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This game is built upon three main pillars of gameplay, RvR, crafting and housing. These will receive all the development love they need to be great, and all these systems will be in place when we go LIVE. What differentiates Camelot Unchained from other games with similar systems is that we will tightly intertwine these pillars with each other. Here are some key elements for crafting and housing:
Mark has always called his online games evolutionary with a mix of revolutionary features. This one will be no different, as it will draw a lot of inspiration from “old school” games and MMORPGs while also mixing in some new features. In the rush to cash in on the WoW phenomenon, publishers/designers tried to simply “out-WoW WoW”, leading to most MMORPGs becoming more risk-averse, more “casual player”-focused, and overall, less challenging. This produced, among other things, a loss of the pride and sense of accomplishment that came from succeeding in the older, more difficult titles. We're not talking about spawn-camping for 24 hours straight, but rather the sense of pride from succeeding in a challenging game rather than one which hands you everything on a silver platter. In CU, you will have to earn your skills by deeds, and they will increase slowly over time. Magical items will not be found everywhere like road-kill on highways, so gamers won’t feel the pressure to “keep up with the Gandalfs.”
We're already almost half-way there. This is going to be awesome. I did the 110$ Tier myself...I honestly can't believe I did, and I am thinking of going to 250$. I've never spent so much on a game, but if you read the Founding Principles, the guy is like...inside my head!
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