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  • Camelot Unchained secures an additional $3 million in funding [Updated]

    by 
    Jef Reahard
    Jef Reahard
    05.02.2013

    Last night, Camelot Unchained surpassed its $2 million Kickstarter goal, but if you've been following the Kickstarter for the last month, you know that reaching $2 million means a lot more than reaching $2 million. As originally promised when the Kickstarter launched, the game will now receive an additional $3 million in funding, $2 million of which comes from City State co-founder and MMO industry veteran Mark Jacobs. The remainder comes courtesy of unnamed investors. "The last 30 days have been an incredible journey," Jacobs said via press release. "We believed there's an audience for a highly focused game like ours, which has now been proven. What we didn't expect was how our community would come together so quickly and avidly. Not only is our average pledge off the chart, our backers have been just as intensely supportive in other ways, from providing immense amounts of helpful feedback to translating information into four languages (German, French, Japanese and Korean), and more." Camelot Unchained will use a proprietary engine optimized for large-scale battles and already battle-tested to the tune of 200-plus frames per second while displaying 1,000 simultaneous characters rendered with 12,000 polygons. The three-faction PvP-focused fantasy MMO also boasts a building-block crafting system that will allow players to construct individual cells and larger segments before assembling them "in nearly limitless ways." [Source: City State press release] [Update: We've clarified that the additional funding was promised as a Kickstarter goal from the start.]

  • Camelot Unchained meets Kickstarter goal

    by 
    Jef Reahard
    Jef Reahard
    05.01.2013

    Oh ye of little faith. Of course Camelot Unchained got funded. Niche MMOs with die-hard fanbases never say die, even when they're up against an 11th hour Kickstarter goal that looked mighty challenging just yesterday. And that's pretty much all we have to tell you at the moment. Other than the fact that Massively's Kickstarter watchers can officially get back to work. We'll bring you more details about the newly greenlit project as soon as they become available.

  • Massively exclusive: Jacobs on Camelot Unchained's Kickstarter home stretch

    by 
    Jef Reahard
    Jef Reahard
    05.01.2013

    Camelot Unchained's Kickstarter odyssey is almost complete, and as of press time there's a little over a day remaining. City State's fantasy RvR sandbox stands at just over $1.82 million out of its $2 million goal, so Mark Jacobs has penned a dev diary designed to push the game's funding over the top. He outlines the many challenges inherent in managing both a Kickstarter campaign and an ambitious MMORPG project, and he hits the highlights of the former which include three faction RvR, Minecraft-style building options, and a custom engine that has easily handled hundreds of simultaneous players at well over 200 frames per second. Finally, Jacobs thanks CU's current backers, whom he says have given unprecedented support to the tune of a $160 average pledge. Jacobs' full diary is readable after the cut.

  • Amazon's payment systems go kaput, taking Kickstarter with it

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.30.2013

    Were you planning to be the brave soul to bring Camelot Unchained's Kickstarter project to its goal? You might have missed your chance. Amazon Payments, the system which Kickstarter uses to accept pledges from browsers, started having trouble earlier today, meaning that several Kickstarter projects have run into trouble attracting more pledges or processing pledges for otherwise successful funding. That's bad news for anyone looking to make the last few dollars on a project before the project ticks over the last deadline. There's currently no ETA on service restoration; quite notably, the payment service is currently the only Amazon service listed as having difficulties. Camelot Unchained is put into a particular pickle with this development, as the project is still more than $200,000 away from its goal with less than two days remaining. Hopefully the service errors will be cleared up before several projects start to feel the sting. [Thanks to Mark for the tip!]

  • Camelot Unchained unveils new video, Mark Jacobs visits Reddit for AMA

    by 
    Matt Daniel
    Matt Daniel
    04.29.2013

    The Camelot Unchained information deluge continues with the release of a new video and a Reddit AMA by Mark Jacobs himself. The video is a half-hour-long affair in which Jacobs provides fans (and prospective Kickstarter pledgers) with an in-depth look at the lore of Camelot Unchained and the myriad features that the game is bringing to the table. Also, as it happens, you can check it out after the cut. Meanwhile, on Reddit, Jacobs stopped by /r/IAmA to answer questions from the communit. Suffice it to say, questions range from the standard, "tell us about the progression system" to details on server structure, maximum player population, and much much more. Surprisingly, however, horse-sized ducks don't appear to be mentioned even once. To check the full Q&A session out for yourself, head on through the source link below.

  • Camelot Unchained explains stealth

    by 
    Larry Everett
    Larry Everett
    04.26.2013

    There are five days left for Camelot Unchained's Kickstarter program, and it's less than $600,000 away from its lofty $2,000,000 goal. The developers figured that this was a fine time to explain not only how stealth will work in CU but also how stealth failed in past games. Mark Jacobs explained in the latest update blog that being killed by a stealther generates the most rage and angry email from players. But with Jacob's "bat-s**t crazy" idea regarding stealth, most of the frustration should be alleviated. The idea revolves around the concept of the Veil, which in simple terms is another dimension that exists alongside our own. Players can become VeilWalkers, moving in and out of the Veil and traversing over and through objects undetected by most players. But VeilWalking comes with consequences of its own in the form of VeilStalkers, players who cannot enter the Veil but can pull Walkers out of it by using skills and placing traps. Jacobs explained, "The Veil holds mysteries and power, but it comes with a price." What do you think? Is he bat-s**t crazy?

  • Camelot Unchained reveals building system demo

    by 
    Shawn Schuster
    Shawn Schuster
    04.24.2013

    With just a little over one week and $600k left in the Kickstarter campaign, City State Entertainment's Camelot Unchained is consistently pumping out the updates for all fans of the project. Today's update goes into detail on the game's building system, including a video demo with programmer Tim Mills showing a quick prototype of what you can expect in the game. Mark Jacobs also teases tomorrow's tonight's update where he'll reveal the main lore of Camelot Unchained, including some early concept art and another video.

  • More details revealed for Camelot Unchained's world-building systems

    by 
    MJ Guthrie
    MJ Guthrie
    04.23.2013

    Talking about building the world in Camelot Unchained is not something that can be done in just one sitting, so Mark Jacobs broke it into two. In the first update, Jacobs described the building blocks, mining, and the cooperative nature of construction. The conclusion of this two-part series focused on explaining blueprints and how RvR is intertwined in the world-building system. Blueprints, which can be traded, are a way to speed up the building process -- or rebuilding, if enemies have destroyed your structure in RvR. Players with the appropriate skills can create blueprints of an already finished structure or through the architect's interface as a plan for a future structure. Through RvR, players can claim buildings built by others, either by deconstructing the entire thing or just capturing it; those structures can then be repaired or rebuilt by the new owners. Want even more information on building a fortress in Camelot Unchained? Then check out Massively's interview with Mark Jacobs.

  • Building the perfect fortress in Camelot Unchained [Updated]

    by 
    Bree Royce
    Bree Royce
    04.20.2013

    The Camelot Unchained team has just released a new video dev blog for Kickstarter backers outlining some fairly ambitious plans for mining and construction in the upcoming PvE-free sandbox. The system will involve combinations of custom and prefab cells in which players so inclined can build up the empires and trading posts and fortifications of their dreams. And in a nod to games like Minecraft, the construction mechanics are built on a foundation of supplies procured through co-op mining gameplay. Ahead of the reveal, we asked City State Entertainment's Mark Jacobs a few questions about the systems he's proposing, from the influence of Mojang's popular sandbox to whether mining will become my new part-time job. Read on for the complete interview! [Update: As of Monday, CSE has also released the document form of the housing plans.]

  • Camelot Unchained makes 11 promises to consumers

    by 
    Justin Olivetti
    Justin Olivetti
    04.16.2013

    City State Entertainment President Mark Jacobs has a few promises to make to players -- 11 of them, to be exact. He's put together an updated list of subscriber promises that he and his team will follow when developing and running Camelot Unchained. The promises include being responsive to players, fighting gold sellers, having the team play the game regularly, eliminating the need for copy protection, protecting player privacy, rewarding players for finding bugs, and never lying to consumers. Most interestingly, Jacobs vows that if Camelot Unchained is ever shut down, then the studio will release the compiled server code to the gamers.

  • Mark Jacobs on the coming F2P apocalypse

    by 
    Jef Reahard
    Jef Reahard
    04.13.2013

    Mark Jacobs isn't jumping on the free-to-play bandwagon like most of his MMO-making contemporaries. The Camelot Unchained developer and former Dark Age of Camelot head honcho predicted a F2P "apocalypse" in a recent interview with VG247. You know, free-to-play is just another model, and just like every other model in the industry, it will hold its special little place for a while but then there will be consequences. Those consequences in a few years will be a bit of an apocalypse. You're going to see a lot of developers shutting down, and you're going to see a lot of publishers going, oh yeah maybe spending $20 million on a free-to-play game wasn't the best idea ever. That's part of the reason, but the other reason is equally as important, that if you go free-to-play, you really have to compete with every other free-to-play game out there. Camelot Unchained, which recently passed the halfway point of its $2 million Kickstarter goal, will be a "niche subscription game," which Jacobs says will allow his studio to focus on creating content for a more desirable audience. The subscription model "allows us to focus our game on the people who want to pay for it, and are willing to pay for it," Jacobs explains. "I'll take a smaller subscription base that is dedicated, is energized and is excited to play our game, and to work with our game, than ten times that base where I have to deal with a lot of people who really don't care."

  • Camelot Unchained update outlines RvR dungeon stretch goal

    by 
    Jef Reahard
    Jef Reahard
    04.12.2013

    It's time for another Camelot Unchained Kickstarter update. There's so much to discuss that Mark Jacobs has broken today's video blurb into two parts. You can see the meat of the gameplay discussion in part two, where Jacobs outlines various project stretch goals. The first goal entails three new races and classes, one for each of the game's realms. The second stretch goal involves a potential RvR dungeon that hearkens back to Darkness Falls from Jacobs' Dark Age of Camelot. But wait, hasn't Camelot Unchained been sold thus far as PvE-free experience? Yes, yes it has, and if you want to know how Jacobs and company plan to keep that promise while integrating a dungeon into the game, hit the jump and watch the video.

  • Mark Jacobs: Camelot Unchained can succeed with just 50K subs

    by 
    MJ Guthrie
    MJ Guthrie
    04.12.2013

    In a recent interview, Mark Jacobs stated that unlike some other big titles, Camelot Unchained will be financially successful with fewer paid subscribers. "We don't need one million subs to make money," he said. "If we get 50K paying subscribers a month it will justify the $5 million development budget." Of course, he admitted that they'd certainly be happy with more. Jacobs also touched on other topics, including crafting and the absence of PvE. Players who want to both fight and craft extensively will need to rely on alts. as fighters will have limited crafting options. And don't think the world will be empty just because there will be no traditional PvE; Jacobs assured that there will be NPCs, noting "You can skin them, get materials off them, salvage their weapons, armor, etc. but you cannot level your RvR skills by doing that." [Thanks to Mikkel for the tip!]

  • Camelot Unchained video shows 1,000 players on-screen

    by 
    Jef Reahard
    Jef Reahard
    04.11.2013

    City State has updated Camelot Unchained's Kickstarter page with a new video and a technology roadmap. Lead programmer Andrew Meggs is both our guide to the two-minute clip and the author of the textual accompaniment that talks up everything from the demo's level of detail to various goings-on with the CU engine. Meggs says that the 1,000 characters glimpsed on-screen are only "hitting around six percent CPU load," which gives the team a lot of wiggle room for all of the "prediction, decoding, and lag compensation" tasks it's currently working on. Read the full entry and catch the video at CU's official Kickstarter site.

  • Camelot Unchained Kickstarter update offers a look at the Tuatha De Danann

    by 
    MJ Guthrie
    MJ Guthrie
    04.05.2013

    Camelot Unchained finally threw its hat into the Kickstarter ring three days ago, garnering a quick outpouring of support from the community in the form of $411K in just four hours. Two days later the amount pledged nearly doubled, jumping to over $815K of a $2 million goal. Last night, Mark Jacobs posted an update that included additional concept art for the Tuatha De Danann race, or TDD. Also included is a short video where lead artist Scott Trolam discussed that early art and demonstrated a 3D version. Check out the art in the gallery below, and head to the official Kickstarter page for a look at the video.%Gallery-184595%

  • Camelot Unchained discusses the trouble with rendering engines

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.03.2013

    It's been said multiple times by the Camelot Unchained team that this game is meant to be large. The focus is on large-scale sieges, not a couple of guys banging on the front door of a castle. That means the game needs to be able to handle a huge number of players on the screen at any one time. How do you find an engine that can handle that? According to the latest update on Kickstarter, you build one. While the engine isn't built entirely from scratch, it isn't based off of an established engine, simply because it's being custom-built to handle the game's specific needs. The attached video allows you to see the engine in action, scaling from a handful of characters up to the moving mob pictured in the header. If you want to know more about what makes the game pretty to look at, this will be very relevant to your interests.

  • Camelot Unchained's Kickstarter is live [Updated]

    by 
    Jef Reahard
    Jef Reahard
    04.02.2013

    It seems sorta funny to be announcing Camelot Unchained's Kickstarter project when we've been reading, writing, and talking about it for several weeks now. But today is the first official day of crowdfunding for City State's ambitious RvR effort, so there you go. The goal is $2 million, and there are 29 days remaining. City State founder Mark Jacobs has uploaded a wall o' text to the project page, along with some new concept art images, which you can see in our gallery below. [Update: This afternoon, Mark Jacobs conveyed this note to the Massively team: "Wow, what a day and it's not even over yet! I have over 3K messages in my mailbox, we're at 411K (dollars) after 4 hours, and the outpouring of support and affection from the community has been overwhelming. No matter what the outcome of our Kickstarter, I will be forever grateful for the team at CSE and our supporters for making this day happen."] %Gallery-184595%

  • Camelot Unchained reveals final Kickstarter reward tiers

    by 
    Matt Daniel
    Matt Daniel
    04.01.2013

    Have you ever heard of Poe's law? It originally applied to parodies of fundamentalist behavior, stating that it's impossible to create a parody of fundamentalism that someone won't mistake for the real thing. Sometimes, though, the law finds applications elsewhere, such as in Camelot Unchained's suspiciously timed unveiling of its final Kickstarter reward tiers. We're pretty certain that these are legitimate; after all, there's plenty of room for absurdity in rewards that only a small fraction of people will ever pay for. But some of these are so out there that we wouldn't be at all surprised if Mark Jacobs popped out of our computer screens and yelled, "April Fools!" Many of the rewards seem innocent enough, sure: Up to 50 particularly spendy players can drop a thousand bucks in exchange for the opportunity to work with the dev team to design their own custom-built house, for instance. But that same thousand bucks could also be used for the ability to "name a liquid substance" in Camelot Unchained, which is probably one of the more bizarre rewards we've seen in recent times, especially considering the exorbitant amount of money required. And if you're the CEO of a Fortune 500 company or some kind of oil sheikh, pledging a whopping $10,000 (yes, ten thousand bucks) will net you a three-day visit to the studios of City State Entertainment, on the final day of which you'll "get to say the magical words 'AOT DEKCUS' (protip: read that backwards) and throw your choice of fruit pies at Mark Jacobs." If that's not sufficiently surreal for you, then you might be living in an Dali painting. Either way, the full list of rewards can be found on the official Camelot Unchained site.

  • Camelot Unchained talks physics

    by 
    Elisabeth
    Elisabeth
    03.28.2013

    It's time to learn about Camelot Unchained's 13th foundational principle. That might sound awfully far down on the list, but the foundational principles -- this one happens to be physics -- are as important as you make them. In Camelot Unchained, physics supports an overarching goal of unique player experiences. The dev team wants things to happen to players that may have never happened to any other player. That comes from chaos, but the problem with chaos is that it leads to players feeling like they're at the mercy of a cruel and whimsical higher power, rather than existing within a set of defined and understandable rules. That's where things like physics come into the picture. Camelot Unchained's physics system will create predictable actions (like bits of walls falling to pieces when they're bombarded), give them consequences (like those bits falling on the ground and potentially on players who are between the bits and the ground), and set them loose in the world to interact with other predictable systems. The result? A set of interconnected systems that make your game experience way cooler without torturing players with invisible dice rolls. Head over to the dev blog to get the full read.

  • Jacobs: 'I don't want F2P/B2P items in Camelot Unchained'

    by 
    Jef Reahard
    Jef Reahard
    03.26.2013

    Mark Jacobs is a busy man these days, but thankfully he's not too busy to take a few moments to answer our questions about Camelot Unchained. After yesterday's two-pronged Kickstarter tiers announcement, we wanted to clarify a few things including whether or not CU's crowdfunding drive will accommodate entry-level price points as well as the status of the game itself. Jacobs also pulls no punches about his desire to keep XP boosts and other F2P/B2P items out of the game. "I just don't want to see those types of items in our game," he tells us, "even if we could make some additional money by including them." Head past the break for all that and more.