MMORPGs often place players into a world completely built by the developers, while their engagement in activities and stories are equally dependent on the creators. But what if players could have a larger role in determining the world, from control of the land down to even building it’s economy and structures? Camelot Unchained is an upcoming fantasy MMORPG from developer City State Entertainment and Mark Jacobs of Mythic Entertainment fame that aims to do just that and put the power back in the hands of the players. This successfully crowdfunded subscription based game is presently in alpha development with a beta coming soon for players.
Developed by: City State Entertainment
Published by: City State Entertainment
Release date: Unannounced, 2017
Age rating: Pending
Camelot Unchained Features
- Three Realms in one persistent, massive, open-world sandbox environment, with towns and cities built almost entirely by the players.
- Do battle over scarce resources, take and hold Places of Power, burn down your enemies’ homes, and seek to conquer The Depths™, a TriRealm dungeon like none other in gaming.
- Craft and Build: Looking for a game where you can build your own unique home, fort, or castle, rather than just buying one? Well, you’ve come to the right place.
Camelot Unchained Setting
The game’s setting is focused on the tearing of something called the Veil, a barrier that separated the real world with another world of mysterious magic. After the cataclysmic tear, dragons and violent storms ravaged the world, distorting and changing humanity. Afterwards, beings called the Emmisaries came through and bestowed immortality to the races of the world appointing 3 kings, Arthur, Sigurd and Nuada who formed their own Realms, as well as a central world of peace called Camelot. However, Camelot fell, and the 3 realms were torn apart and remain as 3 separate islands.
Players will choose their realm, fight for control and then work to rebuild the world. The RvR (Realm vs Realm)/PvE dungeon of the game pits all three Realms fighting and dying for temporary control of its secrets, hidden wealth, and power.
Your choice of Realm is vital because the classes and races are different for each faction. Additionally, many aspects of the game are geared towards building realm pride. Players will be able to build, protect and fortify their own structures and siege, destroy, loot and pillage structures of other Realms.
The Realm of the Arthurians strives to be the embodiment of nobility, honesty, and righteous strength. They believe they are destined to save the world, not purely through conquest but through virtue and greatness of spirit.
The Realm of the Tuatha Dé Danann strives to become one with nature. They revere the forest for its fierce beauty and its unyielding grip on life. The forest is more than the home of the Tuatha Dé Danann; it is their deep-rooted mother, their broad-boughed father, and their protector.
The Realm of the Vikings follows the path of blood and steel to greatness. In the tall peaks of windswept ice they make their homes, waiting for the moment to conquer the lands below.
Building a Player Driven Foundation
Beyond the appeal of the realm struggle, the game offers the chance for players to build their own unique home, fort, or castle, rather than just buying one. The game features a building component called C.U.B.E. which stands for Camelot Unchained Building Environment, a hybrid online/standalone building game, which is being developed as part of Camelot Unchained. Early backers can already access this portion of the game. It features easy to use physics that allows players to construct structures and lay the foundations of towns. They also become the target of destruction from competing realms.
The game’s economy is similarly going to be player driven. Players will be able to play as a dedicated crafter class to gather, refine, and craft everything that they and their allies need. With no traditional auction house or shop system, the crafter class is being designed to play a vital and rewarding role in the game’s economy. Players will have to earn their loot; it won’t just be lying in a big shiny on the side of the road, nor will it be tied to some hopeful drop after grinding a dungeon day after day.
Let’s Get Ready to Rumble
In combat, the game will allow for ability combinations that can target players and structures. These abilities can also interact with other abilities to create additional effects. A fireball could hit a waterball to create a steam cloud, which can then be pushed over an enemy to do some unique damage. These kinds of combinations allow an extra creative layer of gameplay depth and will make the battlefield and ever changing experience as they combine with your stats, boons and banes.
The Ability Building System allows you to create abilities with specialized Ability Components, which allow for a high degree of customization in how you want to play. You mix components based on the equipment you want to use, such as weapons, how you want to use it and extra modifications such as range or area of effect. An ability can have primary, secondary, modifier, and modal components to it, giving a dizzying variety of customization.
The Tri-Realm system is a PvP centered design that will feature large scale battles as a focal point for the gameplay experience. Players will battle the enemy Realms on a scale from small skirmishes to massive battles featuring hundreds of players.
In the game’s A.I.R. (Action, Interaction, Reaction) system, ability effects are treated as objects within the game. Abilities, projectiles, spells, and others can all interact with nearly everything in the world, and they all change based on that interaction. The game’s in-house Unchained Engine builds off this by bringing large-scale, real-time battles between players, server-based physics using Nvidia’s PhysX system, and large draw distances, while procedurally generating the terrain on the fly. So far, they’ve managed a 500 player battle pre-beta and are aiming even higher.
In many ways, Camelot Unchained is going back to old school development concepts. The focus is away from raiding in favor of survival through player driven conquest, building, and crafting as well as a commitment to what a subscription model means to players. The choices you make seem poised to change your fate and that kind of player power is what may break the chains of the standard MMO.
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