Posted Wed, Feb 13, 2013 by Martuk
Another day brings another Foundation Principle (FP) for Camelot Unchained. Today’s FP is all about the importance of choice and how it will play a role in the development of characters in Camelot Unchained.
In his latest blog, Mark Jacobs reflects on the diminishing use of choice in MMORPGs, and how he hopes to bring back some of its importance with Camelot Unchained. Jacobs notes that over the years the impact of choices while creating a character has been diminished in favor of more appearance customization options in an effort to appeal to a broader audience. Rather than put too much of an emphasis on appearance, Jacobs plans to create a system that returns to differences in statistics and abilities based off of a players choice when they create their characters and then expand from there.
What I can say is that if a player swings an axe 1000 times, it will affect their character’s strength. Conversely, if they are struck with 1000 axe-blows, it will also take its toll (do not worry; we are not talking about perma-death). Further, while we want CU to be a class-based RPG, we also want to give the player a lot of freedom to choose skills, armor, etc. for their character without worrying about a never-ending list of absolute restrictions regarding who can wear what armor, use what weapon, etc. Now, what happens to the magic-user who wears too much metal (or the wrong kind), or spends too much time wielding that sword or “crossing the streams” is another matter entirely but the choice is yours. While there are some restrictions, they will be few in number, as we want players to be able to have fun with the system.
Jacobs also revealed plans to include a full stat allocation system, variations in race and gender selection, stat requirements for certain weapon usage, the dangers of casting lightning while carrying metal, and more.