Note: We have not included what races you can play and
classes. If you want to learn more about the races and classes please use
the navagation part to your left.
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 Fall 2001. The game’s beta program
has been under way since September 2000. Beta three is scheduled to begin
in early March 2001.
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.
Of course, only the Realm of Albion is based on the
Arthurian legends – the Realms of Midgard and Hibernia are based on
Norse Eddas and Irish Celtic myths, respectively.
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 Albion, home of the Britons, the
Celtic land of Hibernia, and the Norse Midgard. 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. Midgard is full
of fjords, ice, and pine forests; Albion has gently 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 the raiding
party’s Realm 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 (based on Realm), 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
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.
How will Camelot’s PvP
Discourage “Grief” Players?
An unfortunate situation has arisen in several currently-available online
games where some game players go out of their way to ruin the gaming
experience for other players by killing them repeatedly, “stealing”
their monster kills, and generally making an nuisance of themselves.
Camelot has several built-in methods for discouraging this behavior.
The main protection against grief players is that, in
Dark Age of Camelot, you may attack only members of opposite Realms. Also
you cannot communicate with players of enemy realms – there will be no
chatting allowed with enemies – this is done to heighten the
“foreigness” of enemy players. In fact, the game makes enemy players
seem as much like NPCs as possible.
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.
Haven’t you 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.
What is Camelot’s Class and
Guild System Like?
Camelot’s class system is based on Guilds. In much the same manner as
Darkness Falls: The Crusade, players in Camelot start out as a base class,
which is dependent on Realm, but usually includes Fighter, Acolyte, Rogue,
and Mage. At 5th level all characters choose their career path by joining
a guild. Their choice of guild determines what skills they get. Usually
more than one base class can join each guild, resulting in several
character types per guild. For example, an Albion Fighter can join the
Guild of Shadows to become a Mercenary. A Rogue can join the same guild to
become an Infiltrator.
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?
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 one region, allowing players to adventure inside
their home territory and frontier regions without ever zoning (unless they
are entering a dungeon or city).
Each Realm’s territory consists of a "home
area" and a "frontier area". 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 support some sort of housing for characters, although these
will be pre-built structures. Player Associations will also be able to
rent structures and rooms.
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, 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 fulfill 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.
How will my character look
different from everyone else?
During character creation, you can choose hair colors (from many available
depending on your character’s race), your character’s size (small,
medium, or large), 10 faces per character, and, of course, your
character’s race and sex.
Additionally, in game you will be able to choose from a
large range of visually distinct armor – and each piece of armor can be
dyed or enameled a wide range of colors based on the player’s taste.
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.
Combat styles are initiated based what is happening in
the fight. For example, a style could be performed when you parry an
attack, or when your attacker misses you. Some higher-level styles are
based on previous styles – i.e. you cannot perform them unless you have
performed a lower level one. The highest level styles are “chained”
– they require that you have performed two other styles in succession.
When a high-level “chained” style hits, it will result in massive
damage.
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.
Primary-fighting characters can expect to learn about 20
styles during their career, including several that “chain” to others.
Each style will have a special animation and weapon effect graphics so
that everyone watching will know that a style has been performed.
Are their magical weapons,
armor, or other items?
Yes, there are several different types of magical items available to
players. These items are almost never found in stores; instead they are
found on monsters, quested for, or in some cases crafted by other players.
The most basic type of magic type is a magical
“bonus” that simply makes weapons easier to hit with and armors harder
to hit.. This is described by an adjective denoting the level of magical
bonus (bright, shining, glowing, brilliant, etc.). If you see a suit of
“bright iron chainmail armor” you’ll know instantly that it has a
basic magical bonus on it making it a little more difficult to hit than a
regular suit of iron chain.
Another type of magical item gives bonuses to player
statistics (i.e. strength, constitution, intelligence, etc.). These items
are also found on quests or from monsters. As players advance in level,
they should accumulate as many of these items that effect their primary
stats as possible. These items can also increase player hits and power
(magic) points.
Other items can also increase player skills such as
hiding, evading, dual-wielding, and any of the other dozens of skills that
are supported in the game.
Spell-casters can quest for special “focus” items
that make their particular type of spellcasting more power. For example,
Wizards can specialize in the elements of fire or ice, and can quest for a
focus item (a fiery pendant or frost ring) that gives them more skill in
that element type. Each type of spellcaster has skills directly relating
to his spell ability, and thus can find items to increase that ability.
How do Spellcasters get spells?
There are many different types of spellcasting and spellcasters in Dark
Age of Camelot. Primary spellcasters such as Wizards and Sorcerers (in the
Realm of Albion) learn spells as they advance in level. Each class has
several different types (or “lines”) of spells that they receive. For
example the Wizard of Albion receives four lines of spells based on the
elements of fire, ice, air, and earth. All spellcasters can then
specialize in one of their lines, making them more powerful at casting
that particular line of spells. A spellcaster that has a high
specialization in a particular line of spells is often invited by his
guild to go on special quests for items relating to that specialization:
robes, wands, and other focus items, as well as the ability to get new
spells in that line that only specialists can receive. This makes a Wizard
who specializes in fire different from another Wizard that specializes in
ice.
Will Spellcasters get pets?
Yes. Each Realm will have at least two spellcasters that can utilize
summoned or enchanted creatures to aid them as they adventure.
Additionally, a number of other casters (and
semi-casters) per Realm also get the ability to charm, mesmerize, and
otherwise control NPC monsters they find wandering about.
What happens when your
character dies?
Death systems in online RPG games are often maligned, criticized, scorned,
and outright hated. However, they fulfill a critical aspect of games that
is almost always overlooked by the player: having something bad happen
when your character dies imparts a sense of tension and excitement. There
is simply no excitement in adventuring through a world where loss of life
is meaningless – a game with no or little penalty for death will soon be
fully explored, and become boring.
In Camelot, we will balance the good of excitement and
tension with the bad of having a death penalty. There is no death penalty
for characters under 6th level. When your character dies, over 5th level,
no equipment will be lost – but he will lose experience and a small
number of constitution points. Even with the exp loss, your character will
never “lose” a level based on the death exp loss – instead he will
just remain at the beginning of the current level.
To mitigate the experience point loss, when a player
dies, a gravestone is erected at the death spot. When the player goes back
and prays at this marker, half of the experience that was lost will be
returned. Also the first death the player has (per level) will be at half
experience point loss.
If a dead player is resurrected by a PC Cleric, Priest,
or Druid, he will lose half the normal amount of exp point loss, and will
not lose any constitution points. Constitution points can be bought back
from NPC healers.
Where are the Knights?
The initial design of the game called for a Knight class in the Albion
Realm. The observant follower of Dark Age of Camelot has noticed that the
class/guild list for the game no longer lists Knight as a playable class.
The reasons for this are many, but essentially, we decided to reserve the
title of Knight for players that have a large number of Realm Points –
i.e. they show that they are indispensable to Albion. So, in the game if
you ever see someone with the title of “Knight”, you can assume they
are a Realm leader; someone who has done many brave deeds in the defense
of Albion.
We may extend this to have different high-level Realm
titles for the different classes, so that Wizards and Sorcerers would be
called “Archmage”, Paladins and Armsmen would be “Knights”, etc.
We’re still working on that concept.
What Can You Do To Gain Levels
Besides Fight Monsters?
We realize that players don't always want to kill
monsters to advance in levels -- Dark Age of Camelot is designed to allow
the player to attain from 30-50% of the experience required to level from
quests. Some monster hunting will always be required, but through
judicious use of quests, players can greatly enhance their playing
experience by going on quests.
In order to facilitate gaining experience through
quests, Camelot an "auto quest" generator, where a player can go
up to an NPC and ask it if it has any "tasks" for them to do.
The NPC can then randomly create either a "carry task", where
the player takes an object to another NPC, or a "kill task"
where the player has to go and kill a certain number and type of monsters
as dictated by the NPC. These tasks are automatically generated based on
the player's level, so they will always be level-appropriate.