Foundational Principle #1 – Be willing to take risks, even if fortune doesn’t always favor the bold

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Being safe is for tourists and for most casual games. This is the wrong game, wrong genre, wrong developer and wrong time to be safe. We will take chances with lots of aspects of this game. We are not afraid to take a stance on what we believe will make a great game even if…
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Foundational Principle #2 – RvR isn’t the end game, it’s the only game!

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CU is a TriRealm™, RvR-focused game. It is not an RvR-centric game like Dark Age of Camelot and it is certainly not a “just bolt on the RvR; that will work!” game like so many others. It is as pure an RvR game that I have ever worked on, plain and simple. Everything in this…
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Foundational Principle #3 – You should always hold the hands of your little children while crossing busy intersections but…

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…our players are not children and this is not an intersection crossing. Over the years many MMORPG designers, me included, have employed various devices and mechanics in order to increase our games’ subscription base.  We removed points of frustration (I termed them “quit points” at Mythic), sped up the leveling curve (the argument being that…
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Foundational Principle #4 – Choice Matters!

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RPGs have traditionally offered players a plethora of choices for building out their characters.  From the earliest P&PGs to MMORPGs, players have been able to select everything from the most basic choices (race, sex, etc.) to complicated backgrounds for their character.  Unfortunately, over the years many MMORPGs have scaled back player options as developers/publishers chose…
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Foundational Principle #5 – I Still Hate Gold Sellers

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If you have followed MMORPGs since 2001, you probably know how I feel about gold sellers. I took a hard line against them back in the Dark Age of Camelot days (and ended up in a lawsuit with one of them in response) and I see no reason not to continue that hard line today.…
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