Dark Age of Camelot

aka: DAoC
Moby ID: 5403

Description official description

Set in the period immediately following the death of King Arthur, Dark Age of Camelot is an online role-playing game which offers a blend of killing AI controlled monsters, and killing (or being killed by!) player controlled Invaders from Other Realms.

Each copy of the world (of which there are many, each holding up to 3000 simultaneous players) is divided into three competing realms: Albion, Midgard and Hibernia. The realm of Albion is based on Arthurian legend, whereas Midgard is modeled after Norse mythology, and Hibernia on Celtic myths. Each realm offers extensive internal areas for straight "monster-bashing" of a style similar to Everquest and other Diku MUD derivatives, as well as a large frontier region which can be invaded by players of the competing realms.

Dark Age of Camelot is a subscription based game.

Spellings

  • 卡米洛特的黑暗时代 - Simplified Chinese spelling

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Screenshots

Promos

Credits (Windows version)

152 People (107 developers, 45 thanks) · View all

President
Vice President
Producer
Production Manager
Executive Producer
Producer
World Development
Art Lead
Designers
Lead Programmer
Lead Server Programmer
Patcher and Client
User Interface
Utility and Database
Monster Pathing and Client
Login Task and Utilities
Server Utility and Network
Art Lead
[ full credits ]

Reviews

Critics

Average score: 87% (based on 23 ratings)

Players

Average score: 3.3 out of 5 (based on 18 ratings with 5 reviews)

A good time to be had here, but its not perfect

The Good
As with all MMORPG's, DAoC is centered around building a character and climbing the ranks of the game. This is accomplished by killing monsters over and over and over. Consisting of a 50 level character curve, DAoC will appeal to those who don't mind investing the time and effort (usually measured in weeks as opposed to days) to bring your character up to that level. In this arena, Mythic has provided an impressive array of areas to hunt in - but it will always come back to killing monsters. No matter how you look at it.

The difference between DAoC and traditional MMORPG's is its three realm system. On any server there are three realms - two of which will be unavailable for you to explore and play in (at least on that particular server). Once you have reached the higher levels (40 plus is the usual marker in the game) you can engage in sanctioned PvP in "frontier" areas for control of any of 21 keeps or 6 "relics" (items which give either magic or strength bonuses to all players in the land). A great deal of strategy, planning, organization and politics can go into the playing at this level - and is not for the faint of heart. Two sides will always loose and the strife that comes from that can get intense.

The graphics, gameplay and product support from the company are all very good.

The Bad
The traditional leveling system - present in all MMORPG's - is here in force. You will spend a great deal of time leveling your character to be at the point at which you can engage in the PvP aspects of the game. Should you change your mind on the type of character you wish to play you are doomed to repartake in the same leveling again. It is often hard to gauge what type of character will serve you best at higher levels so this almost forced repetition can be even more tiresome.

Success, at least in the PvP arena, relies a good bit not on yourself but also on your realmmates. Picking a good server - and a good realm on that server - is paramount before you begin to level. That is often hard to do without inside information on the structures, success history and information on quality of other players.



The Bottom Line
I personally have spent a great deal of time in the last year playing this game. Even with the downsides, the game itself is astounding. If you can stomach the "level grind" there is a great game to be found here. The people management and strategy of leadership challenges inherent in this game come closest to real life combat of any game I have ever seen.

It is also, at least as far as I have seen, the prettiest of the MMORPG's out. The leveling is a little easier when it is surrounded by pretty scenery.

Windows · by Andy Roark (263) · 2002

Not a persistant world, but persistantly fun.

The Good
DAoC eshews the "virtual life" model of some MMORPGs like Ultima Online for a more direct "hack n' slash" approach. While this might lack depth, it's also a simpler, more direct type of game for beginners of the genre to get into. A real bane of these types of online games has been high-level PKers who get their jollies running around slaughtering newcomers. Developer Mythic has completely solved this by splitting the online world into three distinct areas, and citizens of each of these lands can not kill one another. Instead, after reaching a certain level, players may then venture into frontier lands and do battle with the other races, in epic contests to steal relics from one another's keeps for special realm-wide bonuses. This entire system makes for a great pace; as you increase levels you can match your abilities to the various monsters that roam the countryside. Facilitating this is the HUD the game provides, giving each monster a colour-code alerting you to its strength compared to your own. There is also a quick bar for easy access to spells and special abilities, of which there are a lot because each realm sports plenty of different races and classes. The graphics are also very nice, and the engine seems very stable and optimized. In fact, Mythic pulled off what has to be the most seemless, bug-free launch in the history of MMORPGs. The various quests you can undertake are also varied and seem geared to the race and class and path you ultimately decide to follow.


The Bad
Unfortunately, even though the game strives to ease newbies into the game, the quests are sometime confusing, and the journal fails to provide detailed information on how to proceed, making it necessary for the player to keep comprehensive notes, somewhat defeating the purpose of an in-game notekeeping system. I've even noticed a few instances where the journal provides just outright bogus notes, making finishing a quest rather needlessly difficult. Travel is another annoyance; since it is so hard to make any kind of money when you first begin the game, and since so many of the early quests are simply errands you have to run from one town to another, you won't be able to purchase horse travel immediately. Meaning you have to run on foot, which gets tiresome after awhile. A lot of the commands and interface controls are not intuitive either, so you'll be at a loss as to how to do what until you get used to them. And as I mentioned above, there is no real "liveability" to the game, so if you're looking for something that allows you to sink completely into another, online life, then this isn't the game. Here you just pop in, kill kill and kill again, and then pop out when you get tired of it.

The Bottom Line
A very nice, smoothly paced introduction into the world of online role playing games. It might not be particularly deep in its philosophy, but it sure beats a poisoned arrow in the eye.

Windows · by Ummagumma (74) · 2002

Slot Machine City

The Good
The style of art for this game was unique for the time. The cities were well done. The forests looked how they should. And for the most part the game was one big zone.

The Bad
This game was the most boring slot machine I have every played. The game consisted of walking up to a spawn with your friends, having a friend attack a creature, and then everyone else in the group pressing the same attack key repeatedly until said creature dies. And you would do this for 300 hours! The game highly touted its PvP, but that PvP was almost 100 hours into the game play for the lowest most non-complex tier. That is way too long for all but the most rabid of players. And the few players who reached the pvp battlegrounds reported that they were extremely buggy and impossible to defend.

The developers went thru many iterations of pvp design but could not save thus sinking ship. The extreme level dependency in pvp combat meant that unless you were willing to play for 8 hours a day, you wouldn't stand a chance. Even if there were 20 players a few levels lower than a single enemy that single enemy could easily wipe them out.

Finally, the hacking of this game was atrocious. Some high level players used 3rd party apps that let them hunt down lower level players, while evading the more difficult players. So the pvp lands degraded into a grief fest instead of quality pvp game.

The Bottom Line
If you want to grind your way thru 200 - 300 hours worth of static spawns this would have been the game for you. Expect to spend hundreds of hours standing in one place killing red badgers, just to graduate onto black badgers. After fighting black badgers for days, you then graduate onto fighting big skunks and thus the pattern repeats.

Finally, after running on this treadmill for hundreds of hours you can fight in pvp, only to discover that you can't possibly win a fight until you spend 100 more hours on that treadmill! And even if you take all of this time power leveling, you will still lose because of the hundreds of players who were hacking the game.

This game was a perfect example of an "exercise in futility".

Windows · by Sean Johanson (13) · 2011

[ View all 5 player reviews ]

Trivia

Come Back to Camelot

From July 14th 2005 through the 24th, Mythic ran the "Come Back to Camelot" Campaign, which invites past Dark Age of Camelot players to experience the game's upgrades and additions free of charge for ten days.

References to the game

The game is referenced in Benoît Demeutre's 2008 novella Customer Service, originally published in French as Service clientèle.

TV series

A television series based on DAoC was in development by Collision Entertainment, but apparently never emerged. Their website describes the series with...

Based on the online game Dark Age of Camelot created by Abandon's Mythic Entertainment, the world of Camelot is filled with as much youthful passion, love, and sex, as it is with hatred, betrayal, war and the supernatural. Arthur, just 17, becomes King, while Guinivere, Lancelot and the other familiar characters, all in their late-teens/early-twenties love and battle in the newly formed Camelot. Think "90210" set in a land where danger lurks around every corner. In the Court of Camelot there is as much danger inside the castle as there is on the outside and alliances shift as easily as the sands on the beach above which Camelot stands.

Awards

  • Computer Gaming World
    • April 2002 (Issue #213) - Online Game of the Year
  • GameSpy
    • 2001 – PC RPG Game of the Year
    • 2001 – PC RPG Game of the Year (Readers' Choice)

Information also contributed by Entophane and Sciere

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Contributors to this Entry

Game added by Dan Homerick.

Additional contributors: Ummagumma, ClydeFrog, Unicorn Lynx, phlux, Apogee IV, Patrick Bregger.

Game added November 27, 2001. Last modified February 13, 2024.