OFFICIAL WEB SITECamelot Unchained is an upcoming MMORPG being designed and published by Mark Jacobs (designer of Dark Age of Camelot and Warhammer Online) and his company, City State Entertainment (CSE). Unlike most modern "theme park" MMORPGs, Camelot Unchained (CU) will be completely designed around the "Tri-Realm" three-way war system, similar to the PvP components of Dark Age of Camelot, Warhammer Online, Guild Wars II, and The Elder Scrolls Online; this is to say that CU will have no PvE progression whatsoever, which allows them to make a very different game. Progression will be horizontal, depending more on player skill than character stats; classes will be unique so that each has an important role to fill in a group; decisions made at character creation such as race and stats will matter in the long run; and crafters will play a prominent roll in building infrastructure, defenses, and seige weapons (not to mention crafters will be responsible for all equipment as there will be no PvE equipment drops). CSE is building a new engine from scratch, with the goal of having hundreds of characters on screen while the game remains playable. The UI will be completely web-based, which should allow modders to do interesting things both in-game and out-of-game. The setting is a dark, post-apocalyptic fantasy environment, with Arthurians, Tuatha de Danann, and Vikings representing the three sides at war. Having completed a successful Kickstarter campaign last summer, the game is independent of any publisher, allowing CSE to make the game they want. They continue to raise money and are on track for a late 2015 release. CU will require a monthly subscription, as Mark Jacobs is known to strongly dislike free-to-play and freemium systems.
Some more detailed information pulled from their web site is provided below:
The Guiding Principles
Bring back stat systems of early PnP games
MMORPGs have been simplified over the years, limiting player customization
Complex statistic-based systems require players to make choices. In our game, players can “gimp” their character, either accidentally or on purpose
Bring back “usage-based” systems. If you want to increase your strength, do things that require strength
Adds immersion to the game and the character
Remove “experience-based” systems and leveling, since we are an RvR game with few, if any, quests
Given the lifespan of successful MMORPGs, the stat system must allow continual growth, but not in a way that breaks the core concept of horizontal progression
Implementation
Three major types of stats
Primary – Stats that can be raised or lowered during character creation and that can also increase with use (and may at times decrease during the character’s lifespan)
Secondary – Stats that can’t usually change over the life of a character, and do not increase with use such as a character’s vision
Derived – Stats that are based on Primary and Secondary stats
Stat Caps
All stats have multiple caps
Mundane – Stat progression is reasonably quick at this level
Heroic – Stat progression slows down now
Soft Cap – Stat progression is very slow at this point
Unlike most games, stats do not give overarching bonuses (+damage for example), but serve as a “gating mechanic” to abilities, weapons, etc.
Stat List – Primary
All stats on this list are currently planned for the game, but this may change during the course of development
Strength – Increases carrying capacity, and allows use of heavy weapons and armor
Dexterity – Reduces Encumbrance penalty, and allows use of medium weapons and light armor
Agility – Increases movement speed, and allows use of light weapons
Vitality – Increases maximum Health
Endurance – Increases maximum Stamina
Attunement – Increases capacity for summoning the power of magic through the Veil, and allows use of magic ability components
Will – Improves control of magic, and reduces the chance of the Veil reacting in a negative way to magic spells drawn from it
Faith – Allows use of magic granted by Greater Powers
Resonance – Allows use of voice- and instrument-based abilities
Eyesight – Increases Vision range and allows use of targeting abilities
Stat List – Secondary
All stats on this list are currently planned for the game but this may change during the course of development
Presence – Affects how NPCs react to the player-character, as well as the effectiveness of certain abilities
Clarity – Reduces the effects of Panic on the player-character
Hearing – Increases the player-character’s Detection rating
Mass – Increases the difficulty of pushing the player-character, and grants increased pushing power
Stat List – Derived
All stats on this list are currently planned for the game, but this may change
Health – Increases the threshold for wounds and fatal damage to the different parts of the player-character’s body
Stamina – Increases the maximum value and regeneration rate of Stamina, when used by movement abilities
Movement Speed – Increases the maximum movement speed of the player-character
Vision – Increases the distance at which other players normally become visible
Detection – Increases the distance at which concealed characters may start to be detected
Encumbrance – The burden of the equipment a player-character is carrying and wearing, reducing the player’s movement speed, casting speed, and attack speed
Carrying Capacity – Increases the amount of weight the player may carry, including all armor and weapons. Players that are heavily encumbered will suffer penalties
Panic Rating – The degree to which Panic events affect the player character, causing increased ability failure chance and reduced Stamina regeneration rate
Classes and Stats
This game is geared toward players who want significant differences between classes
Some stats are very important to only one or two classes, while other stats impact many classes
During character creation, our players will have lots of points to spread across these stats while they search for their ideal build
Players will be able to min-max to their heart’s content during the character creation process
CSE will work with the Backers to create the next level of documents, geared to aid new players in creating a character without hiding formulas or info, in regards to the inner workings of stats and other aspects of the game
Stat Bonuses
Stats will not provide bonuses to the use of items and gear. As per above, they will be used as a “gating mechanic,” allowing you to rank up and use better weapons
There are multiple levels of proficiency at which a weapon can be used, such as “low, required, ideal, or extraordinary”
A very strong player might be able use a particular weapon better than a weaker player, but will not get a bonus across all weapons
This allows our crafters and players to have a lot more fun with their weapon creation and stat allocation in Camelot Unchained
Camelot Unchained also won’t put stat bonuses on items
Goes against current MMORPG “standard,” which is a good thing
Balancing item stats has always been a big issue for developers in the long term
Overuse of stat bonuses is a major reason behind gear grinding
Summary
The stat system for Camelot Unchained is a nod in the direction of old school PnP games as well as to some early MMORPGs
Player’s actions are directly tied to gains in their stats. Swinging a heavy sword will increase your strength
The large number of statistics allows players great control over their character
Players who like to min/max will enjoy this system
During character creation, players will be given points to allocate to their stats
Players will have meaningful choices to make, as some stats are “locked” at creation and can’t be changed afterward
No stat bonuses to items is a major divergence from current generation of MMORPGs, where this is the “accepted” way of doing things
Instead, crafters will be given greater control over almost every aspect of item creation
Balancing stat bonuses on items has been a long-term issue for any successful MMORPG
Guiding Principles
Put the magic back into an MMORPG’s magic system
Magic in the vast majority of MMORPGs requires very little thought or effort by the players
Spells are handed to the player, with very limited control or customization by players
Create a system through which players can have a great degree of customization and control of their magical abilities
Adding a degree of unpredictability to your opponent’s abilities in RvR adds to the challenge
Reintroduce the concept of the spellbook, an important part of many PnP games, as well as lore and literature surrounding mages
Another possible area for customization by the player
Adds additional immersion to the game
Magic system must be fun, and not tedious to use in RvR
Any system must stand the strain and stress of high-end RvR combat: it must not take three hands to use
It cannot just be a “button mashing” system, or we are wasting our time
Core System
Magic spells are created by the player (not by the studio), by combining Runes and other components such as reagents
Back in the 1980s, Mark Jacobs created a magic system for his MUD Dragon’s Gate, which allowed mages to build spells by putting together elements, shapes, and sizes
Here, runes can represent all of that and so much more
Runes represent specific magical forces, which may interact with one another in complimentary enemy use
Core elements of fire, water, etc. are of course present, but each magic-using class has specialized Runes as well, to prevent class mirroring
The combination of Runes to create magical interactions may take place during the spell creation process, or when multiple magic spells affect one another in combat
Runes form the “core” spell, but players also have a wide range of other components that they can add to the spell, in order to customize their magic even further
All mages are given a spellbook in which to inscribe their spells
Spellbooks can level with the player, as the runes and the player’s skill increases as well
A spellbook also acts as an “achievement” system, where it records failures, successes, combinations of runes, etc.
Magic spells, once cast, can become the equivalent of objects on the battlefield
They can interact with players, NPCs, and other spells
Spell-to-spell interaction can lead to a wide range of outcomes such as cancellations, enhancements, and transformations
Spellbook
The spellbook tracks charges, usage, successes, and failures of inscribed spells
Spellbooks level up with the player, gain more power, and *possibly* achieve sentience (Stretch Goal)
Creating new spells and inscribing them into a spellbook is dangerous, and may fail catastrophically
Players may name their custom spells in their spellbook, and use these names in the game
Players may show their spellbook to others, and share spells they have created
Spells inscribed in spellbooks must be charged before they can be used
Spellbooks have a maximum capacity of spell charges they can hold
Spell charges are drained from the spellbook when the spell is cast
Spellbooks become easier to recharge over time with use, and can be upgraded or replaced to hold more charges
Magic Use
Spells can be cast multiple ways
Through use of a spellbook or charged item
Potentially “live” building of spells during combat
Spells always have a chance to critically succeed or fail
Spellcasting result is modified based on proficiency with the components used
Spellcasting result can also be modified by external factors, such as interrupts and buffs/debuffs on the player, as well as player stats such as Panic Rating
When casting, spells can be held for a brief time before being released
Casting too many spells in an area may cause Veilstorms to appear
Major Veilstorms (such as a Malevolence) are rare, but smaller ones are common in areas of intense fighting
Small Veilstorms have varying effects on magic used in the area
Spells can use components infused with reagents (which may be difficult to find in the world), in order to enhance their effects
Many outside factors can affect the casting of spells, such as:
Various ley lines throughout the world
Weather
Seasons
Day/night
A.I.R.
A.I.R. – Action, Interaction, and Reaction is the heart of the magic system
Each spell cast can interact with everything in the world, and change based on that interaction
Spells can be reinforced by other players
Multiple mages with ice spells use magic to keep an Ice Wall up around a town
Spells can be weakened by other players
Enemy mages can weaken an Ice Wall by throwing fire-based spells or other runes that oppose Ice
Spells can be transformed by other spells
An Ice Wall can be transformed by fire spells, which might result in it becoming Steam. That Steam can then be blown by Wind mages to harm other players
A.I.R. helps transform the battlefield from an exercise in button-mashing to a more complicated and challenging place
Skilled players, groups, etc. are rewarded for playing as a team
The outcome of battles is less predictable and different builds of mages might be useful at different times
May reduce the “must-have” mage builds during sieges and small-scale battles
Some examples:
Water + Frost = Ice
Water + Frost + Storm = Ice Storm
Ice Storm + Wind = Amplified Ice Storm
Fire + Wind = Fire Blast
Fire + Water + Wall + Wind = Moving Steam Cloud
Spells + additional power can modify results
Added duration, range, etc.
Spells + additional reagents can also modify the spell
Ice Storm + Diamond Infusion = Increased damage of the spell
Ice Storm + Nightshade = Poison effect added to spell
Spells are modified based on type such as Fire Blast + Water Wall = Steam Cloud
Spell interactions have different outcomes based on ally or enemy use
Wind Blast + Ally Fire Ball = Fire Ball Speed and Damage increase
Wind Blast + Enemy Fire Ball = Deflect Fire Ball
Summary
The magic system of Camelot Unchained is unique to the world of MMORPGs, not in its core concept but rather, in the expression of that concept
Degree of customization of spells unmatched in MMORPGs
Interaction of spells on the battlefield take RvR to the next level
Use and growth of spellbook adds level of immersion and customization
Geared to players who want to have more control over their characters, and are willing to spend time experimenting with spells and combinations
Requires players to spend more time talking, reacting, and working as a team during sieges, not just mashing buttons as fast as they can
A.I.R. system is not only fun, but adds more immersion to the world, while increasing player cooperation and Realm bonding
The Guiding Principles
Combat, including magical combat, should be innovative and fun. The world has enough MMORPGs with combat systems that are the same or strikingly similar to other MMORPGs
We are not trying to cater to a mass-market crowd: Our combat system is specifically designed with experienced players (or players who want a greater challenge) in mind
We should be willing to take chances with any of the game’s systems where it makes sense to do so
Change, just for change’s sake, is not a good idea. Changing things in order to make a better system or mechanic is a great idea
Combat, especially magical combat, has gotten very stale, with a heavy reliance on visual effects, rather than a focus on strategy and tactics by the player
More often than not, MMORPGs have simple “push button” spells and abilities
Old school concepts such as reactionaries and positionals play a much smaller role, if any, in MOST MMORPGS
Ben Pielstick’s Challenge
Mark Jacobs challenged Ben to try to take the magical component system from our game and apply it to melee combat
Ben was told to pick a game he knew well, and try to recreate one of the classes using a simplified version of our magic system
He used a class which won’t be in our game to craft a Camelot Unchained equivalent
The class he created worked quite well
As a result, the magic component system was approved as the core combat system that will be used for every form of combat in the game
Component Combat System
Uses a variant on our component magic system
All abilities are created by the player, in the same way that magical spells are created by the player
The power of each ability is limited by a “value rating” limit which represents how strong an ability can be after modification by the player
With each new component added to an ability, the value rating goes up. It cannot surpass the value rating limit of the ability
Many components also has a range of adjustments that can be made, once again raising the VR
Players have precise control over the VR and all the adjustments made to it
Ability Components
Four basic types of ability components
Primary – The thing that the player wants the ability to use, such as a sword
Secondary – The way in which a player wants to use the primary component. For example, if the PC was a sword, an SC could be a slash. Sword + Slash = Sword slash attack
Modifiers – Optional add-ons, which a player can use to further tweak their abilities to suit a desired playstyle. These are the largest set of components, and cover things such as adding range to an attack, width to an AOE attack, or directing an attack to a specific body area
Modal Components – These change the state of the character in some way, such as an offensive or defensive stance
All abilities require at least one Primary and one Secondary component
Can have multiples of both, such as when attacking with multiple weapons
All components must be learned and practiced to increase their effectiveness
A small percentage of gain can come from practice against dummy targets, and possibly against a trainer or other members of your Realm
Not all components are compatible with each other
No class has access to all components, and many components are class- or Realm-locked to prevent mirrored classes
Combat
Each part of a character’s body is protected only by its own piece of armor
Unlike the way of most games, armor only protects the part of the body that it covers. Your helm doesn’t help you when you are struck on the leg!
Body parts take damage individually, and each part has its own pool of health and injury effects
A shoulder wound could reduce how fast you can swing a sword, but it won’t stop you from running away
Player-created abilities can add a modular component to target a specific region of the body
Paying careful attention can give the attacker an advantage, but if you target an area that the defender is guarding or quickly moves to protect, the advantage could shift
Certain components will also allow a defender, after a successful defense, to perform a special counter-attack on the attacker
Abilities always trigger cooldowns once started, and cost resources whether they complete successfully or not
Abilities also have a “Disruption Value” which is damaged by “Disruption Damage” from hostile abilities
If an ability takes too much disruption damage, it is interrupted. Too much DD can result in a very negative effect on the player whose ability was disrupted
The more powerful the ability disrupted, the more likely the backlash from the ability will hurt the user of the ability
Summary
The combat system of Camelot Unchained is one of the most unique systems in any MMORPG to date
Players literally craft all their own abilities: nothing except the core components of an ability are premade. Epitome of “choices matter”
Four different categories of components, many with their own customization, yields huge number of possible combinations
Players can create abilities to match their preferred playstyle, not just play the classes that we create for them
System supports hard interrupts, positionals, reactionaries, and other staples of hard-core combat systems
The Guiding Principles
We must support both “popcorn” crafting (simple crafting/repairing available to all players) as well as a full-time “pure” crafter class
We MUST create a vibrant economy that ensures a key role for the crafter class in the game’s economy
Economic support systems must be robust enough to replace an Auction House
Crafting is magic! Embrace magic at the core of all crafting
Use a consistent interface for all crafting, but customize it for each Realm
Use of this interface cuts development time and resources overall, but allows us to “go to town” on the main interface
System must be designed with a long-term view
Crafters must be able to make a profit throughout their lifetime
Need to prevent or at least slow down “MudFlation” through use of time and money sinks
What does “Crafting is Magic” really mean?
All pure crafters use magic
Crafters can be treated as combatants for progression purposes
With downtime, recovery time, etc. they will not be able to craft 24 hours straight. This will slow progression, and prevent flood of items from well-funded crafters
Players will use a “Vox magus” in a similar manner that mages use their spellbooks
Crafting becomes more challenging, interesting, and visually enjoyable as crafting can become a “performance piece” that people can watch and enjoy
Popcorn Crafting
Basic crafting system available to all players
Based on simpler actions that require little magic and a small time commitment
Can engage in low-level mining, harvesting, gathering, etc.
Can repair their low-power weapons and most armor
Can create basic arrows, repair kits, and other such items
Can create potions (Stretch Goal)
Allows a greater sense of self-sufficiency for the non-crafter, so that they don’t have to run back to town every 30 minutes to find a crafter
Frees up pure crafters to focus on their own special skills
Popcorn Crafting – Repairing
Minor damage to armor and weapons can be repaired, but heavy damage requires the help of a pure crafter
Combatants can carry around whetstones, repair kits that allow them to do some basic work themselves
Sitting down after a battle or two with your mates to sharpen your own weapon or repair armor adds to immersion
Archers can fletch their own simple arrows if they have the components
Popcorn Crafting – Gathering/Harvesting
Wandering around and picking up stuff scattered throughout the world is the perfect example of Popcorn Crafting
Players can gather or harvest from any field or plot that is either:
Unowned
Owned by yourself
Owned by an enemy Realm
Owned by another person or entity which has granted you permission
Combatants can have their own fields, but they are limited in size
Popcorn Crafting — Mining
Unlike fields, many mines are owned by the Realm, which then allows all members of the Realm to mine there
Realm-owned mines also come with a limit on what can be taken out per day
Access to mines works in a similar manner to fields
Combatants mine slower than crafters, due to crafters’ skills and access to higher-level equipment
Combatants can mine most minerals, but lack higher-level equipment for some minerals
Crafting for Crafters—Design Goals
Treat the “pure” crafter as a mage: A crafter has stats, crafting points, and downtime
Crafters are split into three sub-classes, though each can access all three
Takers (they take from the land), Shapers (they shape the raw materials) and Makers (they make the finished item)
Ensure that the system does not require macro-ing to succeed!
Crafters should not have to create 10,000 arrows to see their skill tick up one tiny bit
Use downtime + crafting time to remove the need to make 10K arrows
Reward the player for crafting without the penalty of inducing carpal tunnel!
Crafters should have stat progression similar to combatants
Open issue: Should there be special “crafting stats” or should we just reuse current stats?
Crafting an item is not automatic; each item takes time and drains resources
This helps to prevent rapid-fire crafting of items by guilds
Helps slow down the supply of any crafted item
Crafting for Crafters – Continued
The Vox Magus (crafting station) is a magic focus object with lots of customization and power options that the crafters use to make their items
Allow the Crafter to control almost every aspect of the final item
Integrate the blueprint system from building with crafting
If crafters can be treated more like the architect than the laborer, crafting will be less drudgery and more fun
Allow the Realm to buy items from players
Sets a floor for the item, and guarantees that low-level crafters can still make money
Encourages Realm pride, as crafters’ contributions are apparent and rewarded
The Vox Magus
Based on our world’s pipe organ
Pipe organ is a widely known and instantly recognizable item
Replace keys, stops, etc. with gems, runes, and other fun stuff
Players sit at the VM and use both sound and magic to interact with the materials that are placed within the VM
You don’t have to read music or understand music theory to play as a crafter. Sounds come from the Vox based on your actions as the crafter
Each Realm has its own version of the VM, but they work in an identical manner
This reduces the amount of time and resources we have to spend on the interface and effects, leaving more time to work on the system’s items
VMs scale in power and appearance. It is a fully customizable device, which will grow with the player over time
Vox Magus – Part II
Crafting now becomes a very visual and visceral process, which can be shared with others
Easy to learn, difficult to master, as the combinations are nearly limitless
Ways to shape and make an item will vary both inter-realm but possibly intra-realm as well
Guilds can have their own Vox that can be customized for multi-crafter use
Money sinks (cost, upkeep) will prevent guilds from dominating the crafting system. Small VM’s are more cost-effective to use for small items, and require a cooldown time
Lots of potential for Easter Egg moments when certain music is played
Souls and Crafters
Crafters can use bits of their own (or captured) souls in crafting an item
Like combatants’ soul shards that are captured in battle, soul shards are limited in duration and number
Crafters can only use a certain number of shards at any one time
This limits the amount of powerful items one crafter can create
Souls can grant additional power to items, and can also make those items more resistant to wear, breaking, etc.
Captured souls can act as a beacon to the soul’s owner in RvR
Souls can be used to power spells that are engraved in very select items
The cliché “Fireball Wand” would be considered a very powerful item, rare and expensive
Summary
The crafting system of Camelot Unchained will cater to both hard-core and casual crafters
The Vox Magus takes the familiar MMORPG concept of a forge to an entirely different level
The use of souls in crafted items, while not a unique twist, is being done in an original manner that will allow master craftsmen to make very rare and powerful items
This will allow crafters to charge premium prices for these items, and rarely will two of these items be the same
The Guiding Principles
The map of Camelot Unchained is arguably the single most important feature of the game
As a RvR-focused game, setting up a great map that the players can build on is critical
The map should be unique, as befits our game. If all we offer is a clone of another game’s map, our players will be disappointed
We must take into account the needs of our players not only on day one, but day 365 as well
The map needs to reflect the chaotic world of the game, but be stable enough that players are willing to build on it
A Chaotic World Map
Our map concept contains three safe “zones” which contains each respective Realm’s main city and some support areas
These support areas are for new players, and provide an emergency supply of raw materials and necessities for the start of the server
This is something to fall back on if one Realm is overwhelmed by its opponents
As discussed during the Kickstarter, this is necessary to prevent one or both Realms from driving the weakest Realm to a “quit point”
In between these safe zones there are the remains of the “One True City” (Camelot) and the main continent
The pieces of the map can be reassembled by the players, who can add stabilizers to the map pieces
The world will change over time as the stabilizers work their magic on the world’s geography
What’s in a piece of the pie puzzle?
The major puzzle pieces are:
Safe zones – Each city has one starting area, which is surrounded by a small bit of landmass. This area cannot be attacked by the other Realms, and serves as a “safety net” for each Realm
Landing zone – These are the second-biggest individual pieces on the map. These pieces will serve as anchor pieces by the other Realms
Major pieces – These are larger pieces landmarks or Places of Power
Minor pieces – Smaller than the other pieces, normally containing fewer resources
Each puzzle piece will differ from the other puzzle pieces
While the landing zones will need to be balanced with the other Realm’s puzzle pieces, none of them will be the same
Puzzle pieces can change over time, due to the influence of the Veilstorms and player actions
Puzzle pieces are claimed by the Realms: first capture the land, then place stabilizers on the captured pieces
Your land is my land, my land is my land…
Mechanics for this system are still in design, and are likely to change over the course of development
Players can claim unoccupied land easily
Players cannot claim unlimited territory in their Realm’s Safe Zone
Ownership of land also comes with taxes and other maintenance costs
Players can claim additional land in contested territory
Claiming land owned by another Realm requires all the stabilizers of that land to be destroyed first
Once land is claimed, it will slowly begin to take on the characteristics of your Realm
Land that belonged to another Realm will change more slowly than land that is “free” for capture
Realms will reward players for claiming, building upon, and controlling land
Once enough land within a puzzle piece has been claimed and built upon, players can then move stabilizers into the area
Stabilizers speed up the transformation of the land
Stabilizers will slowly attract adjacent pieces of the map together, if both pieces have your Realm’s stabilizers
Puzzle piece locations will change based on the presence and power of stabilizers. Players can also “feed” the stabilizers with power
Why bother to claim land?
Land ownership comes with perks to the player, as well as costs
Land and resources can provide a source of materials or cash to the owner
Players can build various structures on the land, for defense and utility
Increases immersion in the world and sense of player ownership
Your Realm benefits by having more land and control of resources
As stabilizers pull the pieces together, flights and boat rides take less time between pieces
Eventually, players can build bridges between the pieces if they are close enough
Travel time is cut down due to shortened distances, roads, etc.
Summary
The RvR map mechanics are still at an early stage of development
The map is made up of puzzle pieces that can change over time
Players need to claim ownership over pieces of the land
Players need to place stabilizers on the land to speed up claim
Realms benefit from the amount of land claimed by players
Land that is stabilized will move closer to other land that is owned by the Realm, and try to reassemble itself
(I ran out of space in this post, so these lists are continued
here.)
Some additional game information can be found
here, live streams occur occasionally on their
Twitch channel, and recordings of interviews, Q&As, and gameplay footage are being posted to their
YouTube channel.
The official web site for the game can be found
here, where you can read more about the game's lore and foundational principles, and pre-purchase the game (with higher tiers giving extra beta invites, cosmetic perks, and out-of-game bonuses). Additionally, you can read interviews with Mark Jacobs at
Massively and
MMORPG.com. There's also the
Kickstarter page, in case you'd like to see how the game was originally pitched.
</end blurb mode>
During the live gameplay on Monday, one of the engineers noted that they had about 190 players (both real and simulated) on the map simultaneously, yet the computer recording the feed never dropped much below 60 FPS, and Mark noted that said computer is nowhere near top-of-the-line. While the game doesn't look great yet (pre-alpha), if they can keep the gameplay that smooth when there are more things happening on-screen, they'll have an advantage over the lag-and-stutter-fests of GW2 and TESO.