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EverQuest

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31–40 of 166 posts

Re: EverQuest

#31

Earlier quoted context omitted.

Totally, me and my friend used to share an EQ account in school. His parents paid for it so he got to play during the day, and I would play at night from midnight until 6am, then I'd go to school. It was profoundly unhealthy, which is why that game earned the name "Evercrack". Last weekend I played a beta game called "Monsters and Memories" that's trying to be an EQ clone, and it's very faithful in that it's carried…

Your perception of time is profoundly different when you are a kid with no job. Painful death makes you try hard to avoid it ensuring real stakes.

It makes it more realistic. At this age, it would mean I just quit the game - like my character died for real!

Re: EverQuest

#32

Earlier quoted context omitted.

The inter-city travel was my favorite part of EverQuest. (The rest of the game, I didn't find too interesting.) The level of challenge was about right: if you looked at maps and planned your route, you could generally get to where you wanted to go, but it was hazardous. I wonder if there's a game that focuses on that sort of travel experience.

Depending on what you do and how you play, Eve Online has a harrowing navigation system.

And part of the joy of Eve Online is that if you want, you can be a reason travel is dangerous.

Re: EverQuest

#33

Everquest was my first warning about game addiction. Every teenage kid by the year 2000 had spent too much time in front of a game, of course. But not like this. I was sitting with a friend of mine at a computer café. This was more prevalent at the time, since a capable computer with all the modern games on it was still somewhat pricey. So my friend starts taking to our side guy, who is playing EQ. Nice fellow. "Hey…

Game addiction hits the same part of the brain as gambling does. In fact, it’s my understanding that gambling addicts and video game addicts have nearly identical similarities in terms of how the addiction progresses and “sets in” as it where. As an aside, and really I am sorry for this tangent, and I have no issue believing any of this, but this comment somehow feels LLM (ChatGPT) generated to me and I can’t put my…

Game addiction isn’t the same anymore. Games used to be primarily about telling stories, establishing atmosphere, and fulfilling fantastic roles. The writers and designers of yesteryear had centuries of unexploited sci-fi to draw from. Designers today don’t have that mountain of material to pull from, not just because no one reads anymore.

Re: EverQuest

#34
Early EverQuest required groups to progress because trash mobs were hard, the environment was vast, dungeons had traps, there was no auction house and players hung out in tunnels shouting their wares.

26 years later, the nostalgia hits me every so often and I spin up Project Quarm or Project 1999 where it still plays the same, and it’s fun for awhile but I’m not enjoying it as much as I enjoyed the memories.

I enjoy the luxuries afforded by modern games, with three kids and a busy job, I wonder how anyone found the time to play as long as EverQuest required.

Re: EverQuest

#35
post #28

In this game, there was a city where I did so many quests for the guards that my reputation with the "corrupt guards" fell low enough that they would kill me on sight. Playing a good-guy character got me killed, and then I couldn't play anymore in the city where I'd spent most of my gametime. I would have been angry at the unfairness, but it was such a unique quirk to see in a game, and I've never seen it replicated…

World of Warcraft had this in Booty Bay. There was a hilarious achievement where you first got your reputation to max with the Booty Bay guards by killing the nearby pirates, then the other half was to kill the guards until the Bloodsail Buccaneers faction exalted you; a 2.5x reputation grind that took weeks. And when you were done you couldn’t enter Booty Bay anymore because the guards killed you on sight. The thing…

Insane in the membrane [1].

Nowadays it probably takes 20 hours if you really grind. Repairing rep on the pirates was soul-destroying but so was getting all those lockboxes for Ravenholdt rep.

[1]: https://www.wowhead.com/achievement=2336/insane-in-the-membr...

Re: EverQuest

#36

Everquest was my first warning about game addiction. Every teenage kid by the year 2000 had spent too much time in front of a game, of course. But not like this. I was sitting with a friend of mine at a computer café. This was more prevalent at the time, since a capable computer with all the modern games on it was still somewhat pricey. So my friend starts taking to our side guy, who is playing EQ. Nice fellow. "Hey…

Reflecting a bit, I really see not plausible justification why say one account should be let to be logged in for more than 3 hours/day (say specially during workweek). Even if you really have no job, at that point I don't think it's adding to your wellbeing.

I myself really enjoyed a game (Tibia, very popular here in Brazil) during my childhood, and, living in a large metropolis (and at the time quite violent too) and with limited opportunities for play, it was a saving grace in some ways. It really served as a playground analogue to the real world, where I could talk to people from other cultures all over the world, practice a foreign language (english), practice commerce, planning, and lots of really nice things I think it's fair to say. I think excesses of gaming were already in common consciousness at the time, and the occasional warning from my parents (in no way prohibitive) was a great reminder -- me and my older brother did check whether we were getting something good out of the experience. Specially as the dial-up internet cost was very large! (later replaced by broadband to the relief of my father). I'm also glad it didn't overwhelm my childhood.

That game has since added soft limits (already in 2006 according to the wiki), which I think are better than nothing, but probably there should be some hard limits as well (even if you're really conservative about limits... surely at least something like 8 hours a day could be universally agreed upon).

There are valid objections to those kinds of limits because there are all sorts of exceptions: bedridden people that need an activity, people that just use the game as a chatroom (quite common) to keep in touch with friends, etc.. I think those people can find other activities and other media to fill their time and chat.

It's also probably unlikely that those limits are going to be voluntarily enforced by all companies. I think regulation in this area is important -- in a way, those limits are actually good for the medium: they allow a minimally healthy baseline to exist and the market not be dominated by the worst, most damaging grindfests. But also probably just regulation has limits, and it's important for individual/collective conscience, education and cultural awareness to exist, so people pay attention that each activity is adding, to their lives, being meaningful (this includes social media usage, all sorts of games, etc. -- but could apply to doing anything too much like watching TV or talking to friends even). Boredom is the instinctive response that encourages taking other activities, but unfortunately adversarial design and dark patterns (and even just too captivating activities) have found ways to override this response simply to generate profit.

Moreover, as a game designer, we should be really be thinking about bringing worthwhile experiences into this world, things that teach (in all sorts of ways), move, challenge, captivate, inspire and connect us. Here's a heuristic I like: take your favorite memories and feelings and try to replicate, extend and generalize them in various ways for others.

Re: EverQuest

#37
post #2

I absolutely loved EverQuest and it’s still probably holds some of my fondest gaming memories. My favorite feeling about it is that it felt like a real world first, gameplay second. It had a real sense of danger and wonder that I think will be almost impossible to recreate. Going from Qeynos to Freeport, or crossing the ocean on a boat felt absolutely epic and dangerous. It was wonderful, but not something I would wa…

It was also at the perfect moment in time where you couldn't just pull up the game's wiki on a second monitor and have fully detailed maps and quest details on hand. You actually had to learn things for yourself by exploration and trial and error. You had to learn things from other people by talking to them in game. In my mind back then, I was in awe of people that even had the knowledge of how to get across certain…

Streaming also changed the landscape.

The game meta/knowledge spreads through realtime video and incidental entertainment instead of through slow message boards only frequented by power users who would do something as lame as spend time on a 2005 message board.

It's amazing how deeply knowledgable everyone is about every game because of it.

I guess it's not good or bad. It's nice that gaming is mainstream instead of being a stereotypical loser activity it was when I was in high school.

Re: EverQuest

#38
post #28

In this game, there was a city where I did so many quests for the guards that my reputation with the "corrupt guards" fell low enough that they would kill me on sight. Playing a good-guy character got me killed, and then I couldn't play anymore in the city where I'd spent most of my gametime. I would have been angry at the unfairness, but it was such a unique quirk to see in a game, and I've never seen it replicated…

World of Warcraft had this in Booty Bay. There was a hilarious achievement where you first got your reputation to max with the Booty Bay guards by killing the nearby pirates, then the other half was to kill the guards until the Bloodsail Buccaneers faction exalted you; a 2.5x reputation grind that took weeks. And when you were done you couldn’t enter Booty Bay anymore because the guards killed you on sight. The thing…

This randomly reminded me of when I grinded dwarf reputation in World of Warcraft so that at level 40, I was the only human riding a goat/ram (dwarf mount) instead of the horse.

I remember killing endless crocodiles in STV so I could turn in their heavy leather I think during the event where the realm works together to open the AQ gate.

I'll see a 13yo gardener here in Mexico and wish he could be doing that instead of working. :(

Re: EverQuest

#39
post #2

I absolutely loved EverQuest and it’s still probably holds some of my fondest gaming memories. My favorite feeling about it is that it felt like a real world first, gameplay second. It had a real sense of danger and wonder that I think will be almost impossible to recreate. Going from Qeynos to Freeport, or crossing the ocean on a boat felt absolutely epic and dangerous. It was wonderful, but not something I would wa…

My first memory of EverQuest was leaving the tutorial quest, running along a road at night, and being eaten by a lion.

I had no idea what I was doing but I was hooked on figuring out.

Re: EverQuest

#40

I guess I'm a little younger. For me it was Runescape and Maplestory. Played heavily in the summers from 2007-2009.

I played Runescape back when it was just Falador and Varrock, and it all started because I saw a kid at the public library playing it.

And not long after that I was waking up at 2am to mine or grind some skill before I had to go to football practice at 5:30am.

I wonder what kind of permanent damage that did.

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