Lessons Learned


It wasn't all roses, of course, during the time that Camelot was being created. We ran into problems just like everyone else who makes an incredibly complex game like Dark Age of Camelot . Here's a sample:

  • We launched without nearly enough in-game and support tools for our CS department to be able to do their jobs effectively. It took almost a month before we got them the tools they needed in order to answer questions, figure out who was having problems, be able to see logs, and a myriad of other small utilities. Not having tools of this type made players wait far too long for help.

  • We had big plans for in-game cities that would be " alive " with NPCs and would serve as hubs for in-game commerce and player community building. Sadly, it took us far longer to create the cities than we estimated, so we had to launch with only one city per realm.

  • Also lacking at launch were dungeons. We wanted many more dungeons than were included with the game at launch, a problem we are still attempting to overcome . Because cities and dungeons are basically large models that don't use the terrain system, we ran into many monster AI problems, as well as players getting "stuck" on geometries and even falling through the floors.

In general, Camelot 's development was a wonderful experience. Sure, we made some mistakes, but all in all, the game came out beautiful, stable, and most of all, fun to play.



Developing Online Games. An Insiders Guide
Developing Online Games: An Insiders Guide (Nrg-Programming)
ISBN: 1592730000
EAN: 2147483647
Year: 2003
Pages: 230

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