Official
F.A.Q
What
is Dark Age of Camelot?
Dark Age of Camelot is a massively multi-player online role-playing game
conceived and developed by Mythic Entertainment. Set in the Kingdom of
Albion in the years immediately following the death of King Arthur,
players of the game enter a world in chaos, where Arthur’s peace has
been shattered and dark forces threaten the Kingdom. Unlike traditional
role-playing games in which a player’s greatest challenge is fighting
computer-controlled monsters, players in Camelot will come face-to-face
with their greatest challenge yet, other players. In Camelot, players
must choose to be members of one of the three Realms that are striving
for mastery in this chaotic world: The Britons, the Celts, or the Norse.
The Britons are the former kingdom of Albion, once ruled by the great
King Arthur. The Celts are from the wild and magical western island of
Hibernia. The Norse are the large barbarians from the lands to the north
of Albion.
Building upon the foundation laid by such great games as EverQuest,
Asheron’s Call, and Ultima Online, the game features 3D-accelerated
graphics with movable camera, multiple class and race combinations, and
has built in and balanced team Player vs. Player (PvP). Unlike its
predecessors, in Camelot, PvP conflict is an integral part of a
player’s experience in the world, not an afterthought.
When
will Camelot be done and when will beta testing start?
The game is slated to be complete by late summer 2001, with betas
starting about five months before that.
Who
is Mythic Entertainment, and what games have they done?
Mythic Entertainment is the most prolific and one of the most successful
online gaming developers in the industry today. With eleven online games
to its credit, Mythic has been a major part of all of its distribution
and publishing partners pay-for-play games including AOL, the
Centropolis Gaming Center, Gamestorm and ENGAGE. Our titles include some
of the most popular online-only games of all time including Spellbinder:
The Nexus Conflict, Aliens Online, Starship Troopers: Battlespace,
Silent Death Online, Rolemaster: Magestorm, Darkness Falls, Darkness
Falls: The Crusade, Splatterball, Godzilla Online, and Dragon’s Gate.
Mythic has more experience in developing and running multi-user online
role-playing games than most of its competitors. Dragon’s Gate is one
of the longest running online RPGs out there, having just hit its 12th
anniversary and is still going strong on America Online. Mythic also has
the successful Darkness Falls RPGs, which are available on America
Online, Centropolis Gaming Center and Gamestorm.
Which
Arthurian legends does Camelot follow? There are so many.
In order to make a great game, we’ve delved into many different
Arthurian traditions, and have come up with a good mix of romantic
Arthurian myths, pre-Christian Welsh legends and high fantasy. First and
foremost, Camelot will be a fun game, and we will never let a strict
adherence to any of the legends get in the way of that. That being said,
any fan of the King Arthur legends will feel right at home playing on
the side of the Britons.
What
kind of graphics engine does Camelot have?
Camelot uses a 3D graphics proprietary engine developed by Mythic which
is built upon the NetImmerse engine from NDL Inc - the same API that
Mythic used to develop Spellbinder: the Nexus Conflict. It features 3D
accelerated graphics, detachable camera, first and third person views,
and all the visual splendor you would expect from any other large
graphical multi-user online game.
What
does Camelot have that EverQuest and Asheron’s Call don’t?
Camelot has an immediately identifiable background that will be familiar
to anyone with even the most cursory knowledge of mythical history. The
Arthurian legends, the Norse Sagas, and to a lesser extent, Celtic
folklore, are all represented in the game. The gods in the game will
come from the pages of well-known mythology - gods like Odin and Thor,
heroes like Cuchulain, Lancelot, and Galahad will all be part of the
game’s background (and maybe foreground!).
Camelot also has a built in PvP system, which strongly guides the player
into conflict against members of opposing Realms. The PvP system has
been strongly thought out and is an integral part of the game itself,
unlike the other large commercial online RPGs. Instead of having every
player be able to fight any other player, as in Ultima Online, in
Camelot, PvP is team based, where you can only fight characters in
opposing Realms. This will encourage teamwork and cooperation among the
members of a Realm as they must band together to fend off attacks,
raids, etc. from the other Realms.
What
are the different Realms and how are they in conflict?
The Realms in Dark Age of Camelot are the Kingdom of Albion, home of the
Britons, the Celtic Kingdom of Hibernia, and the Norse Kingdom of
Midgaard. Players will be able to play characters in each of the Realms
- each Realm’s characters will specialize in different types of magic,
different fighting techniques, and of course each will have
geographically typical terrain. Midguard is full of fjords and ice,
Albion is full of rolling hills and Roman ruins, and Hibernia is a wild
land of deep forests, enchanted hills and magical beasts.
Each Realm is the possessor of a number of ancient magical Relics, which
give bonuses to all members of that Realm - when the Relics are safely
in their shrine. However, Relics can be stolen away by enemy raiding
parties and taken to their shrines, making them stronger. When safely in
shrine, Relics give moderate attack and damage bonuses to fighting
races, and magical spellcasting bonuses to spellcasters. Any Realm that
does not have its Relics fights at a disadvantage.
Relics must be protected at all costs from theft - this concept forms
the core of the PvP conflict in Camelot. Relics come in all shapes and
sizes and are based on each Realm’s history and legends. Some of the
ongoing quests in Camelot will be centered around discovering many lost
Relics.
What
is PvP? How is handled differently than other online RPGs?
PvP is shorthand for "Player vs. Player". Some online RPGs do
not allow player vs. player combat at all; instead characters fight with
NPC monsters - this is the model that EverQuest follows, with the
exception of a few EQ PvP servers. Others, like Ultima Online, allow
everyone to fight everyone else, which can sometimes be chaotic. Camelot
will be team-based PvP, where characters will be able to rise up to
medium level without having to worry about being marauded by high-level
enemies. As the players grow in stature, they will be expected to
protect their realm from enemy incursions, as well as occasionally go on
raiding parties against other Realms.
In order to allow new players some time to gain experience in the game,
each Realm will have its own unique protected adventuring areas that are
designed for new players. These areas will be consistent with the each
Realm and allow the new player an opportunity to gain experience without
worrying at all about an invasion from across the seas.
Player levels will be based on experience vs. monsters, not vs. other
players. At higher levels, players will have to adventure out into
regions between the realms, which could bring them into conflict with
enemies, but not necessarily so. The true PvP comes into play when
actively going out on raids, or protecting your Relics from enemy
invasions.
Each player accumulates "Realm Points" while either defending
their Realm against enemy invasions or going out on raiding parties. As
the player gains Realm Points, they gain special titles as well as
bonuses to their skill statistics. Because of this, a high-level player
who has gained Realm points will be more powerful than a player of the
same level who has not. The game will not force players into PvP, but if
you choose to do so, you will become more powerful.
Will
you be able to fight characters in your own Realm?
You will not be able to fight characters from your own Realm, in any
normal playing sense. However, we will probably have a dueling system
in, or at least special arena areas where you can go to practice PvP
with friends. This way, you’ll at least have the chance to get
accustomed to player versus player combat before you get involved in
Realm PvP.
Hasn’t
Mythic done a PvP game like this before?
Yes. In fact Camelot will be based in many ways on Mythic’s text
online RPG Darkness Falls: The Crusade. This game has a three-Realm
conflict based in an original fantasy setting. Camelot will use the
lessons learned from this game, in creating a balanced PvP system. While
DFC is not a graphical game, it contains all the non-visual elements
that will exist in Camelot: an extensive guild system, character
classes, races, and a huge database of objects and monsters that are
already fully tested and balanced. The PvP system in DFC is well-rounded
and although not perfect, is a good jumping off point for Camelot. It is
because we are able to use most of DFC’s underlying database
structure, we can cut the development time to the short 18 months that
we envision.
How
do Guilds work in Camelot?
Camelot will have built-in support for guilds, and many will be
available for each class/race combination. When a player joins a guild,
they get special tweaks to their character and even new skills, making a
magician in one guild slightly different than a magician from the same
realm in another guild, which gives players yet another way to customize
their characters. Also, guilds can accept players of different classes,
making it possible for the mercenaries guild in Midguard to accept both
Viking Skalds (minstrel), as well as Troll warriors. These guilds are
not player-created, rather they are a part of the game.
Of course there will be player-created Associations as well, which will
let same-realm characters band together and form their own
organizations.
How
smart is the monster AI?
The Camelot development tools include a proprietary monster scripting
engine that will make is possible for the world developers to make
monsters that act in an intelligent way. They can truly interact with
the players, have conversations, exchange objects, make deals and
generally act in any way as conceived of by the world developer.
How
big is the game world?
Huge. There are many zones for each Realm, which allows the player to
gain levels and adventure without running into many (if any)
player-character enemies. Then there are middle zones, which link the
Realms together, where you may encounter enemy players.
The zones will be taken as much as possible from the maps of
Scandinavia, Wales/England, and Ireland. The English zones will have
Roman ruins, stone circles, and deep dark forests. The Norse zones will
be full of ice and pine forests, tundra, and taiga. The Irish zones will
have rolling hills, magical creatures and places, and a distinctly
Celtic feel.
Will
the game have zones like EverQuest?
Dark Age of Camelot features a unique world architecture that almost
completely removes the need for players to "zone" between game
areas. The system has "Regions" that are made up of huge areas
of the game -- inside which players will not have to wait to zone, as in
other online RPGs. Instead, the player moves inside a "bubble"
that keeps track of all monsters and other characters near the player.
As the player moves around, the bubble continually refreshes itself by
loading in new objects, monsters, and players that come in contact with
the edges of the bubble. In essence, it is like playing EverQuest and
being able to see and move across zone borders into other zones.
To give an idea of the size of the Regions, each Realm's territory
consists of two regions, allowing players to adventure for hours without
ever having to wait for the game to load a new zone. The regions
correspond to a "home area" and a "frontier area" of
each Realm's territory. The home area is where low to mid level
characters will cooperatively group and fight to gain levels. The
frontier region consists of tougher high level areas where players go on
high level quests and to engage in PvP combat against players from other
Realms.
Will
you have housing for Characters?
Camelot will probably support some sort of housing for characters,
although these will be pre-built structures.
How
will you communicate with other players?
In the game you will have the basic "say" commands and group
chat commands that let you talk to all within a certain radius. Added to
that will be the ability to send messages to single players who are
currently online and who are members of your Realm. This ability may be
tied to gameplay (i.e. via spells or objects).
Due to the competitive nature of the game, we will not allow inter-Realm
communication in Camelot. The other realms are your enemies, so there
will be no need to talk to them. We’ve learned from our other PvP
games that if you allow players to communicate with players from other
sides, then cheating will certainly follow.
How
many characters per server will players be able to have?
You will be able to have seven characters per server, but all must be of
one Realm. If you want to play characters from another Realm, you must
create them on another server. This will cut down on players entering
the game on one side to see what’s going on, then logging in as a
character in another Realm to tell everyone what’s happening in the
enemy camp.
How
many players will be able to play simultaneously?
Somewhere between 2000 and 3000 per world, with as many world shards as
demand warrants. Each shard will be a completely separate world.
What
about quests? How will they not be repetitive?
We have a lot of good ideas to make quests non-repetitive and so each
player that does a quest will have a different experience. In most
online RPGs, quest consist of going from step 1 to step 2 - talk to the
NPC, find an object, give it to him, he gives you a note with more
instructions on it, etc. These usually end up with a lot of high-level
characters "camping" the same area waiting for a specific NPC
to spawn so that they can kill it/talk to it/etc. This can often be
frustrating to the players, especially if the NPC only spawns once every
couple of hours.
Camelot will alleviate these issues in many different ways, by included
an extensive questing engine. First, the steps in the quest will be
randomly generated, so two players going on a quest for the same item
will probably not do the same steps, and definitely not in the same
order. Second, players on quests will have to fulfil earlier parts of
the quest in order to get quest items off of NPCs. For example, if a
player has to say a certain phrase to an NPC to get an item, the NPC
will not respond even to the correct phrase if the player has not done
the previous steps on the quest.
Camelot will also have a special Questing Journal that lists the quests
that the player has accepted, and shows the steps that need to be taken,
as well as the steps that the player has done already. This will
alleviate the need for tedious note taking and the "what do I do
with this piece of pottery" that happens on other games.
What
will armed combat be like?
One of the biggest problems with other online RPGs is that a magic-using
character is fun and exciting to play, but an Arms-wielding fighter
usually has only a few options to keep combat fun and interesting.
Camelot, however, will feature "combat styles", which are
unique fighting moves that must be learned by fighting characters in
much the same way that a spell casters has to learn new spells.
By studying the fighting styles of monsters and other players, fighters
will find that some styles work better in some situations than in
others. Fighting classes will be able to learn new styles by going on
Quests, by advancing in their guild, or by gaining levels.