It looks like you're new here. If you want to get involved, click one of these buttons!
Our friends at MMOZG.net recently conducted a lengthy interview with Mark Jacobs to discuss some of the design philosophy and fundamental principles behind Camelot Unchained. They have graciously translated it for us to print here.
Comments
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
Large battles with their test involving over a thousand bots interesting to see they are using Amazon servers . I love reading about the games he played and loved as it gives some insight into what MJ enjoys personally.
Regarding 3-faction pvp, as a hardcore mmo pvper whose played 39 mmo's, it's simply the most competitive and fun type of open world pvp to exist to date. Meanwhile, Kotor is my favorite rpg so MJ went from 10/10 in my book to 11/10 now.
21 year MMO veteran
PvP Raid Leader
Lover of The Witcher & CD Projekt Red
It bordered on not worth either side's time
No worries, I always love your derogatory responses since you seem to never have anything better to do.
Yes, 3 faction pvp is the most consistent form of pvp that over time evolves, changes, and surprises me rather than 2 sided pvp that becomes stale and predictable over time. "Fun" is a matter of opinion, what you find fun I might not. Therefore, it may mean diddly squat to you and not to me.
Of course they must deliver a base game experience to build upon, as well as every developer who ever created a game in the history of game development.
Consider the bubble not bursted, as City State goes above and beyond "weekly streams" they do 4-7 a week at times. Meanwhile, they're not a "game company" to be comparing to everyone around, the train of topic in my response was focused on development of indie titles by crowdfunded means. I know you like your post count, but there isn't always a need to respond to every little thing. Re-reading something and thinking can yield the same result as asking short nonsensical questions.
21 year MMO veteran
PvP Raid Leader
Lover of The Witcher & CD Projekt Red
Agree. As "we" know however population imbalance can remain a problem - and in DAoC of course this resulted in "bonuses" for "underpopulated" realms of course - with "debateable" success.
My own view then was that an approach based on individuals was a better way to go and - as CU is not going to be using megaserver tech I feel that this idea may also apply today.
So what do I mean by an approach based on "individuals"?
The idea is grounded in the concept of "cosmic balance" or harmony - an idea that can be found in various fantasy works e.g. Katherine Kerr were a character's spirit might be "reborn" to do deeds for one faction to balance out deeds carried out in another life for a different faction.
From a mechanistic point of view. Three races A, B, C.
A player plays a race A character then as their tally of victories, kills grows they accumulate "karma A". Up to a certain point however this has no impact - they are simply famous. However at some point fame tips over into infamy and their karma then acts as a penalty to future kills (on dps, ac - whatever). May or may not be capped.
If the player plays race B and race C they also accumulate karma B and karma C.
What would then happen is that if the player is playing race A and they attack race B then their karma A would be compared to their karma B. Maybe as simple as A-B. Depending on the calculation they may or may not get a penalty. (Bonuses could also be generated as well depending on implementaion and the idea of a karma score being "OK" up to a point would be to reduce game calculations.
The idea however would be to "nudge" people into playing all three factions. People who only play one faction will end up with a penalty - something a lot of players don't like doing so, the concept goes, they will play one of the other factions.
No guarantee that this would maintain some semblance of realm balance but it could and it would also be self-adjusting; no weekly reviews etc.
All the similar 3 side games i have played ended very unbalanced for 1 side. And that happened sooner rather then later. No exceptions.
Players want to win. They don't actually want balance or competition no matter how much they say they do. One side always becomes stacked. I'm not sure how this can be solved.
I'll keep an eye open. But damn. These MMOs releasing are just so barebone.
For a small time developer with not a lot of people working on the project, that is pretty much a hurdle they can never leap over.
Yes, PvP will usually end up with some kind of imbalance between teams. The point being made, though, is that having 3 teams has more of a safety net than just having 2 teams.
It's not a cure-all, certainly, but it is usually considered a marked improvement over the 1 massive juggernaut team stomping the completely abandoned other team.
Heh, well, not that this sounds much better, but...
CU is hardly going to have any PvE content whatsoever, so I don't figure this will be a big issue.
This game is almost entirely pure PvP. I know they will have a DAoC-like dungeon somewhere, iirc, but beyond that I'm not sure how much "content" there will actually be.
At any rate, there shouldn't be a huge issue with having to "copy and paste".
But Darkfall didn't have housing, an advanced crafting system and other things that CU are planned to have.
- There is no pve content providing leveling xp therefore there does not need to be "cloned" content across the factions as someone suggested. Each realm has unique races, unique armor/weapons, unique terrain design, different sounds and music and differing mob looks (barely revealed however). The lands change to the faction ownership dynamically. Nearly all content is on land with little to no dungeons other than The Depths which is literally it's own beast (and changes to faction ownership as well in looks and function).
- If one side weakens all the way back to their starting zone then the King of the faction provides boosts in various ways ensuring they are not defeated for long. Minimal info on this at this time.
- The game is designed from the ground up with RvR in mind and has to make ZERO concessions to pve balance. It is a living world with mobs and lands important for RvR as the game is realism within a fantasy world. No other game has put so much emphasis strictly on RvR alone for the entire game world so new balance mechanics can be introduced never seen before that globally affect the game and not a mini-game within a game.
Fleet combat:
- This is NOT in ANY way part of the original scope or vision of the game. It is Mark's (and others) dream and does not make the game "bare bones" in any way.
Game Tech:
- It is very clear the opinions of many here are based on previous experiences in mmos. CU is built from the engine up to do things no other RvR or mmo can do. It is flat out amazing what is being developed here in a technical sense. The very core of how combat will work in based upon this tech and if you have not researched it you cannot comment further ... go read up on the game and understand what is trying to be accomplished. It isn't your standard mmo or RvR game ... when viewed as a whole it is something entirely new.
Nobody yet (not even testers) can judge how "fun" the game is. It simply isn't at the stage where all systems work together at once in a playable state. It will be at that stage of "first reveal" within a very few months as Beta 1 and following versions are pushed. For now, if one does not understand the tech, one does not understand the game.
You stay sassy!
So read i did.
500 or so battles,i highly doubt it,matter of fact ,impossible without a LOT of give away.
My personal taste or combat is controlled,not messy not spam all over the place and very few combatants to watch over.How can i create any thoughtful constructive combat if i have 500 other players around m?IMPOSSIBLE,so you end up with nothing more than SPAM away your cool combos.
I should make note that i fully approve of the idea of combination combat,that is exactly what i like,but self combos are TOO EASY and too easy to spam,that is why i like player>player combo,it relies on timing and coordination.
To the average pvp gamer the idea sounds fun,create stuff ,destroy stuff and cool combat but that si a shallow view on the game,i dig way deeper when i look for a game.
The last thing i could enjoy is spending time to build something ,then watch someone else destroy it..NO THANKS to wasting my time.Then you need to look at BALANCE and that will ALWAYS be the major problem in a pvp game and w/o balance it is a failed idea.
The games i enjoyed pvp...Quake,Unreal,EVERYONE has the same arsenal of weapons and can move anywhere they want as they choose.The imbalance was fighting for powerups an idea long argued over and something i am not in favor of,i prefer vanilla pure player minds versus player minds.
Point being,i don't care what their selling point is on factions,i want way more anyhow,it comes down to the fact this is simply a pvp game and a linear one at that,your realm versus my realm,like a giant arena but with far less design to accommodate the best aspects of pvp.
Never forget 3 mile Island and never trust a government official or company spokesman.
W-T-SERIOUS-F?!?! You're using Quake and Unreal as examples to compare to this game?! are you **** kidding me right now?! Everyone has the same weapons/loadout is your idea of a good pvp game?! those can be compared more to Overwatch or Paladins or every other generic shooter clone that doesn't allow a lot of customizing or have any type of progression. Comparing apples and friggin' eggplants.
In terms of MMORPG, thanks for the story. Unfortunately this interview should have been completed sooner and it might have been longer, that one is on me. I was more tardy in my responses than I should have been. The writer's skills at English were not an impediment to me at all, I thank him for his efforts.
In terms of what has been said in this thread. I'll start posting now and we'll see how far I get tonight.
Mark Jacobs
CEO, City State Entertainment
Yeah, if we had AWS back in 2006, let alone 2001, we could have found and fixed so many problems before we launched. Cloud services are a game changer for MMORPG developers if used properly. And our Bots, well, even if we had them and not AWS in 2006, things would have been different too. Once we get to the next gen of Bots from us, they will be even more useful.
In terms of insights, I've been pretty consistent over the decades. Love RPGs and RTS, MMO or otherwise, and played some FPS when I was much younger. Never was great at the later, I was really good at RTSes. What do you like?
Thanks! Our streams really don't take too much time because they are all unrehearsed, unscripted, etc. We just get on the stream and talk, draw, blow stuff up, break stuff etc. I think it's important for us to do that, and as I will be saying below, we probably do more streams than any other developer based on our headcount. We're less than 30 people, have no CM, no marketing person, and all of our streams are done by developers.
KOTOR was one of the best RPGs ever in my book, and one of the best SW games, as well as one of the best uses of a license ever. I think it's better than Mass Effect or anything else Bioware ever did and they did some pretty great work when the doctors ran the studio.
Me too. Right now it's not a game, it's somewhere in-between great tech and early game. That will be changing, a lot, over the next few months.
I'm not sure what you mean by "...if the sides are fixed." Could you please explain?
His English is so much better than my Russian though!
To be continued...
Mark Jacobs
CEO, City State Entertainment
I couldn't agree more with you on the "If the game is not fun..." and "Mark and the crew..." statements. I've said the same thing myself. All of our streams, community engagement, best wishes, designs, etc. are not as important as delivering the goods.
However, as said below, one of the things we do really well is open the studio and our process to the Backers or anybody else who wants to listen. And for a studio as small as we are (<30) to allow/encourage anybody to stream, is fairly unusual especially when you look at the number of hours we do that. And guess what, we will increase the hours when we get into Beta 1. <br />
Back at Mythic I always encouraged/allowed/pushed other devs in front of the camera. I've never tried to hog the spotlight and I want people to get to know our team and I want our team to get even more face time. I did/do this to help their careers as well since the exposure can only help them going forward. Sometimes it backfires, but, IMO, it's the right thing to do.
Thanks for that, appreciated.
Mark Jacobs
CEO, City State Entertainment
It's an interesting idea. I don't love the punishment end of it (lower DPS) but without that part, it is similar to how we are going to handle bounties placed on opposing players by the king of the Realm that the player(s) are wiping the floor with.
Yeah, we have to be really careful with that, as always. Fortunately, this time we'll have metrics that will really help us find the problems before they become, well, problems.
We'll have to see how that goes, I hope it doesn't end the way these kind of games have ended in your experience. But as always, time will tell.
I guess it depends on your definition of right. Balanced? Long running? And so on. OTOH, I'm not sure what mechanic works better. If I did, I would have chosen it.
And off we go to the next part...
Mark Jacobs
CEO, City State Entertainment
Agreed. The good news is that we are not going for a huge audience (500K) but rather, a much smaller audience. What I'm hoping is that there are enough players who want to play a 3-faction game that they will support our game.
And, BTW, that was one of the reasons I told EA and anybody else who would listen, during the WAR era, that we weren't going to be a WoW-killer (or even competitive numbers-wise) with them. The vast majority of people are, as you describe. There's nothing wrong with that, just as there is nothing wrong with being a player of single player games vs MMORPGs, just different.
Well, the good news is that unlike Dark Age of Camelot, we're not going for PvE, which means a lot less content that we have to create. That's one reason I didn't push Camelot Unchained as a PvE game.
The dungeon is called The Depths and it's a pretty cool concept, quite different from Darkness Falls, which was also a cool concept. And yeah, copy and pasting will not be an issue with this game.
And once again into the breach dear friends...
Mark Jacobs
CEO, City State Entertainment
It's a matter of priorities and quality. Could we have naval battles of some kind in, just like Darkfall? Maybe, but DF was 8 years in development between announcement and LIVE. I think our Backers would prefer to wait for naval battles rather than extend out the game's development since we are late enough already.
OTOH, our game's world really is the perfect canvas for a well-thought out system for water and air battles.
Yep.
As per above, I agree with you,and FYI, I didn't think what you said was derogatory though the "burst your bubble" bit I could understand people reading it as harsher than I think you intended it to be.
I can see the light at the end of the tunnel...
Mark Jacobs
CEO, City State Entertainment