
Written by Paul Philleo Continuing with the "m" theme from the title, MPOGD recently had
the pleasure of visiting Mythic
Entertainment at their headquarters in Fairfax, Virginia, where we given an
up close and personal look at the new Catacombs expansion to Dark
Ages of Camelot (DaoC). For those who are uninitiated, in a nutshell Dark
Ages of Camelot is a successful massive multiplayer online role-playing game,
built on "ye olde" Arthurian legend. In DaoC, player versus player
combat is emphasized, involving three legendary Realms players can join, the the
Britons, the Celts, or the Norse. Three years running now, DaoC has built an
in-game population of over 250,000 players.
Part of the reason Dark Age of Camelot has been able to keep up with the
Joneses - that is, the stream of glamorous competitors such as EverQuest II and
World of WarCraft - is through the periodic expansions that have been released
over the years. Mythic Entertainment has maintained a firm commitment to
avoiding sequels to their game properties and utilizing expansions to drive the
audio/visual, content and game play enhancements in Dark Age of Camelot. From
the looks of it, Catacombs will bring a great deal of new content to the table -
and tantalizingly soon. Mythic Entertainment not too long ago announced
that the Catacombs expansion has just gone gold and will be shipping on December
7. The next question you might be asking is, what does Catacombs bring to the
DAoC table?
In a nutshell, there are five brand-spanking new classes, two for each realm
other than Albion, to encourage players to experience other realms; more
detailed player character models with more diverse customization options;
dungeon instancing which are areas exclusively set aside for private
adventuring, and a whole new coat of graphical paint, bringing improved lighting
and textures all around to the world of DaoC.
The Dev is in the Details
That's your mashed potatoes, here's your gravy. There's a lot more to be said
about what makes Catacombs so attention-worthy as an expansion. We had just the
man to do it: MPOGD's tour guide through the world of Catacombs was Mythic's
Destin Bales, Technical Lead Developer, who gave us the scoop on all the
details.
New areas in the form of ten new static zones per realm, with one major city
and nine new zones per realm, add a lot of new elbow room for your characters to
explore. These zones for all three realms are designed for exploring and
leveling up to level 50. The enemies players will face are possessed, which
factor into the story. For players from the Midgard realm, they'll start out in
a monstrous, grim Viking longboat; for players from Albion, they'll be wandering
through a massive chain of aquaducts, and for those players from Hibernia,
they'll start out on a floating island of rock in a swirling whirlpool of red -
reminiscent of the eerie atmosphere from the game American McGee's Alice.
Overall, the feel of the new zones have a somewhat gothic feel to them, which
matches the flow of the Catacombs storyline.
As important as the new static areas are, a focus for the Catacombs expansion
is the new instanced areas, for private adventuring for yourself or with
selected friends. As Destin reminded us, there's over 130 instanced dungeons and
75 instanced dungeon tasks for players. So you not only have instanced
locations, you're not going to be twiddling your thumbs once you're within the
instanced spaces.
Five new classes new grace the world of DaoC -- one for Albion and two apiece
for Hibernia and Midgard. Hibernia and Midgard have received the lion's share of
the classes, as incentives for new players to join those two realms, as opposed
to the more traditionally popular Albion realm.
What would an expansion be without being loaded to the brim with quests? Over
400 quests have been added to the game through the expansion, although most are
mini-quests, which are geared toward the adventurer with a limited amount of
time. They offer relatively instant gratification, as opposed to the standard
quests which involve more significant investment of time, albeit for greater
reward. As Destin pointed out, over 80 pages of back story drive the quests, and
then tie in to the story. So these quests have meat on their bones.
More attention is being focused on the solo player than the group-oriented
play, and that change is not an accident - it is by design. You won't find a lot
of emphasis on realm versus realm play features. DAOC: Catacombs is specifically
designed to allow MMORPG players who don't have a lot of time but might want to
be able to jump into a quick quest, into an instanced area, and jump back into
their day-to-day schedules. It's a refreshing design consideration, that
recognizes there are online gamers who may not have a lot of time for exhaustive
role-playing, and simply would like to experience some quick adventuring.
Lest we not be superficial and give our due to style as well as substance,
would you like an idea of what's under the hood of the new Catacombs graphics
engine? Here's what the Mythic graphics engine programmers and artists have
added to the game. To give a sense of perspective where the graphics have gone
from commercial launch three years ago to this point, textures and polygon
counts have more than quadrupled. Each character has over 3,500 polygons apiece,
and with gear on, over 4,000. Players now have more customization options at
their disposal for their avatars as well, including the ability to alter jaw
size, eye color, hair color and styles, and more. Starting with Catacombs, for
those who revel in such details, characters are being given "the ability
to smile and to have an angry face," states Destin, and more such animation
and human touches may be seen in the future as well.
Aside from the stats, to my eyes, seeing the "before and after"
character models illustrated a striking improvement. The characters are more
fully formed and beautfully painted. Attention was also given to the new zones
within the expansion, designed to give even what otherwise might be
claustrophobic cave areas a sense of soaring and spacious magnificence, or as
mentioned earlier, a sense of mood. In part, thank the light mapping and
enhanced textures for that.
Still, ask anyone on the Dark Age of Camelot team, they are not slaves to
keeping up with every new technology -- although they feel that with the
Catacombs expansion, they are neck and neck with the other big boys on the
block.
After seeing where Dark Age of Camelot began and seeing how it has grown
over the past few years, Catacombs seems to be a promising addition, that shows
Mythic's almost two years of effort that has gone into it. Do you think we're
done with our insider info from Mythic? Heck, no! Look soon for features about
Mythic's Imperator and interviews with Mythic's Mark Jacobs and Matt Firor.
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