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Camelot Unchained Revealed

Follow my journey in Camelot Unchained.

Author: gylnne

Foundational Principle #8 – This should be a chaotic game with epic surprises at every turn

Posted by gylnne Saturday March 30 2013 at 7:36PM
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Foundational principle #8 really intriques me as MMO's of years ago had this sense of not only wonder but keeping you on your toes.

While no one wants a harsh death penalty have we lost some exciting game play by making it have no consequence?

Check out #8 right here:  Foundational Principle #8 – This should be a chaotic game with epic surprises at every turn

Kickstarter Reward Tiers Part 2

Posted by gylnne Saturday March 30 2013 at 7:17PM
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Mark as put up the Kickerstarter Reward Tiers Part 2 which includes the $350 to $750 tiers.

Also bear in mind these include some physical rewards that are mailed to you.


Check them all out here:  Camelot Unchained Kickstarter Reward Tiers Part 2

Camelot Unchained Art

Posted by gylnne Saturday March 30 2013 at 11:07AM
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Over the last few weeks City State Entertainment has released some beautiful Camelot Unchained art work.

View some of it over here:  Camelot Unchained Art

Reward Tiers Part 1

Posted by gylnne Friday March 29 2013 at 8:47PM
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Marks responds to the Kickstarter delay by writing a series of posts drawing information directly from the Kickstarter project.



As part of “Pardon our delay” apology here’s the first in a series of posts that draws directly from our Kickstarter project. This post covers all the reward tiers that are less than $300. Each tier has a “MJ Notes” which explains some of my thinking for the tier. BTW, one of the things to keep in mind is that these tiers can be added to as our Kickstarter progresses. :)

Again, sorry for the delay but since we are now approved it’s safe to say we are going to launch the first week in April. I’ll have the official date shortly.



Read about reward tiers part 1 here.

Pardon the Delay!

Posted by gylnne Friday March 29 2013 at 6:31PM
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Mark recently released this news.


The bad news is that Kickstarter campaign for Camelot Unchained is not going to start today. The good news is that our project is currently in review. As soon as Kickstarter approves our project, we will announce the official Kickstarter launch date. We have no reason to expect that it won’t be approved next week but our project is rather “complicated” as there are a ton of moving parts, including 30 very detailed reward tiers, all the individual rewards, Founder’s Exchange (the store), etc. Due to that complexity, the holiday and the typical studio issues of weather/illness/CPU going boom/etc., it took us just a little bit longer than we thought it would to put it all together so please accept our apologies for this brief delay."


Update: Over at  Mark made this comment.


We just got approved a few minutes ago but because we have people in Europe who follow us and because, like other Kickstarters we have some "limited" tiers, I'm not going to launch till next week because I don't want to put our European players at a disadvantage. Update to follow shortly.



Have I Found a MMO For Crafting?

Posted by gylnne Friday March 29 2013 at 5:47PM
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I went back to read Foundational Principle #2 and found this gem.


"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." (Mark Jacobs)


Camelot Unchained Rolls Out Their New Web Site

Posted by gylnne Friday March 29 2013 at 5:25PM
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Just been informed the folks over at City State Entertainment have unveiled their new web site. Go over here and take a look.:) 

Camelot Unchained

Okay Foundational Principle #7 should peak the interest of all you crafters out there.

First a question. How many times have you found an MMO that had a  nice crafting system which allowed you to be a pure crafter and make some bucks because you weren't in competition with mob drops only to have the devs decide to destroy your market by letting players get "better" stuff from mobs?

Second question. How would you like a game designed from the start to never let that happen?:)

All serious crafters should read this:


"CU’s crafting system is a bit of a “hash” as it incorporates some familiar elements as well as elements that are wholly original; it is the interplay of these elements, enmeshed in the all-consuming RvR environment of the game that will make it unique. Before moving on to the “nuts and bolts” of the system, let us focus on some of the core principles that I envision for the overall crafting system.

First, our crafting system will be the only reliable way to get armor, weapons and most items (some purely cosmetic and low-level items may be obtained through vendors) for your characters.

There are no “rare drops” from NPCs and even with NPC guards and the like, we think the whole “Oh look, I just killed a nightingale and it dropped a full suite of purple armor” is so last decade.

Secondly, players of CU will be able to create a “crafting-class” character with separate crafting-based ability and skill leveling tracks. These leveling tracks will be similar to the RvR-leveling tracks in the time necessary to “level up” characters so that consequently, players will not simply be able to dump money from their main/alt/guild and quickly level up a crafting character (just as they could not do that with an RvR-focused character).

Thirdly, when you level up your crafting skills you will not have to create large amounts of any good, as each item takes time and effort to create. We also do not envision creating a system where the crafters will need the support of many other crafters to make most items. While we want our crafters to work with their fellow crafters at times (more on this later), crafters must be able to do their job without having to rely on a large number of other people to create an item as requiring too much cooperation would greatly reduce the flow of new items into the system.

Continue reading here:  Foundational Principle #7 – Crafting should be fun, useful and not induce Carpal Tunnel Syndrome

Foundational Principle #6 – Rock, paper, scissors? ‘Natch!

Posted by gylnne Thursday March 28 2013 at 8:16PM
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Okay I realize I just put up Foundational Principle #13 out of order but I don't care.:P Here is #6 which in it I found some great stuff like this.

"First, I needed justification that the rock, paper, scissor mechanic is still the best way to go for the game and this needed to be based on enjoyable gameplay and not based on increasing longevity nor of needing to compete with other major games. Since we are embracing the niche market and Kickstarter funding, our focus needs to be whether the RPS approach will make CU a better game for our players.

 We must not try to increase longevity by having a core design principle based substantially on the hope that players will extend their stay with us by playing other realms. It is not that I do not want players to try different realms on different servers; I do, but not because I want to retain their subscriptions longer but because I want it to be fun for them to do so. The reason to use RPS is because, IMO, the mirrored class mechanic that WoW and other games use is not the right choice for this core RvR-focused game.

Core MMORPG gamers know, and are quite familiar with the issues that come with an RPS mechanic and while they are not happy when they encounter them, they understand the problems that come with utilizing that mechanic."

Continue reading over here: Foundational Principle #6 – Rock, paper, scissors? ‘Natch!

Mark Jacobs Interview and your own personal island

Posted by gylnne Thursday March 28 2013 at 8:05PM
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Marks interview with Gamebreaker reveals some more kickstarter tiers. Hmm my own personal island, should I?


"-The pledge tiers for the CU Kickstarter are just as you described them: generous. You have mentioned you are looking for feedback about the pledge tiers. What are other possible rewards you are looking at?

Thank you very much. It really was quite important for me personally to offer our backers very generous tiers given that we are asking them for $2M. In terms of other rewards, well, we have some of the more common RPG ones like owning an inn and naming a structure, but we also have a tier where you get to throw a fruit pie in my face and have it uploaded as one of our CSE videos.

-You said in your blog post “Clear As Mudd” that you have a dozen more tiers planned. Any hints at what your plans are for those?

Hints? We can do better than that for you guys. We have a $75 tier named “I love Tchotchkes!” that gives our backers lots of Founders Points to buy hats, cloaks, etc. We have a guild tier called “That’s one big guild!” priced at $1,700 that comes with, along other things, 30 digital copies, and “I own an island” at $5,000 where we will build a custom island for a player that is non-instanced and part of the game’s world."

Continue reading here: Mark Jacobs Interview and your own personal island

Why the mmo world needs Camelot Unchained

Posted by gylnne Thursday March 28 2013 at 7:15PM
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I came across an article that pretty much explains why we need CU.


"Why we like old MMO like Dark Age of Camelot"


It was the people. The community. Living in a virtual world. A harsh virtual world that brought people together and encouraged to you team up. Modern MMOs try everything they possibly can to make sure that you never play with anyone else. I'm going to tell a long story. Like many who started playing MMOs back in 1997-2003, I find modern MMOs lacking in many ways. They're just too different from what we had back then. They focus on singleplayer instanced quest grinding, whereas MMOs back then focused on creating virtual worlds for people to socialize and live in. So I will tell you a story of one of my first big group experiences in Dark Age of Camelot. This story emphasizes many of the features absent from modern MMOs. Settle in, it's a long one.

I was a level 7 Armsman wandering around Camelot Hills looking for something to do. I walked about exploring, but not straying too far, lest I get lost (no in game map, which pulled you into the world like you wouldn't believe). I talked to some players, and many of them mentioned a place called the Tomb of Mithra.

I decided to go up to the local Keep and talk to guards there. They referred me to the local crier. I wasn't sure where he was. I typed "/where Crier Ulwyn". The guards literally pointed me in the right direction. Quests were rare in DAoC, they were done more for the story, for solving puzzles, and for finding new places you didn't know existed. The item reward was secondary. NPCs existed to flesh out the world and make it feel like a place. There were lots of dialogue options with even the lowliest NPC villager.

I talked to the crier, clicking through his dialogue, occasionally typing in words to get more information. On a whim I typed "Mithra" and he gave me a story, basically explaining how it was a horrible hell hole and I should stay away from it. I decided I must go there.

Continue reading here:  Why we like old MMO like Dark Age of Camelot

Foundational Principle #13 – Chaos Goes Boing!

Posted by gylnne Thursday March 28 2013 at 6:25PM
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Time once again for another Foundational Principle for Cameot Unchained. Up next is #13, Chaos Goes Boing! Enjoy.

"It’s time for another Andrew post! One of the things I remember about the earliest days of MMORPGs was that any time you got a bunch of UO or EQ players together in a room, the conversation would inevitably take a turn towards, “Oh really? Well let me tell you about this crazy thing that happened to MY character…”

Every player’s character had their own story, and that’s something we’ve largely lost in the most recent crop of MMOs. Don’t get me wrong; the last MMO I spent much time playing had a great storyline. It had a meaningful plot. It had villains and heroes. It had moving characters with their own histories and lives, and I cared about them. But that story wasn’t really my story. It was the story the designers were telling me, and they were telling the same story to every character of my class/race/tribe/whatever. I loved their story, but once I got to the end of it I drifted away from the game the same way you’d put a book or movie back on the shelf after finishing it."

Continue reading here:   Foundational Principle #13 – Chaos Goes Boing!

Jacobs: 'I don't want F2P/B2P items in Camelot Unchained'

Posted by gylnne Wednesday March 27 2013 at 6:31PM
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I am kind of wondering if Mark Jacobs has a twin brother since even in his busy day he had a chance to talk to Jef Reahard over at Massively yesterday and answer some more questions.

Why I am looking forward to CU? One reason is because of one thing Jacobs said to Jef.

"After yesterday's two-pronged Kickstarter tiers announcement, we wanted to clarify a few things including whether or not CU's crowdfunding drive will accommodate entry-level price points as well as the status of the game itself. Jacobs also pulls no punches about his desire to keep XP boosts and other F2P/B2P items out of the game. "I just don't want to see those types of items in our game," he tells us, "even if we could make some additional money by including them."

Read more here: Jacobs I dont want F2P/B2P items in Camelot Unchained.

Foundational Principle #5 – I Still Hate Gold Sellers

Posted by gylnne Tuesday March 26 2013 at 9:03PM
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In Foundational Principle #5 Mark expands on his dislike for a pusher of a certain yellow metal.


"If you have followed MMORPGs since 2001, you probably know how I feel about gold sellers. I took a hard line against them back in the Dark Age of Camelot days (and ended up in a lawsuit with one of them in response) and I see no reason not to continue that hard line today. While it certainly would be nice to have those extra subs the gold sellers/farmers bring to the table, I will not compromise the integrity of the game or the enjoyment for the vast majority of the players by making it easy for them in CU even if it “leaves some money on the table.”

It is why I have always fought them, refused to take their money (in exchange for turning a blind eye or supporting them) and I will continue in that regard going forward. While I support the right of a developer/publisher to build their game, their way and to make whatever decision they want to make regarding gold sellers, that doesn’t mean that I have to agree with it nor follow down the same path.

Twelve years ago, I drew a line in the sand and did so again with Warhammer Online, and when CU launches, I will do so again for the exact same reasons."

Continue reading here: Foundational Principle #5 – I Still Hate Gold Sellers's Rob Lashley interviewed Mark Jacobs about Camelot Unchained. 

This interview answered many of my questions.


View here:  MMORPG Interview

Camelot Unchained Newsletter

Posted by gylnne Tuesday March 26 2013 at 3:30PM
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I encourage anyone interested in Camelot Unchained to sign up for their newsletter. I did and it didn't hurt one bit.:)

Here's the link:  Camelot Unchained Newsletter

Foundational Principle #4 – Choice Matters!

Posted by gylnne Tuesday March 26 2013 at 3:18PM
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How much does having a choice matter to you when playing a game? Mark tackles that question in Foundational Principle #4.


"RPGs have traditionally offered players a plethora of choices for building out their characters.  From the earliest P&PGs to MMORPGs, players have been able to select everything from the most basic choices (race, sex, etc.) to complicated backgrounds for their character.  Unfortunately, over the years many MMORPGs have scaled back player options as developers/publishers chose to chase non-core gamers."

"While there are more avatar customization options, are having things like “boob sliders” really more important to RPGers than being able to create characters who have meaningful statistical differences and abilities tied to the players’ selection of race, gender, etc.?"

"Well, at least to me they are not and from the moment that a player creates his character in CU, the choices that the player makes will have significant impact on that character’s development.  However, that is not enough; we also want players to know that as they play through the game, their ongoing choices of weapons, crafting, play-style, etc. will also have a real bearing on not only their skills/abilities but also on their bodies.  I cannot say that “Every choice you make matters!” because well, that would simply not be true.  What I can say is that if a player swings an axe 1000 times, it will affect their character’s strength."

Continue reading here: Foundational Principle #4 Choice Matters!

Foundational principle #3 is dear to my heart as I feel the "hand holding" in mmo's has gotten way out of hand.


"…our players are not children and this is not an intersection crossing. Over the years many MMORPG designers, me included, have employed various devices and mechanics in order to increase our games’ subscription base.  We removed points of frustration (I termed them “quit points” at Mythic), sped up the leveling curve (the argument being that games should not be harder to level than WoW), highlighted evolutionary or revolutionary new features to differentiate our games from our competition (extremely guilty as charged your honor!) and others too numerous to describe here.

 While this has brought about some very good innovations, it also resulted in the vast majority of MMORPGs becoming easier to player, simpler to master and more “hand-holding” that their earlier brethren.

These mechanics include speeding up of travel time (Players: “I don’t want to have to walk 20 minutes to get into the action because it feels like we are moving through mud”), lack of meaningful and/or punishing death penalties (Players: “OMG, I died because your random number generator is broken!  It’s not my fault!”), fast leveling systems (Players: “I don’t want to max my character 12 months from now; I only play once a week”), auction houses (Players: “Don’t force me to interact with other players to sell/buy stuff.  I have to do that in RL, I don’t want to do that in a game.”), easy to follow quest directions with full signage included (Players: “I don’t want to explore the world to find this NPC.  I don’t have that much time to waste!”), etc.  Players of course, relayed those “Player” statements to us back in my Dark Age of Camelot days on forums and through feedback/chat/Q&As/etc.

Now, none of these techniques is morally or ethically bad (since what is challenging for one gamer can be total frustration for another) nor are many players’ desires for an easier and faster playing game; and as a designer/developer/player, I absolutely agreed with some of them.  However, with the implementation of some of these techniques, much of what made earlier MMORPGs and RPGs unique and challenging was lost.

Many developers/publishers were and are so afraid to let the players lose, make mistakes, suffer any inconvenience, etc., that we have created a feedback loop whereby many players expect spoon fed content that goes down real easy, shown how to do everything, directed so they can’t make serious mistakes, etc.

This has in turn caused many players and designers to lose touch with what made success in earlier MMOs really mean something.  There are a plethora of clichés that I could choose right now but instead I will focus on “no risk, no reward.”

Continue reading here: You should always hold the hand of your children while crossing busy intersections but.....

Foundational Principle #2 – RvR isn’t the end game, it’s the only game!

Posted by gylnne Tuesday March 26 2013 at 2:53PM
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Mark continues the foundational principles that will be guiding his team in the creation of CU with #2.


"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."

Continue reading here: Foundational Principle #2

Mark shares his Foundational Principles on how Camelot Unchained will be created.


"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."

Continue reading here: Foundational Principle #1 Be Willing To Take Risks

Mark Jacobs Exclusive Interview at MMOHut on Camelot Unchained

Posted by gylnne Tuesday March 26 2013 at 1:28PM
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Mark recently had a chance to give a exclusive interview with the fine folks over at MMOHUT.

View it over here:  Mark Jacobs Exclusive Interview at MMOHut on Camelot Unchained

Camelot Unchained Teaser Trailer #3

Posted by gylnne Tuesday March 26 2013 at 12:45PM
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Secrets revealed in Teaser video #3, don't miss it!

Grab it here:

Unchained Teaser trailer #3

Teaser Video #2

Posted by gylnne Tuesday March 26 2013 at 12:43PM
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Up next Teaser Video #2.


View it over here:


Teaser Vid #2

Camelot Unchained Teaser Video #1

Posted by gylnne Tuesday March 26 2013 at 12:41PM
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Camelot Unchained Teaser Video #1 for your viewing pleasure.

Click the link below.

Unchained Teaser Video 1