Snail Games presents Atlantis, a new city released as part of Taichi Panda’s latest update.
Yearly Archives: 2015
DDO Community News Update: March 20
In the week’s news for Dungeons and Dragons Online is testing for Update 25, boosted loot and experience, and new official streamers.
RuneScape Behind the Scenes #142
This week’s “Behind the Scenes” looks at Dimension of Disaster, RuneScape‘s 200th quest.
EndWar Online SITREP #17: Air-intercept 101
This month, EndWar Online talks about the Air-intercept unit.
Camelot Unchained Alpha Interview Featuring Mark Jacobs
Camelot Unchained Alpha Interview Featuring Mark Jacobs
Questions by Darren Henderson (DizzyPW)
Answers Mark Jacobs, President and Co-Founder City State Entertainment
It’s been over a week now since backers like myself gained access into the official alpha testing of Camelot Unchained, Mark Jacobs ambitious Kickstarted sandbox MMORPG attempting to bring back true PvP conflict, realm pride, and decisions that matter to the stagnant fantasy genre. But now with alpha access, real questions of game design and development direction has begun. I’m pleased to have an opportunity to connect to MJ to get a feel for where the game is likely to go from here as well as how the founders have influenced development decisions.
Dizzy: Mark it’s been roughly two years since last we spoke about the pending Kickstarter for Camelot Unchained. Did you ever have any idea this project would receive the reception it has so far?
Mark: Using one of the expressions that people around the office hate, yes and no. Yes, I thought a lot of people would be interested in this type of game. OTOH, no, I didn’t expect that our Backer community would turn out to be as awesome as it has. Whether it was during the Kickstarter or afterward, these guys and gals have shown generosity not only through their financial support but also of spirit. They are in IT chat all day and night, our forums have been remarkably flame war-free, and the way these folks have followed us during our marathon live streaming sessions has been incredible.
Dizzy: My apologies if I jump around a bit over the next few questions as there’s so many aspects of Camelot Unchained that interest me as both a gamer and gaming press. The sandbox elements are finally shaping up through the fast evolving CUBE (Camelot Unchained Building Environment) system. Can you explain to our audience what this program is and how you intend to eventually incorporate it into gameplay?
Mark: CUBE is meant to be a way for our Backers not only to have fun 24×7 (only testing an MMORPG’s features when servers are up is so 1999) by building structures, but also to help break and improve our game while doing so. They can build anything that you would expect from a “building blocks” game, and they can share their CUBE files with other players to work on as well. And, thanks to the magical coding abilities of Andrew Meggs, we can even build round structures.
Dizzy: Do you envision CUBE being done in a real-time setting or is the plan to have players develop blueprints outside of game that they can then import and build automatically given access to the proper materials and location?
Mark: Some of CUBE will be available in the main game. Ultimately, it will allow players to not only practice their skills, but also let each of them create his or her own home outside the game, safe from the attacks of other players. In addition, if there is enough demand for it, we could easily give players different maps so they could deck out their own worlds, kingdoms, etc. in a different geographic setting. It really depends on our Backers and their interest in setting up their own small Realms. We will definitely use CUBE for blueprinting. We haven’t even really begun to explore what we can do with it long-term. We think that will be a fun project and maybe even worthy of a Stretch Goal for a post-launch Extender Pack.
Dizzy: You’ve been teasing the updated design document for crafters for weeks now. Is there any tidbits you can offer to hold us crafting players over?
Mark: Well, the teasing recently ended for our alpha Backers as I uploaded it to our forums late on Friday. As to tidbits, sure:
1) 100% pure, non-watered down, crafter class. Our crafters can choose to go into RvR, but they can also opt to stay nice and safe, spending all their time crafting. They never have to engage in combat unless they decide to do so.
2) Choices matter, especially in crafting! Our in-depth, materials-based system puts the crafter in charge of the item itself. You can make alloys of different materials.
3) Crafting is meant to be a full-time occupation. We will also have “popcorn crafting”. This will allow combatants to craft, but not in the same way or to the same depth.
4) Our economy is almost 100% player-driven. We need to have some basic items for new players, but after that, you are on your own.
Dizzy: Sweet I’ll have to check that document out when I get a chance! Most of my staff is jealous that I’ve had hands-on time with the skill crafting system. However, I’m curious what direction you want to go with it. Considering a skill will eventually be built out of 5+ components, would you rather skill formulas be hidden from other players, or easily viewed by others (allied or enemy)?
Mark: We hope you are having fun with it! It is one of the systems that we hope will set this game apart. Enemy players will not be able to know exactly what items went into an ability, but you can always choose to share this information with your Realm.
Dizzy: A personal curiosity but can you share your vision for the Founders receiving their own tavern? Have you kicked around any design styles? What do you imagine will be the draw for players to hang out in them?
Mark: The taverns are meant to be a great way for players to roleplay while still playing the game. They will be able to sell items made by other players. They will be able to offer a special line of food and drink, and we hope that one day, we’ll be able to add some entertainment as well. We also expect that the tavern owners will play an important role in ways we haven’t yet discussed outside the office.
Dizzy: Outside of keep conquest and land migration, do you plan to implement any design mechanics that might offer a greater sense of urgency for one or both factions to capture a certain area? Perhaps powerful group and expensive group spells with long cast times that would need to be protected by their faction?
Mark: Normally, I’d say that would be telling, but other than mines, stabilized land, structures and access to The Depths, yes, we want to have many reasons for players to capture certain areas. From the beginning of the Kickstarter, one of our main goals was to discourage zerg-play from being the best way for players to succeed. We know we can’t eliminate it, nor should we since we do want large-scale battles, but we do want to make sure that the players have other, better options than just roving bands of locusts that never come in contact. And one of the best ways to do this is to make sure they have lots to do, not just by making design decisions that have “Anti Zerg Stuff” stamped on them.
Dizzy: On the opposite end, do you envision needing hard features in place that limit how often a region can be invaded in a day to provide a safe period for the ruling faction to build sufficient defenses? Or will it be managed in less official means, such as the cost of a failed assault making a full territory conquest attempt a daunting affair?
Mark: Yes. We were actually talking about this just yesterday (we’ve talked about it a lot). Obviously, a number of games have tried similar things to what we are doing. We also know that if we just have a totally wide open world, the players who are on at advantageous times, better organized, etc. can do disproportionate amounts of damage. We need to set up a system for conquest that is not totally controlled by us so it feels like it is on rails, and we also have to put in safeguards so people just don’t quit after having their homes burned down several times. IMO, it is one of the greatest challenges for a game like this.
Dizzy: Something not brought up often is lore. You’re clearly taking lore very seriously with lore documents even being listed as part of your pre-alpha test checklists. Yet without PvE and questing, the typical system of imparting lore to the players in-game is missing. Do you have other plans for introducing lore to players apart from reading documents outside of game?
Mark: Yes. We want lore to be a part of this game, but not as a driving force behind PvE quests. The lore of The Depths™ is very important as players explore it. The lore of the races will give you clues and information about them. And, we hope, the lore of your chosen Realm will make you even more eager to get out on to the battlefield and slay all those nasty and misguided followers of the “other brothers” so you can help your own brother to save the world.
Dizzy: After meeting Jenesee and Guinness at a recent community meet-up I couldn’t believe on what friendly terms backers are that didn’t even know each other prior to the Kickstarter. What is it about Camelot Unchained that seems to bring people so close, even before the full game is available?
Mark: It starts with, quite frankly, me. I have tried to set a tone and direction for how our studio is going to treat our Backers as well as other games and companies. I promised anybody who would listen to me during the Kickstarter that once we funded, things were not going to change for the worse in terms of communication and openness with them. Fortunately, my co-founder and friend Andrew Meggs not only shares this commitment, but is also urging us to get even closer to our Backers by streaming more often.
Now, with the two of us setting this tone, the rest of the studio has happily jumped in. So, you can find us on our forums and Reddit as well as popping up elsewhere. And we are always respectful, honest and well, human. We don’t act like rock stars; we treat our Backers with respect on our forums, and are open about every aspect of our development process. All of that plus we are fortunate to have a community that is not based on constant e-peen waving. OTOH, we could just be lucky, but I don’t think so. J
Dizzy: Let’s close out the interview on a positive note, more funding! For the next stretch goal, “Programmers, Where art Thou Programmers?” we were curious how exactly hiring these folks will help development. The team is already doing amazing without, but I imagine you have a theory of how to make things even better. Perhaps even involving Andrew getting some sleep between now and 2016?
Mark: If we can get two more senior engineers here, we will not only be able to speed up development, but let Andrew spend more time coding and less on being the only true senior engineer. This would make a huge difference in both his sleep and the amount of code that would emerge from his awfully skilled brain.
Dizzy: Thanks for taking time out of your busy schedule (I hear no one works quite the number of hours as you at CSE). We look forward to seeing new builder backers, huff, puff, and blow yet another goal down.
Mark: Thanks for taking the time to interview me too, Dizzy! In terms of the number of hours I work, yeah, I’m really bad that way. It was the same back at A.U.S.I, Mythic and even EA. Nobody can/could ever question my devotion to my studio/company. My sanity at times, yes, but not my devotion or work ethic. J
Catch you in alpha! Or, given my choice of play, burn ya with a fireball.
Dizzy: If you want to join us in the fun, it’s not too late. Check out the Camelot Unchained builders packs for more details.
Heroes of the Storm: Funny Bunny Murky & More Preview
A look at the upcoming Ranger-General Sylvanas, Funny Bunny Murky, Ironside Dire Wolf, Mecha Tassadar, and more.
Stormthrone Enters Second Alpha
Global games publisher Reality Squared Games announced today the second phase of Alpha testing for Stormthrone. After much user feedback, the game has been rebalanced and reworked from the ground up to create the best experience possible for players. R2Games now invites players to rediscover Aeos, and see for yourself the changes made to the game. Servers will open on 10:00 AM, Friday, March 20th EST.
For more info, visit: http://stormthrone.r2games.com
Armored Warfare: Matchmaking System Revealed
Developer Obsidian Entertainment and publisher My.com are pleased to reveal today how matchmaking works in Armored Warfare, which is completely unique from matchmaking in other tank games. Instead of hard-coded vehicle tiers, the Armored Warfare matchmaking algorithm uses a system of battle ratings, which allows for a much more fluid and comprehensive mechanism that not only works fast, but is also easily customizable. This allows Armored Warfare to quickly adjust general tank balance and tune it in order to for players to have the most fluid experience possible.
For more info, visit: http://aw.my.com/us/news/gener
Warframe: Sanctuary Update Available
Digital Extremes’ Warframe® continues to grow on the PC with its first major content update of 2015.
This exciting new Update — Sanctuary — brings plenty of new gameplay, new weapons, a new Warframe and more to PC players. Players can go on a Quest for the new Chroma Warframe, do honorable battle with fellow Tenno in PvP 2.0 or team up for eight-player Mission challenges.
Primary highlights of the Update include:
NEW WARFRAME – A master of the deadly elements, Chroma can alter his damage output by changing his coloring.
PvP 2.0 – Take on your fellow Tenno in a game of Cephalon Capture, try your hand at three new maps, conquer a variety of challenges and explore the exciting changes to the PvP Game Mode with PvP 2.0! Teshin, your new PvP guide, and the Conclave Syndicate have established their presence in the Relay. Syndicate rewards await for Tenno who compete in the Conclave, studying under Teshin’s Sigil.
NEW GAME MODE – For the first time ever, create a squad of EIGHT Tenno and work through Mission challenges.
NEW QUEST – THE NEW STRANGE: Work with Cephalon Simaris to find the source of a mysterious voice. Something is out there, and it is hunting. Work with Simaris to track it down and discover its true nature.
NEW TENNO REINFORCEMENTS – Load your Arsenal with these powerful new additions:
KOHMAK: Like the larger Kohm, this hand-shotgun doubles its volley with each successive shot.
RIPKAS: Tear the enemy down with these motorized saw fists.
NEW RELAY ROOM – Explore the Sanctuary and visit Cephalon Simaris. Track down unique targets to scan in a Codex shared by Tenno throughout the Solar System, and help unlock exciting new lore and Syndicate rewards.
NEW ENEMY – Dashing in for quick strikes before falling back to the shadows, the Grineer Manic is difficult to catch and deadly to ignore.
PC players can download the Sanctuary Update today! PlayStation®4 and Xbox One players will receive this Update in coming weeks. To learn more about Warframe, download the game and join the community — visit the official website at www.warframe.com
Starcraft 2: Season 1 Finals Coming Soon
ESL, the world’s largest eSports company, today announced that the Season 1 Finals for Blizzard Entertainment’s StarCraft® II World Championship Series will be held at Gamers Assembly in Poitiers, France. The top 16 players representing Europe, North America, Latin America, China, Taiwan, Southeast Asia, and Oceania are set to converge on the French city from April 3–5 to battle it out for a total of $217,000 USD in prize money.
“France boasts one of the world’s most concentrated StarCraft II communities in the world,” said David Kugelmann, Product Manager at ESL. “Gamers Assembly, which has been steadily growing since its conception in the early 2000s, was the perfect choice of location for the Season 1 Finals as it offers a fantastic setting in which to have some of the world’s best players compete.”
The popular French broadcasting team O’Gaming will provide live commentary for the event and assist in hosting the World Championship Series stage at Gamers Assembly. Joining the French team will be a host of English-speaking StarCraft II commentators and analysts, to be announced in the coming days.
“Gamers Assembly is proud to host one of the most famous competitions in the world. We would like to take this opportunity to thank Blizzard and ESL for their confidence in our organization,” said Vincent Colas, President of FuturoLAN, organizers of Gamers Assembly. “We see it as recognition of years of work and passion provided by our volunteers who contributed to this event.”
Gamers Assembly 2015 will be a celebration of the gaming and eSports communities, featuring multiple gaming opportunities and avenues alongside the StarCraft II WCS Season 1 Finals, for which the following players will take to the stage:
- Jens ‘Snute’ Aasgaard (Norway)
- Choi ‘Polt’ Seong Hun (South Korea)
- Grzegorz ‘MaNa’ Komincz (Poland)
- Sam ‘Kane’ Morrissette (Canada)
- Park ‘ForGG’ Ji Soo (South Korea)
- Joona ‘Serral’ Sotala (Finland)
- Wang ‘XiGua’ Lei (China)
- Dario ‘TLO’ Wünsch (Germany)
- Patrick ‘Bunny’ Brix (Denmark)
- Jared ‘PiG’ Krensel (Australia)
- Sébastien ‘FireCake’ Lebbe (France)
- Ke ‘Has’ Yu Feng (Taiwan)
- Tobias ‘ShoWTimE’ Sieber (Germany)
- Shin ‘Hydra’ Dong Won (South Korea)
- Vesa ‘Welmu’ Hovinen (Finland)
- Hu ‘MacSed’ Xiang (China)
For more information, please visit www.eslgaming.com













