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Camelot Unchained : Bringing Pride to Game Play

Posted Mar 07, 2013 by Suzie Ford

The latest "foundational principle" has shown up on the Camelot Unchained site. This time, the issue at hand is pride: Pride in race, class, guild, realm and server. See what the CU team has to say about all those things of which we should be proud.

In an RvR/RPS focused game such as CU, the belief that a player’s chosen class is either OP or highly competitive and never the “red-headed stepchild” is rather important to them. It is once again our job to make sure that each class archetype has enough differentiation from the other members of that archetype not only in their appearance but also in how they are intended to fill their niche within CU. In a perfect world, we would create three different tanks, each with their have their own advantages and disadvantages (so that no tank is perceived as the perfect choice) and that each implementation leaves the players wanting just a little bit more “oomph” for their preferred choice. It’s an old axiom among mediators that you’ve done your job well if both sides feel disappointed in a successful settlement to their dispute and I believe that that concept applies here as well. We want our players to love their chosen class (es) but we also want them to feel that they need something else to be complete (well, at least until the next patch).

Read the full post on the Camelot Unchained site.

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