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Camelot: Unchained has so much promise for a new style of online gaming that this Kickstarter is starting to give me anxiety. I feel like there is a contingent of us that take for granted all we know about the concepts espoused by CSE and what they mean as a whole, especially when colored by the knowledge of what DAoC was in it's Golden Age. I see a lot of naysaying posts, and some have valid points, while others seem to misunderstand the very concept of the game.
To be more precise: I think many are just reading bulletpoints like "Mark Jacobs," "no PvE," "5 classes per realm," etc, and applying them to the template of games they have already played, perhaps unaware that CU is aiming to be a different kind of game than any that have gone before. There is no real template that can be applied to it. Caveat: it is also aiming to be an "old school" hardcore mmorpg. These things seem conflicting, but they are not. They are trying to use what we loved about old school mmorpgs and magnify the things that were best about them, while adding dynamics that have not really been attempted before.
So I think a lot of people are misunderstanding the way CSE wants to make these various elements intertwine to create something that PLAYERS can create; creating creativity, so to speak. And that's the brilliance of this model. They are able to keep costs lower by having little to no PvE, but that ultimately benefits us, as there will be a real chance for us to make the stories, divorced from the distraction of being pulled AWAY from player conflict and interaction by scripted interaction. It's a perfect KS model in theory.
Perhaps many people don't know that this is a NEW dev team, and only think of MJ when they think of CU. Perhaps they were disappointed by ToA or WAR. Well fair enough, but for every misstep MJ has made, he has struck gold. DAoC's triumph outshines WAR's mistakes in the annals of mmorpg history, i strongly feel. Shrouded Isles, to me, stands out as a fantastic way to make an expansion, while ToA wasn't bad at all outside of forcing PvE grinding in order to engage in RvR. The actual design was not bad, and if it wasn't neccessary to compete, would have been fine. People would not have been so mad about ToA if they didn't absolutely love DAoC in the first place.
Conversely, there are obviously many gamers who merely prefer PvE, or a mix of PvE and PvP, and don't mind if one affects the other. That's understandable. To each his/her own, and there are tons of games out there like that. It's a popular model, but I am not sure how more people aren't jaded by the lack of innovation. Then again, I think a lot of people just wanna have some casual fun, and more power to them!
Perhaps some people are less excited by design concepts and prefer to see an already partially developed game before commiting. And that's fine. Not everyone gets excited purely by design. Actually MOST people don't.
TL;DR I just think that some of these gameplay concepts are kinda heady and hard to communicate just by saying "Hey guys! CU is going to be awesome because of features 1, 2, and 3", because the features of the game require some consideration in relation with each other in order to fully appreciate any ONE of them. And that is not an easy sell. I hope we as a community and CSE as a developer are able to reach enough people who ARE excited by these things, because if this sonovabitch doen't fund, I am going to be the saddest Spraggon in all of Spragonsville.