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Crowd-Funded PvP Extravaganza

By Tim Eisen on April 20, 2017 | Columns | Comments

Crowd-Funded PvP Extravaganza

Upon telling them I had gone legit, that I would be writing about crowd funded MMORPG’s for this site, a writer that I respect told me they didn’t envy my task. I wasn’t sure what they meant, at least not at first. After a successfully funding MMORPG news is plentiful, speculation is rich and the audience is dedicated. As developers inevitably begin to drop deadlines and miss dates development intensifies to compensate. What was once a river of news overflowing with salmon becomes a small stream occupied by a few minnows.

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What I’m saying is times are lean for scrubs like me! Due to the lack of relevant information I’ve decided to condense my beloved crowd funded coverage into this column wherein I’ll say a few words about several of my children. Don’t worry, I don’t favor one. I seem them as individuals each with their own boons and banes. I love them all equally, even the ones that never listen to me and always want more money! Will I give credit where it is due? Of course, but that is in their hands. The better the news content, the more attention it gets naturally.

Chronicles of Elyria is being shy. I say shy because for some reason the news updates no longer come to my inbox, rather I must venture out onto the world wide interweb to seek them out. The team’s world first approach continues as they made progress on lighting and animation since I last checked in a few weeks ago. The world looks nice but what I’m most anticipating is learning how SpatialOS and PVP tech work with the pretty world they are building.

“Chronicles of Elyria is no different, and we aim to look like what one would come to expect from a AAA game. To that end, we're concepting our lighting targets in different times of day and in different biomes.”

Crowfall keeps flying high. Gordon Walton is known for his ability to produce games with the speed and determination of Shadowfax himself. Crowfall development certainly seems to reflect that as their progress has been on pace, on point and continuously escalating. Almost all races and gender specific equipment have been concepted and almost all of the core archetypes have been tested. Last week we got to see a preview of the male assassin and druid. As with almost every Crowfall concept to date both looked traditional but excellent in their art style. I can’t wait to play with gear pieces and color options to make a vessel feel like it’s MY character.

“Remember, each individual piece of armor covers different areas of the body and offers different levels of protection/resistance versus the different damage types: physical (slash, piece, blunt, bleed), organic (poison, disease, plant) and elemental (fire, cold, lightning). The armor pieces can be mixed and matched, as well, allowing you to pair scale gloves with a leather hauberk and a plate helm.”

Camelot Unchained gave us their usual top tenish list of things and stuff on their march to Beta. Most notable is the progress on seamless zone transitions. All the more impressive when you consider islands in Camelot Unchained are server unto themselves. Servers within Servers on a server! Its the Matrix combined with Inception but it actually makes sense and has a good ending, that of glorious PVP like we’ve never seen in a game before. I can’t understate that. I’m not a tech junkie but this tech has me foaming at the mouth as I imagine the potential for PVP future.

Unchained is nearing one of every game’s biggest development milestones, Beta 1. CSE has attempted to tamper expectations but will it help? With so much time having passed between when beta was first missed to now I imagine expectations are scattered like shots from a firing squad of Stormtroopers. It will be interesting to see reactions once it inevitably begins.

A long-standing issue with every crowd funded game I follow is the difference between what a developer views as an accomplishment and what most backers view as an accomplishment. It’s something every game with an open development seems to struggle with. Communication is key but as we’ve seen in the past, one bit of information digested uniquely by thousands of individuals can often lead down paths never imagined. As these games approach big milestones those paths become stories that often over shadow the accomplishments themselves. I suppose that part of the backer appeal; the content that is created as the story of a crowd funded game develops. 

Tim Eisen / I roleplay a wordsmith that writes about the technological and social evolution within the game industry