Welcome back to our coverage of City State Entertainment's
batshit-crazy days for Camelot Unchained
! A few weeks ago, we spoke with CSE co-founder Mark Jacobs
about each of the topics being revealed this week on the game's livestreams
; today, let's talk about making magic.
Massively: When developers use the word "spellbook," visions of meditating into an EverQuest-style spellbook and repeatedly switching commonly used spells come to mind. Far from creating welcome immersion, that spellbook created headaches for casters [enough that SOE changed it]. But CU's spellbook seems more like a cross between an achievement panel and a spell design tool. How else will CU's spellbook improve on the concept?
CSE's Mark Jacobs:
First, I think the characterization of the EQ
spellbook as a headache for casters is a very personal one. Let's keep in mind that EQ
was the most successful MMORPG prior to the coming of WoW
[We presume he means in the West -ed
], so not everybody could have hated it. In our game, being a caster will come with some disadvantages, and having to deal with a spellbook is one of them. However, it will also come with advantages. Like so many other things in Camelot Unchained
, we're not afraid to say players won't love everything. Indeed, as I've said all along, I know that certain things we are going to do will piss off some people.