killing other players, other players’ helpers and some stuff in the world but it won’t be gear and we will also not offer tokens. Tokens are for subways and some pinball and arcade games, not for this game. I was and remain a fan of that type of system for a different game(s) but not for this game.
 
 
I want my crafters to know that there is no chance that the stuff they are making can be eclipsed by anything dropped or buyable through the non-player shops with but one exception. That exception is if there are not enough crafters, we reserve the right to make sure that things like population imbalance do not end up in a cascading and insurmountable disaster for a realm.
 
 
“Okay, not bad. How about stuff like leveling combat-type skills?” Well, that’s even easier. Our progression systems will be based solely on the activities that you are participating in directly (“Die Die. Kill you all. Make you suffer!”) or (“Heal Heal. Heal you all. Make you whole!”) or simply by otherwise helping out in RvR, even if you aren’t very good at it.
 
 
The reward/leveling systems are a lot more complicated than that and I’ll talk about them in a separate post entitled “Level me up Snotty” coming soon to this blog and man oh man, will that post stir up some interesting reactions. Know that I’m a fan of “You are what you do” gameplay as well as a class-based system for this kind of game so…
 
 
Read more here:  Camelot Unchained

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.

Mark

Read more here: Camelot Unchained