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Camelot Unchained Revealed

Follow my journey in Camelot Unchained.

Author: gylnne

Mark continues with Foundational Principle #8


Over the course of my long career, I have spent a lot of time (some have said far too much time), hanging/lurking around forums, talking to players, gathering feedback, etc., but I have always considered it an important part of my job description. The advantages of this approach have always been readily apparent to me especially when I see a post that really catches my eye. A number of weeks ago a player on one of the forums that I have been spending quite some time on wrote a post that has become this Foundational Principle.

When I read it, I saw that it both encapsulated some of the principles I pushed for in WAR (some of which were approved by the senior leadership team, others were met with dark stares and raised cutlery) and said it as well (probably better actually) than I could say myself. I want this game to be something you play every day not for the leveling grind, not for the gear grind but simply because playing the game is both fun and challenging. IMO, adding some elements of chaos/randomness/whim to multiple game systems and gameplay, will be a net gain for CU.

This game will not be a linear, theme-park style world where you pretty much know what the outcome of most of the fights will be before the battle begins and that someone’s “Guide to riches and success in CU” will be all-knowing and 100% accurate, but rather, a game that will evolve and change over time.

Now, what does that mean for you as the player? Injecting randomness into games very often meets an ill-fated reception from a vocal portion of the player base.  While many players do want to embrace a bit randomness here and there (usually when it benefits them), when the die roll goes against them, well, a lot of scream of outrage can ensue such as the ever-popular “Your randomizer is broken!”  One could easily paraphrase Benjamin Franklin’s line in the film 1776 (sadly, it wasn’t a real quote) to say that “Randomness is always good when it works to our advantage, it’s only when it works against us should it be made illegal.”

Over the years, my feelings about randomness in games have careened wildly along the track.  As one might imagine, I currently believe that as we have made MMORPGs more and more handholding and predictable, we have lost much of both the joys and sorrows of having something really random happen to players whether it is during the course of a pitched battle or simply when just walking down a road.

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