For those not in the know! City State Entertainment, led by online game pioneer and Mythic Entertainment founder Mark Jacobs and code guru and CSE co-founder Andrew Meggs, needs your support to make the next great Massively Multiplayer Online Role-Playing Game (MMORPG) for the PC and select tablets (stretch goal dependent). As one of the very early online gaming developers (circa mid-1980s) and the creative driver behind Dark Age of Camelot®, Mark has seen online games grow from an unloved, mostly ignored part of the industry to a major driving force. Camelot Unchained takes one part classic legends, adds a twisty little apocalyptic passage, and mixes in a whole batch of creativity to birth not just another “me and my WoW-clone”, but a unique RvR-focused MMORPG. It is against the backdrop of an almost unrecognizable world that our game unfolds, and as a player of Camelot Unchained, you can expect the following: ·Camelot Unchained is a subscription-based, RvR-focused MMORPG. RvR is an acronym for Realm vs. Realm® (this term is a registered trademark of Electronic Arts), which we call TriRealm™ for the interaction of the three main realms. ·The game will feature RvR-based leveling tracks for all classes. No PROGRESSION VIA PvE (player vs. environment), loot drops or other such systems are currently planned. All leveling will come from engaging in the game’s RvR-based systems, whether by fighting other players, capturing objectives, and/or crafting objects to help in RvR. There will be NPCs but you cannot use them to level your character. ·You will have the choice of playing any realm on each of the game’s servers except that you may play only characters from the same realm on any single server. In other words, one server = one realm. ·Our subscription tiers will be based on players' individual choices regarding participation, butwill be less than the current accepted norm for MMORPGs. Mark has always called his online games evolutionary with a mix of revolutionary features. Camelot Unchained will draw a lot of inspiration from “old school” games and MMORPGs while also mixing in some new features. In the rush to cash in on the WoW phenomenon, publishers/designers tried to simply “out-WoW WoW”, leading to most MMORPGs becoming more risk-averse, more “casual player”-focused, and overall, less challenging. This produced, among other things, a loss of the pride and sense of accomplishment that came from succeeding in the older, more difficult titles. We're not talking about spawn-camping for 24 hours straight, but rather the sense of pride from succeeding in a challenging game rather than one which hands you everything on a silver platter. In CU, you will have to earn your skills by deeds, and they will increase slowly over time. Magical items will not be found everywhere like road-kill on highways, so gamers won’t feel the pressure to “keep up with the Gandalfs.” This game is built upon three main pillars of gameplay, RvR, crafting and housing. These will receive all the development love they need to be great, and all these systems will be in place when we go LIVE. Here are some key elements for crafting and housing: ·Camelot Unchained features a totally player-driven economy. There won’t be drops from the NPCs, no redeemable tokens or anything like that. ·There will be a “pure” crafter class with its own unique leveling track. ·There will be no auction house for player-created items. Crafters can have their own stores and either sell there or directly to players in a bazaar-like setting. ·Crafters will be able to build a wide variety of items, including weapons, armor, siege equipment and more. ·Our housing system will allow players to construct everything from huts to mines, and to fortify and rebuild massive structures. ·Players will be able to build structures throughout the world, in both safe and contested areas. Mark Jacobs and Andrew Meggs founded City State Entertainment in March 2011. CSE is a self-funded, independent game studio with no venture capital and/or publisher ownership. In addition to the co-founders, we have one of the earliest members of Mythic Entertainment, effects artist Mike Crossmire,who was a key contributor to all of Mythic’s earliest games andDark Age of Camelot, plus a young group of talented artists and programmers, for some of whom this is their first industry gig. Mark has been making games since the days of the Apple II, and while Andrew is a wee bit younger, his credentials as a programming guru, graphics whiz and lead are nothing short of outstanding; when your resume lists Vampire: The Masquerade, Dark Age of Camelot, Warhammer, Skyrim and more, well, that’s quite a card deck. Together, these veterans have worked on more than two dozen games spanning over 30 years in the industry. #CU Hype!