Say what you will about modern MMORPGs, but they have gotten easier and more convenient when compared to their first generation counterparts, something Mark Jacobs wants to avoid with Camelot Unchained. Quests have been made easy to find by placing giant symbols over NPCÂs heads, often with a map leading right to the objective, rewards are given without a lot of risk, faster leveling, and virtually none-existent death penalties. Without the need to please a large publisher and taking aim at a niche audience, Jacobs plans to make a return to form of sorts and bring back that old school MMORPG design mentality for Camelot Unchained.
Jacobs plans to eliminate some of the quest hand-holding that many players have become accustomed to, encouraging players to learn the terrain with limited mapping and no blinking lines to follow. He hopes this will bring back some of the thrills of exploration that have been lost in more recent games.
Additionally, Camelot Unchained will be providing limited respecs unless one is needed for a patch, so players will have to give some thought to their builds before locking them in, and encourage player interaction for selling items in-game rather than providing a centralized auction house.
What Jacobs is proposing will likely sound appealing to some fans of the lost way of old school gaming and be a total turn-off for some of the modern day gaming fans that prefer their experiences a bit faster, but that is pretty much the niche that Jacobs is shooting for.