Backed Camelot Unchained

May 1, 2013

Just a quick note for today, but I’ve backed Camelot Unchained, and it looks like MJ and CSE are going to hit the $2m mark.

I’m not 100% convinced CU is going to be great based on what has been presented, but I’d rather see CSE try and perhaps fail then do nothing and read about yet another themepark get delivered and consumed in a month. The themeparks I know will fail. CU at least has a chance. Eventually.


Camelot Unchained: Concerns based on MJ’s history

April 9, 2013

As previously mentioned, the Camelot Unchained kickstarter is up and running, but as of now I’ve not contributed due to a few concerns that I want to cover today.

First and foremost, the total removal of PvE raises some doubts. I get that City State wants to focus on PvP, and with a limited budget cutting PvE saves a lot of time/effort, but in all my MMO experience, some of (if not all) of the best PvP has been PvE-driven.

Evicting someone from a wormhole in EVE is in part PvE-driven (better sleeper farming).

A holding’s worth in Darkfall is in part based on the local mobs to farm, and the heaviest fighting is often over the most valuable properties.

In UO, PvP often happened in PvE locations (dungeons or good world spawns), and housing location was decided either by economic factors (player vendor traffic) or PvE factors (close to a good dungeon).

Hell, even in DAoC, how much RvR conflict was driven by access to Darkness Falls, a PvE dungeon? Some of the best PvP was clearing DF itself, and that happened because of PvE (safer farming).

What will be the conflict drivers in CU? Will they get people out and into situations on a daily basis? Will they matter long-term?

A related concern; do I want to play an MMO that is 100% PvP? Even though I prefer my MMO with a healthy dose of PvP, I still PvE heavily in them. PvE makes for nice ‘downtime’, and allows for me to still login and play without always putting myself into high-risk situations. It’s also content you can rely on, unlike PvP where sometimes the end-result of PvP is no fights happening.

Finally, I don’t know how much I trust Mark Jacob to deliver a solid MMO. Yes, he was responsible for DAoC, but he was also responsible for the ToA expansion to DAoC (an expansion that killed the game for me, and many others), along with WAR. And while MJ has tried to distance himself from WAR and its design decisions, it would be crazy to assume he holds zero responsibility.

ToA was just bad. It added a must-do forced-group PvE raiding grind to a well-established PvP game. I say must-do because the abilities and items you got from ToA were silly powerful, and made you near god-like in PvP if you fought others without ToA powers. How much of that basic concept (adding raiding to DAoC) was MJ? Was it his idea? If not, did he step in and realize it was a bad idea? If he did, was this another example of MJ being overruled, or just putting his trust in the wrong place?

We know a lot of the history behind WAR, but again how much did MJ influence the design here? The lack of a 3rd faction is obvious, but what about the decision to group the races to begin with? Why was WAR not a six-way fight? The lore/IP easily supports it, the PvE structure could have remained the same, and end-game population balance issues would have been very different.

Did MJ really think low and mid-tier RvR zones would hold up long-term? Sure, they sorta-worked while the initial population wave progressed through the game, but as soon as that was over, all of those areas below the cap became ghost towns and wasted effort.

A major issue in DAoC was rampant crowd-control. A major issue in WAR? Rampant CC. Other than blind faith, what’s to suggest that CU won’t have CC problems?

Remember the original structure for the end-game RvR? Funneling everyone into a single city siege? How much of that was MJ? How strongly did MJ believe in that design? And if he did see the design issues early on, why again did a product with his name on it ship designed like that? When such a moment happens with CU, and it will, what will MJ do?

CU is on my radar. In many ways it’s a game I want to get behind and support. It’s trying something different in some of the directions I want the genre to go in. And overall I like MJ from what I’ve heard/read about him. I do believe he got screwed by EA with WAR (because, let’s face it, everyone gets screwed by EA, be they devs or players). At the same time, the above are all concerns I have.

 


Going small

April 2, 2013

Edit: Camelot Unchained kickstarter is live today, which is relevant to today’s topic. I’ve not donated yet, but more on that in a different post.

After the WAR bubble burst, one of the many complaints was a lack of population in the RvR areas and PQs. Many attributed this to the general decline in the number of players playing overall. Pushing that line of thinking further, many believe you need hundreds of thousands of players AT LEAST to make a game feel populated and ‘alive’.

That’s horribly wrong.

For WAR, the game’s poor design lead to the feeling of under population. Unless you were part of the initial population surge through the leveling game, most areas felt empty, and RvR battles were non-existent. This would have been the case had WAR retained 1m subs, 500k, or 100k.

On top of those poor design decisions, WAR’s population was always spread across multiple servers. Some retained population well, while others were ghost towns from basically day one. If you happened to pick such a server, you got screwed. And as the population overall started to decline, more and more servers dropped below ‘critical mass’.

How many players do you need on a server for things to feel alive? In Ultime Online: Forever, the concurrent population often hovered around 300 (I believe), and yet the game felt lively. Some of this is due to UO’s design, which on most fronts is simply superior to themeparks, WAR included. But design aside, you really don’t need that many people to give the world a lively feel.

The reason we had not seen MMOs with only one ‘normal’ server (EVE is different, as always) in the past was due to cost. The theory was that MMOs had to be very expensive to produce, and so you needed to attract a lot of people to make any money. As many games have shown recently, and will in the coming years, that theory was about as accurate as the 4th pillar being a core value in an MMO.

This is a huge win for MMO fans for a number of reasons. We get away from the cookie-cutter “MMO for everyone” WoW-clone design. We get MMOs that are more targeted, be they PvP-focused or otherwise. We also get MMOs that (hopefully) won’ succumb to chasing the ‘everyone’ crowd later on and watering down things for the core that is actually playing.

At least, that’s hopefully the trend something like Kickstarter can help start. We’ll see if devs and players alike actually see it through.


Graphics creating gameplay

March 20, 2013

I find this post from City State (Camelot Unchained) mostly on point. It’s a good read, and I want to focus on one line in particular: “There’s not a tradeoff between graphics and gameplay when the graphics are the gameplay.”

Graphics are gameplay if done right. For example, shadows in Darkfall do more than look pretty. With floating nametags removed and no tab-targeting, you actually have to see your enemy much like you would in real life, and hiding in the shadows in not just a fancy name for some hotbar ability. Siege strategy has often relied on hiding a force in the shadows, in trees, or just over a mountain top.

A similar thing happens when you see the armor someone is wearing; because deciding what to use is a real choice (rather than just always wearing your best all the time), seeing an opponent in top-end gear is important and different than seeing them in something weaker. The visual impacts the gameplay (fight or flee).

One of the more memorable moments for me in DF1 was seeing an enemy guild leader decked out in the most expensive gear during a siege. As the info came across on vent, many people focused on bringing him down in the hopes of scoring some great loot. The guild leader knew this would be the reaction and planned ahead; he had an ‘e-squire’ who’s only purpose was to follow him around and provide healing or to cover his retreat using knockbacks or AoE blinds. It was brilliant strategy, very memorable, and worked because the graphics allowed him to be identified in the first place.

So while it is important to make sure your graphics don’t impact your gameplay (SW:TOR engine choking with more than 5 players on-screen), it’s also important to consider how your graphics can CREATE gameplay.

Also, cool copy/paste from my blog a few years back Andrew.

“We know that we’re building a world for characters to live in, not a theme park for tourists to visit.

We may not get as many tourists on opening day if we’re not the shiniest park around. The trouble with tourists, though, is that when they’re done with their tour they go home — or on to the next shiny thing. We want to create something here that lasts, and that means we’re catering to the kind of players who’ll stick around.”

You’re welcome.

 


Camelot Unchained: A good first impression

February 8, 2013

Snowmageddon will not stop my blogging!

Camelot Unchained is making noise of late thanks to Mark Jacobs sharing some details. I’m not going to link to all of the info, but it’s out there and you should go check it out. Also, don’t forget that MJ’s old blog was called The MMO Genre is a Niche Market. That’s important only for the lulz, but those are very important.

I think the best info about CU is that the team is aiming for a niche. MJ tossed out 30k subs as a target, which is great, and not just because I’ve been saying for years that you can be totally viable with that kind of population. The earlier worries of low-pop servers are silly too. Current themeparks cap out at around 10k per server, so if CU does have 30k subs, that’s either three good pop servers, or one without any population problems (beyond of course having too many in one area, but more on that later).

Along with setting reasonable expectations, MJ has also said that the game will have stuff in it that most won’t like, but the niche will love. We’ll see how far they stick to that once the forum babies start crying, but again, it’s the right thing to say for now. Niche games work not because they are a half-decent version of something great, but because they are great versions of something that appeals to only a few.

I’m a bit curious why so much time has been spent talking about crafting in an RvR game, but hopefully its actually worthwhile. My fear is the crafting itself will be ‘cute’, and fail to really matter because in an MMO, crafting is not about HOW you make something, it’s about WHY.

My biggest concern however is progression. MMOs without it don’t work long-term, and an RvR game aiming at a niche can’t afford to be something that only last for a month or so. The ask for a ‘pure skill’ PvP MMO just doesn’t make sense. We have LoL for that, and LoL does it better than anyone out.

A solid PvP MMO has progression while also allowing for player skill to matter. It’s a tough formula to balance, but minimizing the progression aspect just shortens your retention.

So with all that said, CU is on my radar. I don’t think it’s something we will see for a while, and who knows how it will turn out, but at least the initial info is better than pitching us a personal story or full voice acting. Baby steps.

 


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