The team for Camelot Unchained describes it as a MMORPG (Massively multiplayer online role-playing game), and the team takes great pride in the Massively portion of that moniker. As with any MMORPG, groups and grouping will be a key component of the game experience. The groups will not only have tools to assist cooperation such as a group interface allowing the monitoring of team members, but will also have a rewards geared toward group cooperation.
At this time, little information is available for how groups will function in Camelot Unchained. The only confirmed pieces of information are that there will be a group interface, grouping/socialization is encouraged, and that the base starting group size is 8, which may change during testing.
Groups are confirmed for Beta 1 as one of the requirements per the Beta 1 feature list User Stories to begin the Beta phase. 8-man groups are the base group size to begin Beta, and will be tweaked as necessary to fit the desired gameplay goals.
Players will be able to enjoy portions of Camelot Unchained as a solo character or even as a less-than-full group. How that small group will do will be dependent on the sorts of activities they are attempting, the group make-up, as some classes will work better with each other than others, and what they encounter in the form of other groups. Small groups are projected to have some mechanics to combat larger groups such as Crowd Control, the focus on goal-based gameplay, and large maps.
The custom tech engine, the Unchained Engine, built by the City State Entertainment team, is being created with the intention to focus on large-scale battles. Prior to the Beta 1 start, the engine allowed for over 500 characters to do battle at a single time. Warbands, while not confirmed, have been discussed as something that could potentially be added to the game to assist with socialization.
Benefits of Grouping
No info at this time
- 8-Mans - A group comprised of only 8 characters, also used to describe a single group size in the case of Camelot Unchained where the group size is not currently known. Often this group is "pre-made" and well balanced to fit a certain type of play style. This grouping term was heavily influenced from previous successful RvR games.
- Pre-made - A group that is comprised and purpose built for a certain task, typically by players that are familiar with each other. This term is often used in battleground-style combat, where there is an expected number of players vs. a like number.
- PUG - Pick Up Group, used to describe a group of characters that came together through a looking for group function or a whoever-is-available philosophy. Usually less than ideal, and comprised of characters with little or no familiarity with each other.
- Warbands - Organized groupings of multiple player groups, that may share a common interface or chat group, giving the ability to have increased collaboration between groups. No confirmation of inclusion or set number of groups has been officially defined.
- Zergs - A large grouping of loosely organized players, often multiple groups. This term originated from Starcraft®, where the Zerg were a playable race of insectoid creatures known for "rushing other bases" and quickly spawning replacements. This tactic did not care for the makeup of groups or even the loss of individual units. Typically when used in MMORPG it is a pejorative or derogatory term.
- Zerg Busters - A play style where groups and class composition were purpose-built to destroy Zergs, often through Crowd Control or AoE abilities.
Warbands and Zergs are an interesting dichotomy, as both terms can be used to describe the same group. Often the terminology used is a matter of perspective and outcome. That is, those that lose often feel that they were "Zerged". The only definitive difference is that Warbands use built-in game mechanics to enhance cooperation.