Monthly Archives: October 2011

The Settlers Online: Castle Empire

The Settlers Online: Castle Empire is an advanced browser empire game in which players must micromanage their city as well as make greater plans to build new cities across the continent, while expanding their army to protect all the lands a player claims. Diplomacy, trading, warfare, and exploration all make up a browser game that is clearly developed by the same team that produces ‘The Settlers.’

Features

Build Your Own Empire: Players have complete management over their villages. If you want to specialize in fishing, mining, lumber collection, or luxury trade, it’s all up to you. Optimal placement is vital to maximize the efficiency of workers. Just make sure you keep enough housing for new residents to move in and enough money in the government coffers to pay maintenance!

Explore and Settle: The biggest goal in Castle Empire is to expand the empire of your castle. By sending out scouts and generals, you can clear bandit encampments and set up your own towns. Certain rare resources can be discovered through exploration to revolutionize your trade and army.

Extensive Trade System: Players can set up trade routes with other players to increase the power and number of resources available to each other. No longer is military the only reason you will interact with others in a strategy browser game. The players capable of managing their natural resources to produce the highest demanded goods will be guests of honor with all their friends!

Real-Time World Mechanics: Even when you are away from your empire, your settlers will continue to work and harvest goods, ensuring your empire grows and prospers in your absence.

Forsaken World: War, Carnage, and Turtles

Forsaken World: War, Carnage, and Turtles

By Jake Winters (Kibeth), OnRPG Journalist

 

 

 

Forsaken World is another in a long line of Asian-born MMOs claiming to combine eastern and western gameplay; the difference is that where many others have failed, Forsaken World has succeeded. The game mixes beautiful graphics with an innovating class, quest and job system, producing something spectacular. Released in March 2011 after nearly a year of beta testing, the game is finally living up to its promise of being one of the AAA titles of the F2P market.

 

The Story

The storyline is somewhat cliché, a generic god of creation (Dyos) and a generic god of destruction (Nyos) playing a sadistic game of chess, using pawns and demi-gods to battle across the cosmos. Ultimately, the battle settles on Eyrda, the world upon which Forsaken World takes place. The lore itself is lost in the games endless pages of quest text and ragged translations, and even those going so far as to seek it out may find the story so doggedly complex that it becomes uninteresting. That isn’t to say that the game and quests are dry. The game focuses on a single drawn-out war, detailing the paths of five difference races and their role in the fight against the fearsome Storm Legion, though this in itself seems underwhelmingly ‘small’ in a universe-wide conflict.

 

Character Creation

Depending on the race picked during character creation, players will find themselves at one of the numerous starting zones with its own sub-storyline, though all converge somewhat when players are introduced to Freedom Harbor, a large shared city and quest-hub. For those familiar with Perfect World Entertainment’s in-house games, this is the standard path.

 

“That sword’s only seven feet long? For shame.”


One of Forsaken World’s strengths is how customizable character creation can be. With five races and eight classes, players are spoilt for choice. While certain classes are locked to a race (for instance, only Dwarves can become Marksman), this is relatively uncommon. The races are Human, Elf, Dwarf, Stonemen, and Kindred. As a starting player you won’t notice much impact on your gameplay based on race except for physical appearance and a small number of (weak) racial abilities. Once you hit level 30 though the nuances become apparent in the mastery tree where each race carries unique passives and power ups to their skill sets for the same class. Speaking of the classes, you can choose from:

 

Assassin: high DPS melee fighters, incredibly evasive but low HP and defense

Bard: support characters using songs to empower teammates or addle enemies

 

Mage: high DPS and AoE characters, but incredibly weak if not kept at range

Marksman: high DPS, DoT-using range fighters with impressive speed but low HP

Priest: default healers, incredibly powerful support characters, lacking in solo play

Protector: high HP and high defense tanks,  lower DPS and lacking magical aptitude

Vampire: high DPS and self-heals, but must use their own HP to do damage

Warrior: versatile melee fighters, jack of all trades character but master of none

 

 

Beyond this, character creation offers a huge range of skin tones, facial patterns (such as tattoos), hair styles, and a star sign. Forsaken World is one of the most customizable MMOs around.

 

Graphics and First Impressions

Gamers are given a cutscene-driven introduction to their race’s storyline, before being thrown head-first into the world. The most immediate observation is the graphics: flashy water effects, colorful characters, and a realistically busy environment make the game a work of art. Spell effects are vibrant, and the overall vividity of the game hides incredibly well the storyline of general death and carnage. Equally, the game is seamless, with few loading screens to interrupt the otherwise immersive gameplay.

 

Even with toned-down graphics the game looks exceptional.


With the faultless graphics accompany a less-than-faultless audio experience. While the game music is well-composed, players may find themselves reaching for their iTunes after hearing the same three minute loop for the hundredth time.

 

Combat Mode Engaged!

Each class is treated to a number of talent trees, and these are unlocked at level 20. The variety of trees effectively triples the number of classes available, as each tree remains relatively unique, especially as players invest more points into them.

 

 

Combat itself is simple, with a point-and-click or tab-target method to select the next hapless victim, followed by mashing whichever key lights up to turn their skulls into confetti. The game adds flair to combat by giving certain classes a different spins on their attacks, such as a Warrior’s stances making them able to switch from tank to dps at a moment’s notice, or a Marksman’s magical bullets empowering normal abilities. The bard, a favorite of classes (though cited as incredibly difficult to master) creates chords as he uses abilities, and these chords – if played in a certain order – will provide the group with short-term beneficial buffs. It is simple things such as this that set Forsaken World miles apart from the usual ‘health, mana, let’s go’ combat of games gone by. Perhaps if more MMOs invested in simple but interesting combat mechanisms, grinding and combat generally would be considered much less of a chore. Indeed, Forsaken World’s combat system is one of the better systems on the market of either F2P or P2P games; another piece of praise to add to the already swelling list.

 

Level Up!

After a number of hours of play, it soon becomes obvious that Forsaken World is a time-demanding game; attaining the maximum level (currently 80) requires months of regular play, and gear hunting beyond that is entirely another story.

 

 

The game itself offers the usual means of gaining experience such as completing story quests, daily quests, instanced dungeons, and a plethora of themed events (such as Christmas or Halloween). It also steps away from the Eastern-developed cliché of ‘grind-heavy’ gaming, with grinders being punished with a sickeningly low amount of experience for monster killing.

 


With so many quests available per day, grinding need not be an option. Hooray!


Instances themselves are generally small encounters where the player groups with a number of other to take down a powerful enemy. The game makes this process easier by offering an instance-finding tool, so that solo players are not punished for their solo nature. Among all of Forsaken World’s features, this is one of the most commendable ones, even if the idea itself is not a new one.

 

Instances are a great way to level and meet new people, if you survive their depths.


These instances are considered the highest means of gaining experience, however the game itself prevents players from entering too many times per day (the reasoning for this is beyond comprehension and surely offers no benefit to players wanting to level up). I was pretty sad about this because the instances are very well designed, with unique international themed locations and truly challenging boss battles. To make up for this seemingly evil oversight, Forsaken World players are treated to a number of daily quests, as well as a Revelation system which allows daily ‘prayers’ to be answered by the Gods, conferring upon the player a large amount of experience and other goodies such as experience-boosting scrolls.

 

 

Forsaken World has done well to avoid the typical monster grinding, or even more typical go-and-kill/go-and-fetch quests that dog less inspired games. Quests are made incredibly simple by the auto-route function, which allows players to select an NPC anywhere on the current map and have the game move them there automatically; indeed, the first thirty or so levels are easily playable by simply having the quest log open and doing this!

 

 

There is a moderate amount of content available through the leveling experience, though players nearing level 80 (and the months of play that accompany it) will undoubtedly find themselves bored of the same instances or daily quests, a boredom unsalvageable even by the plethora of additional events hosted by the game.

 

The Added Extras

Forsaken World continues to prove its uniqueness with additional game features. Players are introduced to over ten different jobs ranging from Alchemist to Fisherman to Weaponsmiths; and there is no limit to the number of jobs a player can have at a single time. Unfortunately, the game imposes restrictions on the number of times a player can gather or craft something (using a points system known as Energy for gathering, or Vigor for crafting), and these points recharge either when the player is online, or very slowly when the player is offline, effectively forcing players to play regularly in order to be able to engage in these activities. Unlike other games where players are rewarded for not playing (such as World of Warcraft’s temporary experience boost), it seems unfair that Forsaken World goes the other way and punishes players for not playing.

 

”I’m warning you, don’t teleport to town and log off, I’ll have to punish you!”


During the first few levels, players are given a permanent pet that follows them around and aids them in combat (and generally looking awesome; what’s not to like about a giant fiery horse following you around?). These pets grow with their owner, and offer an additional perspective on the already-fun combat system, with their own set of stats, skills, and AI. Pets are relatively low maintenance, able to heal themselves in combat, and requiring little out-of-combat attention.

 

 

Additionally, the game offers a typical range of titles and achievements, though these are nothing to write home about. More important is the number of niches of information that the game provides to those who look, such as books to be read and study quests resulting in a collection of short stories as a reward. For players bored of the game itself, this provides a little light relief and gives players the opportunity to slow down and enjoy the world around them.

 

Here’s a great feature for you: Elves that actually look masculine.


When players are tired of the big, bad world, it is little features like perfecting the job system or collecting all of the pets that keep them interested a little longer (perhaps long enough for that next big content patch, or until their burnout is over). Forsaken World does this perfectly, something many competitors (especially those of a grind-based nature) overlook.

 

 

Yet another way players can spend their time away from the grind is by helping their guild to gear up its customizable base. After guilds run enough guild quests, they can eventually bid on a flying guild base via an auction system. These bases allow you to choose which types of buildings to construct and upgrade, as well as offering unique guild positions such as ‘tax collector’ to build a type of community I’ve never come across in an MMO before. It’s interesting to have to visit a guild base and pay taxes to the local owner in order to craft weapons and armor not available by any other means.

 

All About The Money

Unfortunately, that’s where the praise ends. Like most F2P MMOs, Forsaken World’s need for cash is sated by an extensive (and expensive) Cash Shop. The shop offers a variety of unique pets, equipment, mounts, buff and experience scrolls, and any other ‘usual suspects’ one might expect to see for sale. For the most part, these items are accessible outside of the cash shop too, though the time investment may leave gamers frustrated, with gearing up taking weeks, if not months.

 

 

This stark contrast in accessibility of items means that the player base is split into tiers, those with items and those without. The most striking effect of this is PvP, where players who are not loaded with Cash Shop items struggle to best those who are, and players with the deepest pockets generally come out on top.

 

 

Despite the criticism of the cash shop, without those players digging deep the game would cease to run (or be forced to move to a P2P model), and the occasional imbalance or grind-based shortcut seems a small price to pay to keep this otherwise amazing MMO alive.

 

 

One benefit of this system though is that Forsaken World offers open pk servers for the hardcore combative players out there. If you really despise someone who cash shopped to power unmatchable by yourself, you can group up with friends and put them in their place anytime they leave the safety of town! This inevitably leads to massive group pvp in the most random regions of the world map, making the game feel dynamic and the war more player driven than developer driven.

 

Summary

Forsaken World is a top-quality MMO, matching (and exceeding) even P2P games, and certainly trouncing any of its F2P competitors. Its wide range of customisation and features coupled with beautiful graphics and a vibrant community make it a game at the very top of any recommendation list. The game is fresh and new, and has plenty of room for expansion for itself and its burgeoning fanbase.

 

 

The only areas of weakness are how much time the game requires from players, though a reduced experience curve or increased cap on the number of allowed daily events and instances would certainly alleviate this problem. The Cash Shop, as with many F2P MMOs, provides a cause for concern over player imbalances, though still balanced a bit by letting players trade the items on the marketplace to non-cash shoppers.

 

 

The game is absolutely worth playing; sign-up is simple and the small client means there is absolutely no excuse not to give it a go.

 

 

Graphics – 5 (colorful characters and backgrounds, vibrant spell effects)
Controls – 5 (WASD and point-and-click, auto-route makes gameplay less grindy)
Features – 4 (unique class gameplay and a wide variety of ‘fun’ features)
Customization – 4 (large number of races, classes, talent trees, and jobs)
Community – 5 (game is busy through whole leveling process, GMs run frequent events)

ArcheAge: What We Know So Far Pt. 1

ArcheAge: What We Know So Far Pt. 1

By Darren Henderson (DizzyPW), OnRPG Editor-in-Chief

 

 

ArcheAge, for those unfamiliar to the name, is among a special club that veteran MMO gamers either love or loath.  That club is the ‘Next Gen MMO’ club and its membership seems to be growing larger each month. ArcheAge in particular seems to be taking a rather gigantic leap over its predecessors and, if successful, may provide one of the most fulfilling experiences on the MMO market today. Of course with ridiculous titles comes epic fail potential and the pessimists of the Internet are watching with great anticipation to see this one flop like all the others. Let’s talk about some of the features that make this game worth all this pre-launch hype.

 

 

 

8 Races: Out of the eight races in Archeage, six have been confirmed with actual screenshots. They are the Dwarves, Elves, Ferres, Hariharan, Nuians, and Warborn. Although unconfirmed, the other two races seem to be visible on the game back story page as a type of undead mystic and a human sized fairy. Luckily the English page and interviews has given us the important hint that each race carries specific traits so let’s explore the Ferres, Elves, and Nuians in greater detail.

 

 

Ferres: This race is quite beast-like and looks like a mix between humans and jungle cats. As a nomadic race they have perfected their skill at hunting and specialize in defeating their prey with swords and bows. They are best known for the grand snow lions they ride into combat.

 


 

Elves: Don’t expect anything out of the ordinary with this race. They are the stereotypical elves perfected from generations of lore. Isolated? Check. Forest dwellers? Check. Oh they primarily use bows and magic? Go figure. Their appearance is generally fairer skinned than the human-like Nuians and their bodies appear much slimmer as well.

 

 

Nuians: The Nuians seem well rounded but most trailers and screenshots I have seen portray them as a race valuing tradition and strength (and swords, big ass swords). They hold their religious faith in Goddess Nui in the highest regard and are known to only break from their harmonious nature when their beliefs are threatened by outsiders.

 

Class System

 

Beyond the racial inherent bonuses, your character can learn up to three of ten ability sets to determine your overall character build. Think of this as a more concise version of RIFT’s skill system in that it gives you freedom to design your own class but not so much freedom that the prospect of balancing the game for PvP becomes a development nightmare.

 

The ten power sets are combat, fortification, death, magic, artistry, conjury, will, wild, calling, and devotion.

 

Standard Warrior Build

 

Combat: This archetype is the core on which the warrior builds his entire strategy. Combat symbolizes Kyrios, god of destruction. Kyrios ensures victory to those who have faith in him, but is cruel and destructive to enemies. You can use destructive attack skills in a rage to various surrounding enemies at the same time and your attack speed can be temporarily increased to a great extent through haste.


Fortification: Much like combat, fortification is vital to any true warrior. You can’t dish out tons of damage if you die from focus fire by the time you reach your enemy. Fortification symbolizes Shatigon, god of wealth. Shatigon has the power to bring wealth and creates impregnable fortresses. You can use skills to increase your health and defense or to temporarily become invincible, and sometimes protect your allies by switching the surrounding enemy’s aggro to yourself.

 

Will: This archetype grants incredible support power and mobility. You will likely see it commonly on both warriors and priests. Will symbolizes Sal, god of portal and sealing. Using the power of Sal, players can heal allies, protect allies from damage, seal enemy skills, and even teleport around the battlefield.

 

Standard Priest Build

 

Artistry: This archetype is needed for full support priests. Artistry symbolizes Lucius, the wanderer who has greatest wisdom, but always hides it in his jokes. Using the power of music, you can increase the recovery rates of your allies and bolster movement speed on the battlefield.

 

Devotion: Represented by Kyprosa, the gatekeeper of dreamworld, Devotion is an archetype trained completely in the arts of defensive magic. Not only will you unlock the strongest healing skills in the game, you will also be able to control the veil between life and death.

 

Death: The death archetype is an incredibly dangerous art to master that only the most wise (or foolhardy) mage should attempt. By utilizing the Goddess Nui, overlord of the underworld, you can deal immense damage to your foes and break their will with raw fear of your might. The ability to detach your soul from your body also comes in handy for playing a trick or two.

 

Standard Wizard Build

 

Magic: The magic archetype is represented by Aranzeb, a mage who remains calm no matter what storm of war brews around him. This is the more stable tree of magic that contains a well balanced mix of fire magic and defensive shields.

 

Conjury: Conjury is an archetype with much utility that is useful for both wizards and chasers. Goddess Dahuta, master of the sea and change, grants her followers the ability to seep deep into the minds of your foes. This archetype focuses on disables and summoning evil spirits to haunt your crippled opponent.

 

Wild: This archetype is the calling card of chasers. Not only does it provide you with excellent ranged bow skills, it also gives you the ability to tame wild beasts to protect you at melee range.

 

Calling: This archetype is extremely important for chasers and essentially represents the rogue build from standard MMOs. It represents Melisara, who dared to try killing a god. Just like Melisara, you will train in stealth arts to overcome foes much stronger than yourself through sneak attacks, long range strikes, and some of the fastest dashing ability in the game.

 

Standard Chaser Build

 

As mentioned before, classes are not set in stone, and you are free to experiment with any combination of the above abilities to create a hybrid class that works for you. Personally I think an assassin that utilizes Calling and Will would make an incredible force on the battlefield. Teleportation, fast dashing abilities, and clutch heals to protect allies all in one class sounds pretty fun. Perhaps combine it with death to gain some insurance against fatal mistakes and you have a class that will drive your foes mad.

 

 

Unfortunately I’m running late for a meeting but I plan to continue this discussion of ArcheAge tomorrow with a look at the basic features that make up the game world such as castle construction, territory control, and the evolving debate on an open PK system.

S4 League Season 3 Designed by Players

S4 League 2012 Expansion Designed by Players

 

 

Alaplaya has announced that popular anime-inspired shooter S4 League will receive a major expansion in 2012… which rests entirely in the hands of the game’s community. S4 League: Season 3 will be dreamed up by players the world over, who are invited to submit their ideas in a new “Design the Season” contest. The winner will receive an incredible prize of 100,000 alaplaya points, as well as the pride of seeing their concept brought to life within the game and played by S4 competitors for years to come.

 

 

“We get great suggestions and ideas every single day from our players. They all love S4 League as much as we do, and they’re hungry for more,” said Achim Kaspers, Managing Director of ProSiebenSat.1 Games. “Right now, nobody knows what kind of new surprises Season 3 will bring, so we’re asking our fans to share their speculations and dreams with us and help us build the perfect S4 League update.”

 

 

Players are encouraged to submit any and all ideas for the Design the Season contest, including the advancement of the S4 League story and the driving force behind the league’s changes, as well as concepts for new levels, game modes, weapons, costumes, maps, and characters. The contest winner will receive 100,000 AP, and all entrants will be eligible to win one of ten raffle prizes worth €10 in any alaplaya game. Be warned though that this contest ends tomorrow, October 7th. So if you still want to be a part of it, you need to submit your ideas now!

Dark Age of Camelot: A Simpler Time of MMOs

Dark Age of Camelot: A Simpler Time of RvR MMOs

By Remko Molenaar (Proxzor), OnRPG Journalist

 

 

Dark Age of Camelot is a Pay-to-Play 3D MMORPG that revolves around the war of the realms following King Arthur’s rule. This medieval fantasy MMORPG is developed and published by Mythic Entertainment on October 10, 2001. The world revolves around dragons, magic and massive battlegrounds.

 

 

This game has been out for a while but OnRPG never gave it a really close look. I volunteered to step into the realms and see why so many consider this one of the greatest MMORPGs of all time. Not only is this game focused on defeating monsters found in dungeons, but the open world and RvR zones challenge the player to participate in huge PvP battlegrounds to earn further loot.

 

 

Once the player starts up the game and selects a server, they are offered the choice between three realms. These realms are Albion, Hibernia and Midgard. A detailed history of the age of King Arthur I is available on Dark Age of Camelot’s official page. It’s definitely worth checking out if you love intricate storylines and intend to really get immersed in this game.

 

 

Realms

Albion is through and through the land of Arthur. Forged from his iron will, paid for by the blood of Knights and commoner alike, Albion encompasses the ideals, the laws, and the heritage of its most famous King. The people of Albion are mostly homogenous, sturdy Britons, hulking Highlanders, graceful swift Saracens, and the tall intelligent Avalonians. The small, mysterious Inconnu along with the bestial Half-Ogres add a dash of the exotic to the Realm.

 

Hibernia is the closest to nature and magic of all the Realms. Their heritage has long honed its citizens to channel the forces of magic and unleash its destructive force on their enemies. Human Celts and the almost-giant Firbolg live in close harmony with forest, glen, and all nature’s creations. The Otherworldly beautiful Elves, small mischievous Lurikeen, and sleek magical Sylvan harness the power of primal magic. The malevolent Shar have an uneasy alliance with the other races of Hibernia, and bring an undercurrent of evil to the emerald hills.

 

Midgard is home to the snowy lands of glacier and fjord where the mighty Norse legions call home. These legions are hell bent to once and for all establish the rule of Midgard upon all the Realms. Midgard, land of lakes and wide slow rivers,  is home to six of the most diverse races found in the three Realms. These races are the Norsemen (the humans who make themselves at home in these snowy wastes), short yet resilient and tenacious Dwarves, huge lumbering trolls, lithe dexterous Kobolds, shadowy, mysterious Frostalfs, and the primitive and proud Valkyn.

 

 

After you have chosen a Realm it is time to pick a race. There are currently 7 races per Realm available. The following races are currently in the Dark Age of Camelot:

 

Albion: Avalonian, Briton, Half-Ogre, Highlander, Inconnu, Saracen, and the Korazh(Minotaur).

 

Hibernia: Celt, Elf, Firbolg, Lurikeen, Shar, Sylvan, and the Graoch(Minotaur).

 

Midgard: Dwarf, Frostalf, Kobold, Norseman, Troll, Valkyn, and the Deifrang(Minotaur).

 

 

After you have chosen the race you can pick a class among the various available and designated to said race. Currently there are 47 classes to choose from which is quite a lot. All these classes are broken down into four common RPG archetypes: Warriors, spell casters, rogues and healing classes. There are also Hybrid classes which combine skills from any two of the archetypes. The current classes that are available in Dark Age of Camelot are the following:

 

Albion: Armsman, Cabalist, Cleric, Friar, Heretic, Infiltrator, Mauler, Mercenary, Minstrel, Necromancer, Paladin, Reaver, Scout, Sorcerer, Theurgist, and Wizard.

 

Hibernia: Animist, Bainshee, Bard, Blademaster, Champion, Druid, Eldritch, Enchanter, Hero, Mauler, Mentalist, Nightshade, Ranger, Warden, Valewalker, and Vampiir.

 

Midgard: Berserker, Bonedancer, Healer, Hunter, Mauler, Runemaster, Savage, Shadowblade, Shaman, Skald, Spiritmaster, Thane, Valkyrie, Warlock, and Warrior.

 

 

Gameplay

Dark Age of Camelot is not the usual MMORPG where you level up, achieve new skills and upgrade your armor. In Dark Age of Camelot you actually have to spend time to think through your build. After some experimentation its best to pick your favorite weapon and beeline down talent trees that fully unlock that weapon’s potential. I chose to play as a Blademaster and I got multiple choices for my skills, such as skills for blunt weapons or sharp weapons. Since dual wielded blades I decided to go for the sharp weapon tree to get the optimized use for them.

 

 

The interactivity of the environment in this game seems almost unheard of considering how old it is. You can actually converse with NPCs using the chat box and open doors to enter village houses! The graphics are dated but not nearly as badly as its competitors from the same era. Even the water has a mirroring effect and actually does look like water unlike many other MMORPGs.

 

 

I must give readers a warning before jumping into this game. If you are not a fan of player on player combat and prefer to spend your time grinding mobs or taking on challenging dungeons, I do not recommend this game. It is absolutely vital that you join your fellow realm members to do battle for the glory (and special buffs) of your nation.

 

 

To play this game and ignore this side of it would be as silly as to play League of Legends for only the computer AI battles. Thankfully the realm versus realm battles in this game are still remembered fondly to this day as one of the most polished and successfully implemented open world pvp systems ever implemented into an MMORPG. After experiencing it for myself, I can confirm the praise is well deserved.

 

 

Graphics

To play this old yet good looking MMORPG the recommended system requirements are really low. As long as you have a Pentium 4 processor with 2.4GHz along with a 64MB video card that supports DirectX 9.0 or later you´re good to go. If you have no idea what kind of computer you have or you´re simply not really into system specs, any computer made after the year 2001 is most likely able to run the game just fine.

 

Conclusion

Even though this game is almost 10 years old I still had a lot of fun trying this game out. The lore behind the Dark Age of Camelot is quite known to everyone that has heard the bedtime stories about King Arthur and really makes this game unique. Despite its age, Mythic and EA still provide regular content updates to a player base that remains populated and active. There are special made servers for everyone to have as much fun as possible whether you like PvP or PvE. If you like old fashioned MMORPGs with more complexity than simple hack and slash games, I would recommend you to try out Dark Age of Camelot because this game has a lot to offer!