Creating an atmosphere and incentives for players to rely on and help each other out is paramount to building a strong community, says Mark Jacobs
in his latest Camelot Unchained
"Part of our job as the designers and developers of CU
is to put systems in place to create interdependency that encourages players to work together so that they not only have the most fun but also enjoy the quickest ways to success within the game," Jacobs writes
His post explains how the team is using both crafting and housing as ways to bind players together organically rather than force them to group due to sheer necessity. Even if players don't want to engage in these systems, Jacobs envisions a connection between such straight-up warriors and the crafters/builders as all can benefit from helping each other out.