Matt Firor Interview
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Why did you think Dark Age of Camelot is different from other online RPGs?
We have five major design goals with Camelot to help differentiate us from other online RPGs. First, our Realm vs. Realm combat system, with territorial conquest and Relic protection gives the player a context for wanting to fight other Realms it's not just a wild free-for-all. Second, our questing system is designed to be as flexible as possible, and not offer the same path for every player who is questing for the same goal. Third, we want our combat system to be as engaging and fun as possible with the addition of great animations, combat styles that are usable at different points in combat based on what your opponent is doing, and other features. Fourth, we don't want to fall into the (camping) trap that other online RPGs often find themselves. Camelot encourages players to move around the world and to not stay in the same place for too long. Finally, we have an integrated economy and trade skill system that allows players to actively participate as merchants and crafters, if they wish to do so.
There's also a Spanish version of the interview posted here.