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Assignment 5: Dark Age of Camelot: a step up on user customizations enchancing social dynamics

Dark Age of Camelot, an MMORPG, came out around the same era as EverQuest. Unlike EverQuest, however, DAoC focuses more on the player versus player, more in depth, realm versus realm (faction based war) aspect. For those whom are interested in playing a team oriented PvP MMO, this would be a good one to start with. Coming back to the subject, though, DAoC introduced a great breakthrough of user customization during its time. In specific, player crafting and personal housing are the two categories that I will go in depth regarding its game play value as well as the social dynamics (player types) associated with them.

Player crafting in DAoC is a very specialization and dedication based mechanic. There are weapon, armor, tailor, leather crafters as well as alchemists, enchanters in which they all have to work with each other to produce the most effective product. The crafting process involves a selection of the equipment type, looks as well as a quality of the according item. Essentially, legendary level crafters as a team with the proper knowledge can create customized end game equipment just like equipment obtainable from raid bosses. This introduces a level of personal touch to the game play that allows a more immersive and engaging experience. As an example, a legendary crafter can become very famous throughout the world and gets credited for his creations.

Personal housing is another important customization breakthrough that has not been introduced in other MMORPGs for a long time. DAoC offers a housing system where players can purchase lots and build houses of their creation based on the build in engine. A vast variety of houses and interior/exterior decorations for players to create the house that they are proud of and can show to their in game folks. Moreover, housing includes setting up personal merchants and NPCs that creates the immersive player built community within the context of the game world.

Like many other games in general, but MMORPG in specific, players are categorized into four different types as Richard Bartle describes in his article, which are the achievers, explores, socialisers and killers. In DAoC, these player types are each distinctively represented in its social dynamic environment.

Achievers in this case would represent gamers that not only reach the level cap, but doing raid group events to obtain artifact level equipment. These artifacts can then be leveled up and develop into a more effective item that has abilities associated with them. Achievers takes a great amount of devotion as well as playing a good leadership role to overcome the challenging encounters. Ultimately, an achiever always has a personal house that stores a great collection of trophies and rewards for the rest of the players to look up to.

Explorers are brought in a dynamically themed based world that reveals a great variety of environments to be amused and discover. Examples such as the ancient underwater cities and temples, the pyramids of ancient Egypt and more in addition to the three realms (factions), each having their own entirely unique world.

Socialisers are often a mix of crafters and explorers in DAoC. A lot of the game play in DAoC as a socialiser comes from talking and advertising as a crafter in either cities or their personal houses. Or traveling around the game world with groups to explore the edge of the worlds. Both crafters and explorers at the end enjoy displaying their discovery or creations in their personal houses. It just so happens to be one of the greatest ways to save and show your work.

Killers, last of all, would make the soldiers of each of the three realms. PvP in DAoC is a war the three realms, Albion, Hiberia and Midgard opposing each other to conquer more of one another’s land (pvp zones). DAoC offers killer type players to engage in team based pvp action that involves field battles, sieges, and assassinations. The overall experience is very much like being a knight or a commander to help defend and expand your country.

In conclusion, Dark Age of Camelot has a very deep meaning and positive play experience for me. The customization implementations created a more user based community and attracted a higher maturity level of players. Even though the subscription based community was not ever like other popular MMOs such as World of Warcraft, Dark Age of Camelot is still an innovative game for future game designers such as myself to look upon.

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