Citadel of Sorcery

Miscellaneous

 

  • We believe that MMOs are stagnant, each trying to make a slightly better version of the same game. With WoW, EQ2, Vanguard, LOTRO, D&D, etc. this style of game has been beat into the ground. We believe that it is time for a developer to take a chance on a new kind of MMO game, something that addressed many of the complaints and wish lists put out there by the players no longer satisfied with the MMOs being offered.

    We feel the time has come to shake up the MMORPG world with something completely new, and we are not afraid to break all the molds. This doesn't mean we are making changes just to make changes, but we are not afraid to change anything that will improve the fun of playing the game.

    Truth be told, many MMOs have been 'dumbed down' so that they can attract more players rather than just 'gamers'. We understand the thoughts and concerns of the Publishers about this issue, they want to make lots of money, so they want to appeal to everyone. In most past MMO games they did this by dumbing down the game so that everyone could easily understand the game play. The problem here is that this makes for a simplistic and kind of boring game.

    However, we believe that there is nothing stopping a game from appealing and offering elements to entertain everyone, from the casual game player to the avid gamer, from weekend warriors to game junkies. Instead of making the game fit the lowest common denominator, we plan to offer varying levels of involvement, so that everyone can get the fun they wish out of a living dynamic world.

    For someone just wanting to take a sword and beat on some poor monster's head, they can do that. Or, if they want to do something a little more intriguing, they can delve a little deeper, perhaps wandering around the world and getting mixed up in the local events. Or they can chose to go bounty hunting, or artifact digging, or monster trapping. If they want a deeper story, they can go questing, and follow their own story through an amazing full fledged adventure. It is all up to the player, and how much they want out of the game. CoS offers it all.

    You think this is impossible? So do the Publishers, well, at least most of them. Publishers typically don't want to take the risk in developing this kind of ground breaking technology and game play. So happily for them and you, we're taking the risk. When we can show the Publisher that it all works, and that all the technology and risky elements are already completed and working, they can then step forward with little fear for their hard earned investment bucks. The Publisher can then step in and reap the rewards, and so can the players who will finally get that game they have been craving.

    What this means to you is simply that it takes longer to make. With a more limited budget during the early parts of the project we have to use a smaller team, and this just means time (not quality). In fact, in many ways we're getting higher quality work since larger teams can often become more inefficient. But no matter how you shave it, this route takes longer. We're making the game you've always wanted to play... but like fine wine, you have to let it mature.

  • Yes. Players can create their own Guilds. Once created a Guild has a physical location in the Reflected Worlds. Players can then build player housing outside the guild, which will naturally form a village or town. Within their Guild Hall the guild members can access information on other Guild members, rankings, etc. In the Guild hall players can access information on other Guilds, read about them, and see how their Guild ranks in various categories against other Guilds. Guild Halls are constructable by the Players, as are their houses. Non-Guild members can visit a Guild Town, but not enter the Guild Hall. Guild members can purchase land around the Guild to build their houses, and start a business that all other players can use to avail themselves of their services. The Guilds control their town and can (if they choose) setup a tax system to help gain money in their guild coffers to help them expand their Guild Hall. The larger the Guild hall, the more businesses they can support in their town.

  • The site only went public on November 12th, 2007, but we have had a development site (owning the name of www.citadelofsorcery.com) since 2005.

    In other words, you can see it now, but it existed before.

  • Yes. We plan on having all kinds of things like traps and secret doors, etc. Much of it will be 'real' as in if you see holes in the passage, arrows might shoot out if you walk in front. If you see a brick in the wall that looks out of place and you 'click' on that brick, a secret door you couldn't see might open. These are simple examples, expect the unexpected.

  • We are the developer of the game, not the publisher. This means that we can't answer your question because the publisher will decide the financial aspects of the game's distribution.

    We're just concentrating on making the best game possible for you to play.


  • If you are asking, "Is it downloadable now?" No. it is not yet complete. If you are asking abuot an Alpha or Beta test download the answer is the same, not yet. We're working on it as fast as we can. When it gets to the point where we're getting near any testing stage we will add a 'Tester Signup' area on the web site. If you were asking "Will the finished game be downloadble?" Well, probably, but that is up to the publisher, not us.

  • The publisher will decide how the game is distributed, and how you pay. If i was guessing I would think that you will need to either purchase at a store, order the disks online, or buy and download the client online. Regardless, it's going to be big.

  • Yes. There is player owned housing in the game. It works this way. You can either join a Guild and then build a house in the Town that will form around your Guild Hall or, if you don't belong to a Guild you can construct a house at one of the Citadel Garrison towns.

    At these locations you can also start up a business and sell your wares and services to other players.
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