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While it is alive and kicking, Gamasutra posted one of its interesting post mortem features - on Dark Age of Camelot. In these features, the developers look back on what went right and what went wrong during development. Here's a bit:
The first major update we made to Camelot's graphics engine to differentiate it from Spellbinder was to put in the rolling terrain system that makes the world so lifelike. We spent a long time making the outdoor areas of the game beautiful and well stocked with monster encounters. The ease with which we did this gave us a false sense of security when it came to developing our dungeon/city technology. These areas in the game required a large number of models and characters in a much smaller space than the outdoor terrain, so creating dungeons and cities proved to be a much more difficult job than we thought. Because we put off doing the technical designs for the interior spaces for so long, in the end we simply didn't get enough of them done. The game launched with only three capital cities (one per Realm) and about 15 dungeons.
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