Refloto ésto para decir que ya empezó el kickstarter. Llevan más de 1 millón de dólares recaudados y quedan 19 días para el objetivo, que son 2 millones y será una realidad. Ojalá de verdad que lo consigan, estoy muy ilusionado con éste juego.
City State Entertainment, led by online game pioneer and Mythic Entertainment founder Mark Jacobs and code guru and CSE co-founder Andrew Meggs, needs your support to make the next great Massively Multiplayer Online Role-Playing Game (MMORPG) for the PC and select tablets (stretch goal dependent). As one of the very early online gaming developers (circa mid-1980s) and the creative driver behind Dark Age of Camelot®, Mark has seen online games grow from an unloved, mostly ignored part of the industry to a major driving force. He believes the time is right once again for a small, barely known studio to craft a title that can compete in today’s market, just as in 1999 when Mythic Entertainment began work on Dark Age of Camelot.
Update #13 -Andrew demos our latest in-house engine build!
http://www.kickstarter.com/projects/13861848/camelot-unchained/posts/447951
http://www.kickstarter.com/projects/13861848/camelot-unchained/posts/447536
Camelot Unchained takes one part classic legends, adds a twisty little apocalyptic passage, and mixes in a whole batch of creativity to birth not just another “me and my WoW-clone”, but a unique RvR-focused MMORPG. A cataclysmic explosion pierced “The Veil” that separates dimensions, bringing forth a nightmarish mix of both legends and horrors upon our world, leading to an extinction-level event. It is against the backdrop of an almost unrecognizable world that our game unfolds, and as a player of Camelot Unchained, you can expect the following:
·Camelot Unchained is a subscription-based, RvR-focused MMORPG. RvR is an acronym for Realm vs. Realm® (this term is a registered trademark of Electronic Arts), which we call TriRealm™ for the interaction of the three main realms.
·The game will feature RvR-based leveling tracks for all classes. No PvE (player vs. environment) -based leveling, loot drops or other such systems are currently planned. All leveling will come from engaging in the game’s RvR-based systems, whether by fighting other players, capturing objectives, and/or crafting objects to help in RvR.
·You will have the choice of playing any realm on each of the game’s servers except that you may play only characters from the same realm on any single server. In other words, one server = one realm.
·Our subscription tiers will be based on players' individual choices regarding participation, but will be less than the current accepted norm for MMORPGs.
·The game will be developed for PC (Windows) with stretch goals for other platforms.
·The game will be available in English with French, German and other languages based on demand.
·The client will be DRM-free and distributed via Torrent.
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.”
Mark believes that every great game starts with a great foundation. The Foundational Principles he and Andrew have been laying out are more than simple ideas; they are the bedrock for Camelot Unchained. Over the next 30 days, we will tell you even more through updates and additional Foundational Principles. We think it's important that you understand fully what kind of game we want to create before you decide to back it.
The current list of principles can be found on our website (www.camelotunchained.com)
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:
·Camelot Unchained features a totally player-driven economy. There won’t be drops from the NPCs, no redeemable tokens or anything like that.
·There will be a “pure” crafter class with its own unique leveling track.
·There will be no auction house for player-created items. Crafters can have their own stores and either sell there or directly to players in a bazaar-like setting.
·Crafters will be able to build a wide variety of items, including weapons, armor, siege equipment and more.
·Our housing system will allow players to construct everything from huts to mines, and to fortify and rebuild massive structures.
·Players will be able to build structures throughout the world, in both safe and contested areas.
We will go into more detail about these systems, but in the meantime, for more information about them, please refer to the Foundational Principles on our website (www.camelotunchained.com)
Camelot Unchained features three distinct realms (Arthurians, Tuatha Dé Danann and Vikings) as the protagonists in a bold new vision. If you've seen our teaser/trailer, you know this is not a rehash of Dark Age of Camelot or any other game. The piercing of the Veil and the events that have flowed from it have changed the world in very unexpected, dramatic and quite magical ways.
At launch, each realm will have at least three races, all with unique powers, abilities and physical appearance. We will reveal some of these over the next 30 days. In fact, our backers will have the opportunity to choose one for each realm during development. We'll also create more if we meet certain stretch goals and as the game evolves.
Camelot Unchained will feature a selection of classes at launch, with the actual number dependent on meeting certain stretch goals. We support an extended version of the “Holy Trinity” as well as “rock, paper, and scissors”, and initially, we'll have at least five classes (healer, tank, dps, hybrid, crafter). For more on how the RPS theory applies, please refer to Foundational Principle #6
Así que todos a donar 10.000$