Now that the game has reached beta, I decided to look into it to see if it looked potentially interesting. I came across this:
http://camelotunchained.com/v3/foundational-principle-15-stretching-is-good-for-the-body-but-be-careful-not-to-overdo-it/"I PROMISE, ON BEHALF OF CSE, NEVER TO ADD, OR ALLOW TO BE ADDED, STRETCH GOALS THAT ENDANGER THE ESTIMATED LAUNCH OF CAMELOT UNCHAINED IN DECEMBER 2015."
(caps in original, not mine)
*checks calendar*
Do you think they did?
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It seems that the consensus here is that this game hasn't suffered from mission creep. Rather, the base game was far too ambitious to be done in the 32-month estimated timeframe. Now about twice that much time has passed, and they're still saying that the game is about half that much time away from launch, which really isn't a very good ratio.
But people aren't sore about it the way they are for some other games, such as Star Citizen. Perhaps it's as JamesGoblin said: offering refunds to any backers who want them and not constantly trying to raise more money earned them some goodwill. Opening beta recently so as to prove that the game isn't some vaporware scam might well have contributed to that, too.
But if backers of the game are satisfied with progress rather than upset about delays, that's a good position to be in. Allowing people to un-back the game if they're upset can make that almost axiomatically true. And, of course, it's better to launch a good game late than a bad game on time.
The majority of their development has been focused on developing their backbone systems and in-house tech.
I don't know that I'd call it "too ambitious", as the game itself is really not that feature-heavy. I mean, the game is almost exclusively focused on two things: Crafting and PvP.
I think the thing that was too ambitious was MJ himself. Opening a studio in the middle-of-nowhere and having trouble hiring people, etc., has certainly come back to bite him.
I think most people are supportive of the effort and time they've put into developing a high-quality, performant engine. With their main systems being the "island" server setup, the Landmark-esque crafting, and the high player concentrations, performance will make or break this game. So, they can't afford to rush that.
As opposed to games like Crowfall, Pantheon, etc., who have just jumped into the public engines. I think Crowfall has already had some pretty huge performance issues and had to majorly scale down their dreams of massive PvP battles and such due to diving straight into Unity.
Fairfax, VA is located 19 miles outside of Washington, DC.
Just not a hotbed for game development.
"True friends stab you in the front." | Oscar Wilde
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Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
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I've got the straight edge.
Locating the studio there was probably the biggest error made in the early days which significantly hampered progress.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
That means that you have a ton of people who have to be in the area, and too many people in too small of a space makes it an expensive area to live. That makes it a dumb spot to put a business that doesn't somehow benefit from proximity to the US government.
That was something a small dev team could handle and the location probably wouldn't matter much. Along the way I think they decided to really dive in and make this a full out game by building tech that could handle epic sieges. That's when they ran into issues hiring and had to go start up a second office.
I could be wrong, but that's what I have always felt.
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
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They did the kickstarter to see if there was an appetite for a big rvr game with a whole wack of new and hard to code stuff, also to raise money.
This was a big decision, dont think it just snowballed from smackhammer.
Curious why you think that.