Dark Age of Camelot is a terrible game when viewed in retrospect. Released in 2001, it was part of the second wave of MMOs that came out in the awkward adolescense well after Ultima Online and Everquest carved out the genre but well before World of Warcraft brought it into the mainstream. So Dark Age of Camelot is very much the product of the prevailing MMO design philosophy of the time: a repetitive and often punishing grind to the level cap followed by another grind to more ephemeral caps like Realm Ranks or Master Levels with none of the design savvy and friendly interface trappings that make the MMO grind tolerable and fun in World of Warcraft.
At this point you might be thinking to yourself that it’s unfair to compare a game that debuted in 2001 to a genre and industry paradigm shifter like World of Warcraft, and if we were talking about any other genre I would be inclined to agree. But it’s different with MMOs. So many people have been brought into the MMO fold by World of Warcraft compared to the small number of people who played before Blizzard’s juggernaut that most gamers simply have no conception of how bad it used to be. How can you expect the average MMO player today to understand the unforgiving difficulty curve in the genre circa 1997-2003 when the average MMO player started playing World of Warcraft around the time Burning Crusade hit and thinks that having to run halfway across a zone to reach a quest objective is an example of unfairly arduous game design?
Let me tell you about a typical night spent in Dark Age of Camelot and maybe finding Mankrik’s wife won’t seem so bad in comparison.
My friends all played Midgard, a frosty realm that drew heavily on Norse mythology, on a small roleplaying server. After reading through the manual and talking with friends I decided to play a dwarf Healer, a pure utility class that had no offensive capability whatsoever. I could heal people, I could give them the best health and mana buffs in the game, and I could stop entire groups of enemies in their tracks with stun and mesmerization spells, but I absolutely could not kill anything on my own with anything approaching efficiency.
I’d like you to pause and let that sink in for a moment. If you were playing the Healer the right way with group utility in mind then there were no offensive abilities available to you. Sure there was one of three trees that coul buff you to the point that autoattack would do enough damage to elevate you slightly above useless in solo play, but that specialization would also render you almost completely useless in a group. At the level cap you would become nothing more than a buffbot with a human behind the wheel who could occasionally provide ghetto backup heals if a group leader was desperate.
And respeccing wasn’t as simple as making a small payment. Oh no. Instead, respeccing in Dark Age of Camelot was an event that required getting together with 20-50 of your friends and raiding a top level dungeon in the hopes that:
1. You had enough people with you to drop the needed monsters.
2. A “respec stone” – an in-game drop tha allowed you to change your spec – would drop.
3. The respec stone was a multi-line stone that would allow you to change your entire spec rather than an inferior single-line respec stone that only gave you your points back in one tree.
4. No one else wanted that respec stone if it dropped.
5. You’re able to get it over other takers.
6. You’re able to somehow get enough single-line respecs to reconfigure the three talent trees available to you since they were a lot more likely to drop.
7. You didn’t put a single point out of place, because then you were well and truly screwed.
8.You could convince all of you friends to run you through a PvE dungeon multiple times in a game where the endgame focus was set clearly on PvP when you inevitably didn’t get the respec stones that you needed the first time.
So the upshot of all that is that if you were a Healer and you wanted to have any utility at the level cap then you needed to go with a spec that made you completely useless for killing monsters. And this is in a game where the most efficient way of reaching the level cap wasn’t questing, but going out and whacking monsters until you dinged. Oh, and you lost experience every time you died, meaning you could potentially lose an entire level’s worth of experience if you did accidentally find yourself going toe to toe with a monster.
It was a good idea to run with groups if you wanted to play a Healer.
A typical night for me in Dark Age of Camelot usually involved logging on and spamming the local population center in the Shrouded Isles expansion for anyone willing to go out and kill something. Thankfully a Healer having no offensive abilities was tempered somewhat by the fact that eeryone wanted to have a Healer in their group and would bend over backwards to accomodate you. Once your group was formed (and groups in Dark Age went up to eight so it could take a little longer to find multiple support classes for a full group) then you would go out into the world and find a spot to kill stuff until you leveled.
Dungeons were a favorite spot for people to kill stuff ad infinitum, but even there a critical and annoying design flaw reared its ugly head. Dungeons in Dark Age of Camelot weren’t instanced. Anyone could go in and kill monsters that you were killing. And in Dark Age anyone who hit a monster got a cut of the experience making it possible for griefers and greedy levelers to completely ruin a leveling expedition for your group by stealing kills or training mobs onto you. All of those things were against the game rules, of course, but Mythic decided that it would be easier to have their toothless CSRs handle the problem rather than patching the issues out of the game forever.
Basically Dark Age of Camelot was a pile of the worst MMO design decisions of the pre-Warcraft era with an interesting PvP system dangled as the sole carrot at the end of a very big stick to keep people interested until they hit the level cap. And despite all of these glaring design flaws I still logged in regularly during my first year of college to partake of the grind.
I think that the novelty of playing in a persistent world for the first time with a group of high school friends who had scattered to the winds was the main thing that kept me coming back to Dark Age of Camelot. Now I’m so burnt out on the genre that I can’t even log into WoW to run a dungeon without getting antsy and thinking of all the things I could be doing other than killing digital monsters for gear that will be rendered obsolete by the next expansion, but for a time the MMO had a hold on me that precluded all other games. And that hold started with Dark Age.
They say that you always remember your first time, even if the experience was clumsy and everything that has come since is better thanks to experience. Dark Age will always hold a special place in my heart as my introduction to the MMO, even if you couldn’t pay me to play it today.