Camelot Unchained Interview
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IG: How have you found the whole Kickstarter process and what are your thoughts on the self-funding model, do you see the industry now moving in a new direction when it comes to publishing and funding?
MJ: Crowd-sourcing will not change the entire industry's funding process, but rather, it will offer a viable alternative to the current publisher-centric model. This, I hope, will force the few major publishers that remain in the traditional spaces (PC and console) to moderate some of their positions in regards to IP ownership, payment models, etc. It may also be quite helpful when it comes to getting new development teams and young developers opportunities to get funding for their projects, which would not have been available to them otherwise.
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IG: It also seems as if you want to introduce a touch of randomness and chaos into the proceedings too (critical attack hits and failures have been mentioned.) How does this fit into your overall philosophy for Camelot Unchained?
MJ: Absolutely! Critical attack hits and failures were a staple of the old pen and paper games that were one of the main influences on the development of computer RPGs. I can't tell you how many games I've played where I was saved by a lucky hit or the occasional (divine intervention) role, and how incredibly good that felt when it happened. Now, I know in a RvR-based game, it will not be fun when you are on the wrong side of it, but OTOH, it will feel great when you benefit from it. I think the addition of randomness will make Camelot Unchained seem more like a magical world, not just a game.
IG: Based on the above it seems you're hoping to entice the more experienced, maybe older MMO/RPG player. Do you think intentionally daunting games are making a minor comeback? Titles like Dark Souls have found great success despite a reputation for being unashamedly '˜difficult.'
MJ: Absolutely Part Deux! I know I'm not the only guy in the world who thinks modern MMORPGs are too damn easy and dumbed down in order to draw in the more casual market. There's nothing wrong with this of course, but I'm not looking to try to create a game to appeal to that crowd. Instead, I'm looking to create one that appeals to the gamer who wants to take risks, is willing to lose some nights, and is in it for the long haul.