But Jacobs said he does not consider the game to be a spiritual successor to Dark Age of Camelot. The game will have three realms, and each realm will fight the other. There’s more than enough interest to support this small studio.” I think people will pay for what they want. “We are going for a niche market, and we are not trying to be World of Warcraft,” Jacobs said. Rather, City State Entertainment will charge a subscription fee. Interestingly, Jacobs said the game will not be free-to-play, as many MMOs have become. Meggs was lead engineer on Warhammer Online, and he also worked as a senior engineer on Bethesda Game Studios big hit The Elder Scrolls V: Skyrim. Jacobs was the lead designer and founder at Mythic, which made both Dark Age of Camelot and Warhammer Online. The company is based in Fairfax, Virginia, with a big office in Seattle. “The most exciting part is seeing what they’ll do with that world.” ![]() I would enjoy battlegrounds if offered, but having them or not wouldn’t be a deal breaker for me.“We’re creating a game and engine that allow truly massive numbers of people to all interact together in a shared space, changing their world in meaningful and dynamic ways,” added Andrew Meggs, chief technical officer at City State Entertainment. Still the appeal of having battlegrounds is there, especially when one has short blocks of play time available, and might actually increase the player base due to providing a greater diversity of play options, and thus offset the perception of existing at the expense of player numbers participating in RvR. One other reason to not mix playstyles is a loss of immersion in the world as a whole in a themepark instanced minigame where one magically teleports to an artificial arena, especially if different sets of gear and abilities are utilized. That being said, I feel Proximo’s point regarding tempering rewards in battlegrounds (so there isn’t a greater benefit per unit time) is valid, and for some odd reason isn’t being acknowledged. I think the biggest issue is balancing gear and abilities between RvR and instanced battlegrounds, and then I suppose dev resources that would otherwise be spent on the other. Between the cities and the kings and the Depths, and all these components… it’ll be truly interesting to see how these alpha and beta experiences transition into being a finished product. I’m still very, very interested in how this whole game will come together into a cohesive experience. Scenarios can not co-exist with a open-world RvR game and not do irreparable  harm. Scenarios were the absolute bane of Mark Jacob’s past game, as well as just about any game purporting to be about open-world RvR. ![]() I was reassured by the affirmation and commitment to keeping the game about open-world gameplay, and not succumbing to the temptation of the cop-out scenario gameplay. The dates weren’t even the part of the conversation that mattered most to me. That’s a decent place to be in for an early or perhaps mid 2019 release. They plan to hit the Beta phase around mid year. — it’s simply a statement of “Summer†to me. Whatever the real date ends up being — whether it’s July 4th or July 24th, etc. I’m adding the “ish†because throughout the video announcement they were pretty clear to point out several times that this date was the date they want to hit, but then qualify it with caveats. Camelot Unchained beta will be July 4th-ish. Today the Camelot Unchained beta announcement dropped, and you guys were quick to send me emails and notifications — thanks for that!įirst, the date.
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