Mark Jacobs and the team working on Camelot Unchained have released their very first class design document. This information comes as part of their goal to have a transparent design and development process. With this first class document — The Viking Warrior Class (Drengr) — comes information on a major part of the class system called Paths.
We were able to ask Mark a few questions about the design document. As always, the questions we ask when we interview a dev (even a friend like Mark) are the ones we want answered most — even if it means throwing a few tough ones in there — and the questions we feel our readers care about. If you have additional questions for Mark please feel free to leave a comment. He reads what you have to say and might even comment himself.
Keen: In the Path system you have stated that going down a ‘path’ unlocks ‘achievements’ and that they are entirely (or majorly) cosmetic type stuff. To be 100% clear for our readers, is it right then to assume that choosing a Path is not a means to unlock new abilities like Thor’s Lighting Smash Attack, but instead would be something more like ‘because you use crushing attacks you now glow purple and red with lightning and blood’?
Mark Jacobs: That’s exactly how it’s supposed to work! You just explained it better than I did the first time, when we presented the document to our Internal Testers for their initial review.
Keen: The path system seems like a clever way of disguising levels. “Looking for a Drengr with x Thor milestones” sounds like a spiced up way of saying, “Looking for a level X warrior with DPS spec”. I know that I have oversimplified this for the sake of asking this question, but is this the overall intention of the path system — to create a means of giving players a way of stating what kind of character they have built?
Mark Jacobs: Once again, you are correct, but with one slight modification. Since we don’t really have a vertical leveling system, but rather a horizontal one, I would describe it more like “Looking for a DPS warrior who has unlocked Thor’s Lightning Smash Attack, Mjolnir’s Revenge, Goldilocks for the Win! (just kidding), etc. With the Path system, identifying yourself when you are LFG becomes just a wee bit easier.
Keen: Path Banes and Boons (PB&B) seem to completely contradict the idea that a path does not unlock talents or skills, etc — especially if non-optional. It’s one thing to use a hammer and get better with a hammer, but another to use a hammer with the intent to unlock PB&B’s. Can you clarify how these banes and boons can exist within this path system and not play a major (if not complete) role in the choice?
Mark Jacobs: That was one of the points I discussed with the IT folks on our Forums. Now, if those B&B unlocks could be achieved by non-Path players, it works out fine. In that case, the B&Bs would be tied to amount of time in-game, power, or some other condition(s) that would track across all Paths. But, as you say, if the B&Bs are tied solely to progression along the Path, that might be a problem. That’s one of the reasons my initial thought was to have these B&Bs open to all Drengr, and not tied only to Path progression. This is definitely one of those points that we are going to be in deep discussion internally as well as with our Backers over the next few months and beyond.
Keen: There seems to be a lot of progression elements for the player to focus on: Weapon choice, skill usage, skill crafting, runes, banes, boons, potential skill degradation, bonding, stats, and now paths. (Did I miss anything?) Are paths meant to be a way of organizing all of these things to give the ‘general populous’ their path of least resistance to a play style by providing a common denominator?
Mark Jacobs: That’s the beauty of the horizontal system we are trying to build here. We can’t rely on the traditional verticality of leveling systems to give the players more and more powerful stuff as they progress in the game. OTOH, if we have a lot of different ways that players can progress, we can always keep adding small things to the game without breaking Rule #1 for Camelot Unchained, which is that new players have to be able to be competitive in RvR from day one.
As far as them being a path of least resistance, I would agree, but not just for the general populace. If we can create really cool and interesting classes and Paths, then even some harder-core players might be immediately attracted to one or more of them. With the mostly open-ended nature of the class/Paths, they could start their adventures in our game focused on one Path, and then tweak their build as time goes by.
Keen: I can’t help but think of old school Ultima Online here. You have a skill cap of sorts with the potential to choose any combination of skills. You can max out a few or dabble in several to build whatever type of character you want. Back in the day, players used to give names to certain combinations of skill point allocations: Dexxers, Hally Mages, etc. Despite the fact that non-cookie cutter FOTM builds were great, people seemed to always go for these templates. Are you worried that players will identify too closely with a ‘build’ thus reducing the perceived ‘openness’ of Camelot Unchained’s character system?
Mark Jacobs: I hope not. The fact that we will not have cheap and easy respecs will certainly limit the FOTM builds, but as you point out, that’s not the only possible problem. I do think that some players will perceive certain builds as being “the” build for certain situations, but if we have enough Components in the game, and in turn enough varied and distinct abilities, that won’t be as much of a problem (we hope). Keep in mind that without PvE, and with large-scale battle and sieges being a huge part of this game, I think it will make choosing the “best build” a bit more difficult. OTOH, if our Backers and players are happy with a “best build” tradition, then that works too.
Keen: Do you hope that most players will use and embrace the path system or create their own sub-class?
Mark Jacobs: A mixture of both would make me very happy. If our Backers and future players think that the Path system and the classes we create are worthwhile, then that alone will mean that we have done a good job. If, after playing the game for a while, we have a mixture of heavily focused class/Path combos as well as player-made combos, and players are happy (as per above), then that would work for us too. As I’ve said since I created my first online game, no matter how smart we think we are, the players will always have their own opinions, and will also be, at times, smarter than us. We just have to try to create a great system, and then react based on what we see, hear, and experience as we and they play the game. That is one of the reasons we are releasing this document now, as well as why we plan on having much longer Alpha and Beta test periods, with a much larger group of Backers/players than most other MMORPGs have.
As always, thanks to Keen and Graev for this interview and support of this and other games I’ve been fortunate enough to work on over the decades.
Thank you Mark for taking the time to answer our questions!
Be sure to read the Viking Warrior Class Design Document for more information.