Earlier quoted context omitted.
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…
I've made an effort in recent years to actively avoid researching wikis and guides on games as I play them. I've come to think that a lot of the joy in gaming is the discovery and unraveling the systems that make the game tick. Finding the optimal ways to level or complete some mission through exploration and experimentation is always so much more fulfilling than finding the first result the comes up in google where…
EverQuest
51–60 of 166 posts
Re: EverQuest
#52I 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…
e.g. I created an Erudite wizard (who could not see in the dark) and insisted on leveling up in Toxxulia forest, the default "newbie" zone for Erudites. It was dark there, even during the day, and pitch black at night. I kept my monitor at the calibrated brightness level because I didn't want to "cheat". Monsters of an appropriate level were spread out and often hard to find. A troll NPC roamed the forest and randomly killed players. I spent many hours getting lost (and killed) there before leaving the island, only to discover the comparatively easy newbie zone that stood outside Qeynos, a short, safe, free, ship voyage away.
The game was full of stuff like this. If you wanted to do something, there was usually a very bad way to go about it and other ways that were much better. Finding those gave you a sense of accomplishment that was far sweeter than mere levels.
Modern games tend to be more balanced so you can be assured that, however you're doing something, there probably isn't another way to do it that is vastly easier unless you're doing something really weird. This "wastes" less of your time, but somehow feels less realistic. In real life, different strategies for doing things are seldom equal.
Re: EverQuest
#53I 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…
I hated EQ for me the reason was it was not UO nor was it even trying to recreate the vibrancy & real world that UO's designers had gone for. *BUT* I also recognized that EQ represented a game that was much more aligned to what a normal gamer would want, one could already see that path being forged in UO as time went on. And then of course WoW came along and perfected the art. I still lament how UO played out. It qui…
Re: EverQuest
#54Earlier quoted context omitted.
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…
> I've been thinking how you could possibly replicate a similar thing nowadays, but unless the world constantly randomly changes over time, rendering any created guides/maps/etc moot, I think that window has closed. How about a simple NDA to prevent players sharing this kind of info?
Re: EverQuest
#55I 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…
Probably an uncommon experience, but I felt something similar playing Final Fantasy XV. The semi-realistic scale and emptiness of the world map that people complained about actually contributed to the consistent feeling of being out in the wilderness, stumbling on dungeons and whanot. Most open-world games feel like theme parks, Eos felt like a national park. I'm told RDR2 and Death Stranding carry similar vibes.
I'd like devs to get a bit more bold about real-world scaling environments. Let a long-ass walk between towns be a long-ass walk between towns. And no mini-maps.
Re: EverQuest
#56Early 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 Luclin bazaar from EQ is still one of the coolest/most unique game features I have ever seen. Park your character to open up a shop with selected items from your inventory. Browse everybody's wares by walking around and clicking them to see their shops!
Re: EverQuest
#57Earlier quoted context omitted.
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…
I've made an effort in recent years to actively avoid researching wikis and guides on games as I play them. I've come to think that a lot of the joy in gaming is the discovery and unraveling the systems that make the game tick. Finding the optimal ways to level or complete some mission through exploration and experimentation is always so much more fulfilling than finding the first result the comes up in google where…
Re: EverQuest
#58There was a rivalry between EQ and UO and no one I knew including myself had the time to play both.