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COMMENT PAGE FOR: | |
EverQuest | |
phendrenad2 wrote 36 min ago: | |
Never played EQ, but spent my fair share of time in WoW. And then, many | |
many other MMOs. What was aleays great is jumping into a random new | |
game and not knowing what to do or where to go - just figuring it out | |
on the fly. A few times in recent history I've tried to jump into the | |
latest MMOs only to find that they hold your hand every step of the | |
way, forcing you to walk through lengthy tutorials. If I wanted to play | |
a game I'd just load up Doom. I want a WORLD to explore! Until MMOs | |
learn to provide a rich and compelling world again, the genre is dead | |
in my eyes. | |
zeras wrote 1 hour 55 min ago: | |
I remember playing Ultima Online and really enjoying that game when I | |
heard about a new first-person MMORPG in development called EverQuest. | |
I ran a couple of popular game sites back then and had industry | |
connections so I got early beta test access to try out EverQuest. | |
Unfortunately, I made a bad choice when I chose to make a Human | |
character, which was night-blind. On top of that, it seemed like every | |
time I logged in it was night time and the game was nearly unplayable | |
away from lights, fires and torches for that character. | |
To make matters worse, I started in Freeport which had several | |
invisible zone walls so on top of not being able to see, I constantly | |
kept zoning which constantly interrupted the game. | |
As you can imagine, I lost interest rather quickly and went back to UO. | |
I gave my beta account to a gamer friend of mine, who had a much | |
better experience than I had during beta. | |
When EverQuest eventually launched, several friends of mine bought it | |
so I decided to buy it as well. By then I had learned to make elven | |
characters because they had infravision/ultravision that allowed them | |
to see at night. | |
It was fun for a little while, but then bad game design concepts led to | |
another problem. They arbitrarily decided to assign some of the | |
classes with experience penalties, including the one I played which had | |
a 40% experience reduction, which was ridiculous. | |
The problem was that at that time, that information was not well known | |
so I all I noticed was all of my friends were outleveling me because | |
none of their classes had penalties. | |
Eventually by around level 12 (which took a while back then), I was too | |
low to group with them, despite playing the same amount of time they | |
did, and I could no longer gain experience in their groups. | |
Since EverQuest was heavily group-focused, I decided to go back to | |
Ultimate Online. | |
A few months later, I decided to give it another try and made a bard. | |
Suddenly, everyone was inviting me to group and that made the game a | |
lot more fun and led to a lot of great memories. | |
A few years ago I tried to go back and play it but, either due to age | |
or having less free time, it was just too slow and difficult to play | |
after all of these years. | |
While I don't play it any more, I am really glad that it is still | |
online and even if it shuts down, there is another player-run (and | |
licensed) rogue server available. | |
I met so many good friends in that game, including one of my best | |
friends to this day, so I will always have fond memories of it. | |
michaelcampbell wrote 4 hours 55 min ago: | |
The "goblin butt" looks more like a WoW screenshot - can anyone | |
confirm? | |
There WERE goblin butts in EQ; I think the models that frequented the | |
"other side of the wall" in the Halfling starting zone, at least. | |
But that one looks like WoW. | |
EQ's were like this: | |
[1]: https://zam.zamimg.com/images/i/d/id6571.png | |
jccalhoun wrote 5 hours 19 min ago: | |
It is interesting that Everquest 1 and 2 are still around. Apparently | |
enough people are still paying for these and other MMOs to keep the | |
company in business | |
[1]: https://www.daybreakgames.com/home | |
to-too-two wrote 6 hours 53 min ago: | |
I was 9 when I first played EverQuest - I'm now 35. That game taught me | |
how to type on a keyboard. | |
Probably the game that influenced my life the most. RIP Brad, and shout | |
out to the team. | |
avikonduru wrote 7 hours 53 min ago: | |
Wow, incredible read! | |
peripitea wrote 8 hours 9 min ago: | |
EverQuest was my first real brush with agency. I was still a teenager | |
but I loved researching strategies and game mechanics to figure out how | |
my guild and I could play more effectively, and it paid off. We were | |
never world first, but we got closer than we should have for the small | |
server we were on. The feeling that the work I was doing was | |
contributing to the success of an entire organization of people, and | |
that this group of adults was happy to defer to me as long as my work | |
ethic and ideas were good, was so much more powerful and motivating | |
than anything I'd experienced in school. I don't think I felt that | |
empowered again for another ~decade, well into my "real" career. | |
don_neufeld wrote 8 hours 13 min ago: | |
I was there. | |
My first pay stub had Verant on it, I joined shortly before the SOE | |
transition. | |
One thing maybe not well known outside of the company was that the MMO | |
subscription revenue enabled a hotbed of experimentation. There was an | |
MMO RTS which never shipped, and several other takes on âcan we make | |
genre X an MMO?â that I canât remember. And then SWG, obviously. | |
EQ2 had all kinds of interesting people on it as a result - Ken Perlin | |
did the lip sync work (driving facial animations from dialog), Brian | |
Hook worked on the rendered for a while. Iâm sure there were others. | |
Then thereâs all the things we didnât do. I read the complete Harry | |
Potter series specifically because we were in talks with JK Rowling to | |
do a HP MMO, but negotiations failed. | |
Crazy times. | |
[addendum] | |
Several of the people in the article are no longer with us (Brad | |
McQuaid, and Kelly Flock at least) | |
The office park that SOE was located in on Terman Court was also | |
demolished years ago. I remember standing at the door to my office on | |
my last day, looking out the window at the eucalyptus trees and | |
thinking I was never going to see the place again. | |
I was right. | |
virtue3 wrote 3 hours 20 min ago: | |
Thanks for the work you did on that! EQ really got me into gaming | |
and "what we could make tech do". It was definitely transformative | |
at the time! | |
shmoe wrote 5 hours 56 min ago: | |
I had such amazing times in the SWG beta.. it's a shame it never | |
found its footing. It's ambition did it in. | |
Thank you! | |
herodoturtle wrote 7 hours 35 min ago: | |
Comments like this is why I love HN. Thanks for sharing. And RIP to | |
your former colleagues. | |
don_neufeld wrote 7 hours 1 min ago: | |
Thanks, but trust me - they were no saints. | |
Kelly Flock threw the project I was leading under the bus with Sony | |
Pictures on his way out the door when they fired him. I barely | |
saved it. | |
Brad McQuaid, as CEO of Sigil famously didnât even show up for | |
the meeting where the whole Vanguard team was told the company had | |
failed and they had no jobs, and no severance. | |
The games industry definitely has its heroes, but they ainât it. | |
grubbs wrote 8 hours 28 min ago: | |
One random story I have...I remember there was a legit riot on the | |
Prexus EQ forums I was on because SOE decided to drop Windows 95 | |
support for Everquest. I believe it was because Win95 wouldn't support | |
DirectX 6 or something. I was good to go though...I had Win 98 and a | |
Geforce MX 240 I purchased at Best Buy. | |
anthk wrote 1 hour 13 min ago: | |
I think W95 supported up to DirectX 7-8a. | |
zingababba wrote 9 hours 18 min ago: | |
I liked the game before Luclin and the bazaar the most. It started to | |
lose its organic appeal for me after that. Stuff like everyone just | |
choosing to hawk goods in the commonlands was so charming. | |
mrugge wrote 9 hours 26 min ago: | |
Project Lazarus (lazaruseq.com) and Project 1999 for the win. One of | |
the best gaming communities out there still alive and kicking today. | |
And one of the best gaming experiences. | |
rcurry wrote 9 hours 39 min ago: | |
I worked for a very successful âdot comâ back in the day. EverQuest | |
was like the crack pipe for the tech crowd, people actually got | |
divorced over addictions to it. | |
jdwithit wrote 8 hours 19 min ago: | |
My (girlfriend at the time, later wife) gave me a "it's me or WoW" | |
ultimatum at the peak of my raiding obsession. I picked her. We had | |
moved across the country for grad school and had no friends and I was | |
using the game as a crutch rather than like, actually meeting people. | |
I joined a softball team with some people from her program and made a | |
bunch of lifelong friends. | |
More power to everyone who can play MMO's in a way that doesn't | |
resemble a crippling drug addiction. I've learned that I cannot, lol. | |
And my point isn't to disparage gaming friendships or relationships, | |
it just was not ultimately for me. | |
83457 wrote 4 hours 38 min ago: | |
A coworker years ago told me she was a WoW Widow. | |
bigstrat2003 wrote 16 min ago: | |
I knew a WoW widow in college. Her boyfriend got completely | |
hooked on the game, even to the point that he didn't want to have | |
sex with her any more! She desperately tried to get his attention | |
back but couldn't do it, and ultimately broke up with him. She | |
was (understandably) very bitter about the game after that and | |
wouldn't remotely consider dating someone else who played. | |
Thankfully as far as I'm aware the dude eventually got control of | |
himself again and is living a pleasant family life these days. | |
But the addiction is real for some people. | |
cloudking wrote 9 hours 56 min ago: | |
Still holds the most hours spent in a single game for me, and it was | |
100% worth it. Met a ton of cool people, improved my communication and | |
learned useful skills leading a guild, that I later applied in my | |
career. | |
dev1ycan wrote 10 hours 10 min ago: | |
As a younger people who didn't live those days, I wish there was a | |
modern game that felt at least close if not as good as classic world of | |
warcraft but that was as in-depth as everquest... | |
nzeid wrote 10 hours 13 min ago: | |
Hehe, a little upsetting that I only see one former UO player in these | |
comments right now. I loved the anarchy and never stopped missing it | |
through FFXI, WoW, and other MMO's. | |
There was a rivalry between EQ and UO and no one I knew including | |
myself had the time to play both. | |
jdwithit wrote 8 hours 11 min ago: | |
I was a freshman in high school when UO came out. I distinctly | |
remember getting accepted into the beta test and frantically checking | |
the mailbox every day until the CD finally showed up. I had played | |
Gemstone III (a text MUD on AOL) and Sierra's The Realm so I wasn't | |
totally new to the concept, but the vision and scale of UO had my | |
excited out of my mind. | |
I did have fun with it but ultimately I think I was too young and | |
innocent to appreciate the game. Every time I felt like I was getting | |
my feet under me, someone would murder me and steal all my shit. I | |
think at one point I even got my own house... until someone murdered | |
me and stole the key, leaving me penniless. It was a very griefer | |
friendly game, and if you weren't one of the griefers, look out. | |
Eventually I got involved in the UO emulation scene and became the | |
maintainer of a popular emulator for a year or two, and ran a private | |
server with some Canadian tech bro (not that we had that term in the | |
90s) who had a bunch of money and hardware to spare. That was some of | |
the most fun I've ever had in gaming. | |
socalgal2 wrote 11 hours 38 min ago: | |
I never played because I saw my friends get addicted. I'm not judging | |
that as "bad". People are free to spend their lives however they want. | |
But, ... just to pass on... | |
My friends had a company. Then they got into EverQuest. I don't know | |
what percent of "work time" they spent playing. Maybe zero. But, they | |
would stay at the office after work to play. I visited one day and saw | |
playtime in the corner of the screen of one friend at ~36 days. My | |
first thought was "what could they have done with over 5 months of | |
"work time". If you work 40 hours a week then 36 days of game time = | |
846hrs = 21.6 weeks = ~5 months or work. Note: I use tons of time in my | |
own life in ways that others would not (like spending time on HN) so | |
again, not judging, just obsverving, though I often wish I did more | |
productive things that would / would have lead to more future freedom. | |
In any case, one of those friends encouraged me to give it a try saying | |
it reminded them of when we used to play D&D in high-school. That | |
friend had also spent time becoming a fletcher (maker of arrows). If I | |
understand correctly, the ability to make bows and arrows from | |
materials was a skill. You gathered the materials, then picked "make" | |
and you had a random and relatively low chance of succeeding. If you | |
did succeed though, your "skill" at making bows and arrows increased. | |
Once you passed some threshold you could always succeed. This made you | |
a "fletcher" and people who needed bows and arrows would seek you out | |
to buy them from you. I thought it was amazing that my friend | |
effectively had a 2nd job. I'm guessing that's common a game mechanic | |
in games since then? | |
Another of those friends also played at home on top of at the office | |
even though they had a spouse and 3 kids under 10. After a while, their | |
spouse demanded they stop. They visibly deleted their character but | |
then made a new one back at work and of course all the "overtime" for | |
the last several months had actually been "game time". 3 months later | |
the spouse found out and said "quit or I'm leaving". My friend quit. | |
When World of Warcraft came out and blew past EverQuest in its reach | |
that friend told me if I wanted to check it out be sure not to make any | |
friends or join any guilds. They said it's the social obligation that's | |
the addiction. Like joining a sports team, if you're not there your | |
group can't achieve their goals so you feel obligated to participate | |
and that's the addiction. I've never tried WoW either, having seen | |
people spend so much time in it. | |
Also another random thing, another aquaintaince moved to Thailand and | |
setup an EverQuest farm for a year or two which at the time was a new | |
thing, making a living selling stuff in game. In which games is that | |
common now? | |
matwood wrote 1 hour 6 min ago: | |
> that friend told me if I wanted to check it out be sure not to make | |
any friends or join any guilds. They said it's the social obligation | |
that's the addiction. | |
I mentioned in another comment this is what got me in DAoC. I | |
actually played a little WoW just fine because I soloed and only | |
joined groups with randoms. It was a normal game time experience. | |
cubefox wrote 11 hours 51 min ago: | |
The box art by Keith Parkinson is a classic: [1] This seems to be | |
entirely hand drawn (acrylic painting?) with a lot of skill. | |
A Google Image search for "Keith Parkinson" shows more of his great | |
paintings. Unfortunately he died in 2005. | |
[1]: https://www.keithparkinson.com/wp-content/uploads/2015/07/EQ.j... | |
azretd wrote 12 hours 18 min ago: | |
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 itâs | |
fun for awhile but Iâm 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. | |
Bluecobra wrote 49 min ago: | |
Oh man those tunnels. I remember a tunnel scam where a seller would | |
close the trade window and quickly reopen it with a lesser item that | |
used the same icon. Not sure if the GMs did anything about it but I | |
always made sure to carefully inspect the item I was buying. | |
bpicolo wrote 10 hours 43 min ago: | |
> players hung out in tunnels shouting their wares. | |
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! | |
j_timberlake wrote 12 hours 54 min ago: | |
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 anywhere. | |
davedx wrote 12 hours 36 min ago: | |
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 | |
couldnât enter Booty Bay anymore because the guards killed you on | |
sight. | |
The things we do⦠| |
LeonenTheDK wrote 8 hours 39 min ago: | |
I haven't played retail in the last few years so I'm not sure if | |
that rep has changed, but on my main I never bothered to regain the | |
Booty Bay rep and was still KOS to them. Hilarious. | |
hombre_fatal wrote 12 hours 1 min ago: | |
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. :( | |
jmyeet wrote 12 hours 12 min ago: | |
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] | |
[1]: https://www.wowhead.com/achievement=2336/insane-in-the-mem... | |
big_toast wrote 13 hours 1 min ago: | |
Is it a coincidence that this shows up as John Smedley launches a new | |
MMO (yesterday)? | |
As much as I loved EverQuest, it has informed my view that the world is | |
full of addictive substances. And most people probably need a | |
disinterested third party who loves them and helps them manage the | |
addiction. Until they build their own defenses. | |
lordnacho wrote 13 hours 11 min ago: | |
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 guys, I gotta stop playing. Been here 24h straight. If I don't go | |
to work they'll fire me." | |
My friend and I leave for the night. | |
My friend comes back to the café one night later. Our buddy is there, | |
in the same seat. | |
"Shit dude, they fired me. I haven't been able to get up and go to | |
work. This game, man." | |
"Sorry to hear it, what was your work?" | |
"I'm an attendant at a computer café." | |
"WTF, which one? Why didn't you just sit there and play?" | |
"The one across the street. Because I couldn't stop." | |
matwood wrote 1 hour 11 min ago: | |
> Everquest was my first warning about game addiction. | |
I didn't play EQ, but got started on Dark Age of Camelot right when | |
it was released. There was a confluence of life events that caused me | |
to start playing. Three years later, multiple accounts, and who knows | |
how much game time, it had ruined my health and a wonderful long term | |
relationship. | |
The upside is that the loss caused me to quit by giving away my | |
accounts. I literally never played again. I remember some fun times | |
while playing, but do sometimes regret the time spent that I could | |
have been doing something else. I also learned about myself that it's | |
not the game that gave me issues, but the social pressure of other | |
people relying on me. | |
gnramires wrote 12 hours 7 min ago: | |
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. | |
theshackleford wrote 1 hour 58 min ago: | |
> 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 | |
Because I am the master of my time. If I wish to not play for three | |
months, and then I decide I want to spend an entire Saturday | |
playing, that is my choice, not yours. | |
> I don't think it's adding to your wellbeing. | |
I'm not interested in what you think is/is not good for my well | |
being. That is a decision for me to make. | |
> I think those people can find other activities and other media to | |
fill their time and chat. | |
Please see the above. | |
no_wizard wrote 13 hours 2 min ago: | |
Game addiction hits the same part of the brain as gambling does. In | |
fact, itâs my understanding that gambling addicts and video game | |
addicts have nearly identical similarities in terms of how the | |
addiction progresses and âsets inâ 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 canât put my finger on it, as I | |
like to default to being wrong about such things. | |
I know itâs an aside but it has become such a big issue on many | |
forums now. | |
Sorry for the tangent! | |
jimbob45 wrote 12 hours 19 min ago: | |
Game addiction isnât 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 | |
donât have that mountain of material to pull from, not just | |
because no one reads anymore. | |
lordnacho wrote 12 hours 35 min ago: | |
Fully human generated, but thanks. | |
amelius wrote 13 hours 20 min ago: | |
I like how natural the woman in the opening picture looks. | |
Kind of refreshing compared to all those literally overblown body parts | |
in modern day game graphics. | |
spacecadet wrote 13 hours 45 min ago: | |
Oh EverQuest... funny to see this even posted here. I still | |
occasionally log into P99 for a few hours here and there to play around | |
at the low levels. 1 to around 24-30 is peak MMOPRG before it slows | |
down and turns into that raid grind... | |
kwk1 wrote 13 hours 24 min ago: | |
Yeah, people should know that [1] exists. | |
[1]: https://project1999.com/ | |
hombre_fatal wrote 11 hours 52 min ago: | |
Doesn't hit the same when you're over 30. | |
kwk1 wrote 11 hours 31 min ago: | |
Sadly not. This EQ server in a box is more my speed these days, | |
hah: | |
[1]: https://github.com/Akkadius/akk-stack | |
spacecadet wrote 9 hours 28 min ago: | |
Thanks for sharing this. | |
galangalalgol wrote 13 hours 25 min ago: | |
Yeah, I never understood why that was necessary. I get diminishing | |
rewards as an addiction mechanic, but they all switch gameplay | |
dramatically from adventure and exploration (and combat) quest based | |
character growth to raid fueled gear treadmills. Some people live for | |
the latter it seems like? But there were never any that focused on | |
character growth all the way. It wasn't like they weren't adding | |
content continuously anyway. It would have been possible. Or turn it | |
rogue alike with top levels earning benefits or unlocking other | |
options for additional playthroughs. With the number of mmorpgs made | |
one of them would have tried it if it would jave worked I guess? | |
rudimentary_phy wrote 13 hours 47 min ago: | |
I loved EverQuest. I still have some great memories of it. My friends | |
and I still go back to playing it every once in a while. EverQuest also | |
gave me some fantastic typing skills (from having to type in a | |
significant amount of things for activating quests and for chatting) | |
that have turned out to be well worth all the time I invested. | |
michaelmrose wrote 13 hours 47 min ago: | |
I've got fond memories of Rallos Zek where I spent way too many hours | |
and met my wife. | |
numinix wrote 13 hours 48 min ago: | |
> Gijsbert van der Walâs famous 2014 photograph of Dutch teenagers | |
ignoring a Rembrandt masterpiece in favor of staring at their phones | |
has become for many psychologists, social theorists, and concerned | |
ordinary folks a portrait of our current Age of Digital Addiction in a | |
nutshell. | |
While a great photo, to me it looks like the kids are just doing some | |
kind of school / field trip assignment. | |
aprilthird2021 wrote 13 hours 42 min ago: | |
It could be anything, but it resonates with people for a very good | |
reason. Many people feel the negatives of technology and social media | |
and miss the time before it. I know how sentiment will skew here, and | |
I know it's easy to take for granted the advantages of having a fully | |
capable pocket computer. But I also understand what we have given up | |
for it. | |
dcminter wrote 11 hours 28 min ago: | |
A similar example I've seen is a photo of a British railway | |
carriage full of commuters staring glumly at their phones. | |
It makes me laugh because we all just used to stare glumly at our | |
newspapers! It's not like we were discussing philosophy or | |
something... | |
daeken wrote 14 hours 7 min ago: | |
I can nearly single-handedly credit EverQuest with my career. I got my | |
start in the ShowEQ and eqemu sphere, first building little PHP apps to | |
manage servers and such, then reverse-engineering -- I learned x86 and | |
then C++ all to get the lifts in Kelethin working. Hell, nearly 25 | |
years later, any time I work on some new graphics API or game engine, I | |
end up writing an EverQuest zone renderer. | |
Not my favorite game of all time, but certainly the one with the | |
biggest impact! | |
Edit to add: also, huge props to that community for both humbling me | |
and teaching me more than I could've imagined. Went from a dumbass 13 | |
year old saying "ROT13? Isn't that some unbreakable encryption?" In the | |
ShowEQ IRC channel because she couldn't imagine saying she didn't know | |
something, to a competent reverse-engineer. I cannot imagine how | |
insufferable I was haha. | |
Bluecobra wrote 59 min ago: | |
I credit ShowEQ with learning Linux and getting everything to work | |
correctly. I remember absolutely trashing my PC a few years earlier | |
trying to install Debian from a Boot magazine CD. Glad I didnât | |
break my monitor with bad XFree86 settings. | |
akerl_ wrote 9 hours 28 min ago: | |
Likewise. My first introduction to scripting was automating | |
EverQuest. I learned the basics of path resolution writing a script | |
to grind misty thicket picnics. I wrote my own HUD-style UI overlay | |
to replace most of the default windows. And I learned about pointers | |
and disassembly and jumps disassembling hack plugins from shady | |
sites. | |
dgfitz wrote 14 hours 16 min ago: | |
My only nit to pick with this article is their definition of PvE. They | |
said it stands for âplayer vs enemyâ where Iâve always heard it | |
defined as âplayer vs environmentâ where environment explicitly | |
means not-other-players. | |
tzs wrote 13 hours 1 min ago: | |
Player vs environment is indeed the normal definition of PvE [1] | |
[1]: https://en.wikipedia.org/wiki/Player_versus_environment | |
eatonphil wrote 14 hours 17 min ago: | |
I guess I'm a little younger. For me it was Runescape and Maplestory. | |
Played heavily in the summers from 2007-2009. | |
hombre_fatal wrote 11 hours 54 min ago: | |
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. | |
mike1o1 wrote 14 hours 26 min ago: | |
I absolutely loved EverQuest and itâs 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 want to play today now that I have real life obligations. | |
mixxit wrote 11 hours 25 min ago: | |
i remember doing the staff of the wheel quest as a newbie level 16 | |
wizard who had barely seen any of the world | |
i met so many people who helped me get into some really scary places | |
(lguk at 16 is terrifying) as i wondered in all sorts of climates and | |
places, what a fantastic place! | |
looking back the world felt so different and huge and alive with life | |
i will never get that experience again | |
8f2ab37a-ed6c wrote 11 hours 52 min ago: | |
Oh my, that long journey is one of my fondest memories of the game as | |
well. Absolutely terrifying as a low level with barely any | |
information on how to pull it off, having to ask strangers for help. | |
The fear of losing all of your stuff on the way and having to run all | |
the way back. Magical. I was just a humble human paladin on the | |
Mithaniel Marr server. | |
I agree with everybody else commenting here, it was a truly unique | |
experience that I would love to be able to re-live, but our | |
expectations as players have moved on a long while back, you can no | |
longer capture that magic because it's now all rote and routine. In | |
1999 it was the first time many of us had ever experienced anything | |
like it, it flooded the senses and it felt like a world full of | |
interesting people and epic adventures. It was the frontier at the | |
time. | |
reactordev wrote 11 hours 56 min ago: | |
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. | |
djtango wrote 4 hours 50 min ago: | |
Based on my experiences playing FFXIV, there's an entire generation | |
of gamers now that get completely despirited by experiences like | |
that and give up on the first sign of a wipe, even though these | |
days there's no penalty for even dying... | |
kwk1 wrote 11 hours 17 min ago: | |
For me, I made a high elf, didn't know page up/page down were | |
needed to control swimming, and died in the water by the bridge | |
leaving Felwithe, I didn't even get beyond the city gate. | |
blueblimp wrote 12 hours 47 min ago: | |
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. | |
michaelbarton wrote 7 hours 7 min ago: | |
Perhaps death stranding and its sequel might be the closest? | |
aspenmayer wrote 12 hours 40 min ago: | |
Depending on what you do and how you play, Eve Online has a | |
harrowing navigation system. | |
smogcutter wrote 12 hours 22 min ago: | |
And part of the joy of Eve Online is that if you want, you can be | |
a reason travel is dangerous. | |
jghn wrote 12 hours 51 min ago: | |
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 quickly became apparent that | |
most players binned into one of two categories, and neither category | |
really fit in with the original UO vision. And of course, one of | |
those two categories drove away the customers in the second category. | |
The rest is history. | |
CSMastermind wrote 10 hours 54 min ago: | |
UO had such a huge influence on me. It was amazing. | |
andrepd wrote 6 hours 50 min ago: | |
It's legitimately insane that perhaps the best MMO, or at least | |
the one which came closer to fulfill the MMO's promise of a | |
shared, persistent, virtual world, was also the first. How come | |
in three decades of technological and creative development did | |
nobody do it better? | |
djtango wrote 4 hours 53 min ago: | |
Because the real world isn't "fun" and video games became more | |
commercially successful when they realised that theme parks are | |
more accessible than simulations. | |
Gaming was more ambitious and experimental then. The FFXI | |
documentary [0] made me reflect on how much games have changed | |
since. FFXI was heavily inspired by EQ so more credit to EQ but | |
games today are so much more bland and engineered by design. | |
That's how they achieve universal appeal and commercial success | |
- by engineering its engagement. Reminds me of how packaged | |
foods are engineered to be the most addictive by empirically | |
finding the bliss point [1]. In games it will essentially be | |
dopamine per minute and now mainstream games will never do | |
something as crazy as crafting experiences as random and lumpy | |
as real life. Instead every engagement is crafted to never be | |
too frustrating and to give just enough rewards to keep the | |
gamer on that hamster wheel, with the next engagement never | |
being too far away. | |
Original Soulsborne games felt fresh because FromSoftware put | |
friction and obscurity back in the spotlight. | |
[0] [1] | |
[1]: https://m.youtube.com/watch?v=MUAJ-cJbOFY | |
[2]: https://en.m.wikipedia.org/wiki/Bliss_point_(food) | |
whatwhaaaaat wrote 7 hours 1 min ago: | |
Both of these games are still going. Atlantic has a huge player | |
base. Itâs not the cutthroat game it once was but itâs | |
still very much exciting. You can still die and all your shit | |
poof. Housing on Atlantic is still in demand and hard to get if | |
that gives an idea how healthy it is. | |
Eq has of course had some major server merges but your old | |
account will still be on both UO and EQ. | |
To me UO is a breath of fresh air after 20 years of trash games | |
except for a stand out few. Seeing my old wood elf ranger with | |
swift wind and lupine dagger still glowing was magical. Almost | |
as magical as re-exploring kelethin. | |
thegrim33 wrote 12 hours 59 min ago: | |
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 zones safely. You know it took | |
effort/skill for them to gain that knowledge. You couldn't just look | |
it up. | |
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. | |
Cthulhu_ wrote 8 min ago: | |
The only way the world could continuously change is via procedural | |
generation, but for those games, the base mechanics remain the | |
same. Minecraft comes to mind, where the 'golden path' is to gear | |
up, find certain items, go through a portal and kill the boss. The | |
levels are generated different every time, but the base steps are | |
the same. I'm afraid it'd be the same with a procedurally generated | |
MMO. | |
If it's hand generated, realistically they could only do a new map | |
once every period, and the first guides would be online within | |
hours of release. I believe Fortnite does or used to do this, | |
making big map changes every season. | |
Bluecobra wrote 1 hour 27 min ago: | |
There was a cheat program that kinda did this called ShowEQ. It | |
analysed the EverQuest network traffic and was able to draw a map | |
of the zone, and showed called the NPCs and players. The best part | |
was that it even showed what loot was on each enemy. The barrier to | |
entry was a bit high. It required a hub, and a second PC running | |
Linux. Eventually it became a cat and mouse game with SOE changing | |
the network traffic/adding encryption/etc. It was fun while it | |
lasted! | |
andrepd wrote 6 hours 59 min ago: | |
Hit the nail on the head (note: you can even look at long-running | |
MMOs like WoW or Runescape and compare how they were played in 2004 | |
and how they are played now, to see this in action). The | |
data-mining and hyperoptimisation and looking everything up on the | |
wiki means the _exploration and wonder_ that did make the MMO | |
experience so unique is gone. Even chatting is not done in-game, at | |
the same location in the physical world, but just on a discord chat | |
you alt-tab to... | |
At this point, even if a good MMO were to come out (incredibly, | |
this has not happened for close on two decades), recreating that | |
experience is entirely on the player. It's on the player to forgo | |
looking things up, or to forgo using external tools to chat, find | |
groups, trade items, calculate strategies, etc. But since players | |
doing that will be at a disadvantage, that is unlikely to happen in | |
an online game... | |
slashdave wrote 8 hours 28 min ago: | |
Another aspect that differs from many of today's game is just how | |
long it took to progress. Every upgrade felt earned. Today, rewards | |
are tossed at players. | |
Interesting that progression was massively eased in later versions. | |
h2zizzle wrote 10 hours 44 min ago: | |
You have to make the world big and uncharted enough that it can't | |
be picked over quickly. I have some hope that Light No Fire might | |
pull it off. | |
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. | |
shostack wrote 6 hours 56 min ago: | |
Unfortunately as an early NMS player with hundreds of hours, I | |
have seen nothing that gives me hope that LNF will have the depth | |
that is needed for the world to feel like that. Mile wide, inch | |
deep. | |
What made EQ an experience was those areas were static and took | |
real skill to uncover how to do things. | |
tacocataco wrote 7 hours 0 min ago: | |
There sure isn't much information on Light No Fire online. Hello | |
Games must be keeping the cards close to the chest with this one. | |
beloch wrote 11 hours 11 min ago: | |
I too formed memories by playing EQ in a way that was, in | |
retrospect, dumb, and learning from the experience. | |
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. | |
MBlinow wrote 11 hours 31 min ago: | |
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 the answer is already there for you. | |
Admittedly, it does take a degree of willpower and sometimes I will | |
still do some online research when a game gets particularly | |
frustrating. The biggest obstacle to my approach of avoiding | |
online information is that some games feel like they're designed | |
with that in mind and don't provide enough information in the games | |
for an isolated player to really figure everything out. | |
dgfitz wrote 5 hours 11 min ago: | |
I will always be in awe of the folks that figured out all of | |
Elden ring without a guide. Some of those quests were just | |
bananas. | |
Cthulhu_ wrote 4 min ago: | |
I try to play through these games without a guide first, but | |
especially with Elden Ring, there's a high chance you miss half | |
the game then. Which is a shame. | |
To figure out all of ER, you'd need to play through it multiple | |
times, comb through everything, do things in a different order, | |
etc etc. There was a post on Reddit the other day, someone said | |
they found Jarburg after playing for more than 900 hours. I | |
know of it, but in two playthroughs I don't believe I actually | |
went there yet. | |
I wonder if they collect analytics and they can at one point | |
say which areas, questlines, gear items, etc are discovered the | |
least. | |
rhines wrote 10 hours 29 min ago: | |
100% agreed with games being designed for online aids. Some of | |
the quests in Oldschool Runescape make me wonder if I'd ever have | |
completed them without guides - it's like they're designed to be | |
a challenge for the whole community upon release, rather than for | |
individual players. | |
andrepd wrote 6 hours 57 min ago: | |
2007 Quest Cape with no guides is a long-standing childhood | |
dream of mine. One I think I will never complete, but still! | |
normie3000 wrote 11 hours 46 min ago: | |
> 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? | |
bombcar wrote 9 hours 45 min ago: | |
The various tank games canât keep people from violating | |
military secrets laws to post tank diagrams. A game NDA ainât | |
gonna do shit. | |
hnlmorg wrote 10 hours 54 min ago: | |
How would you enforce that? | |
hombre_fatal wrote 12 hours 6 min ago: | |
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. | |
dmbche wrote 12 hours 29 min ago: | |
You should look at Noita! | |
thaumasiotes wrote 8 hours 15 min ago: | |
Noita is the last thing that comment suggests he wants. Most of | |
Noita's content can only be learned by consulting the wiki, which | |
I assume is an intentional legacy of the designers' love of | |
Nethack. And the world is the same every time. | |
dmbche wrote 5 hours 53 min ago: | |
I dont know it's the last thing he wants. | |
I feel like the same "most" of the content which lives on the | |
wiki is very secondary to the gameloop and that the designers | |
did a wonderful job at not letting the player optimize the fun | |
out of the game. | |
The game teaches you nothing and is very cryptic, but the | |
gameloop is simple (go down, don't die). You naturally learn | |
how the sandbox interact (i'm on fire but I have a water flask, | |
water clear up sludge) and the randomized (and shuffle) wands | |
expose you to spell interactions. | |
You can easily spend multi hundred hours just learning through | |
the sandbox and trying to break the game. | |
The cryptic stuff (34 orbs, impressing the gods, the messages) | |
is also very cool and I think motivating to keep playing with | |
the sandbox even after having "mastered" the mechanics of the | |
game. (As in you never know what you could manage to find if | |
you try to break the game) | |
I don't think people play noita with a guide on a second | |
monitor. | |
Sorry if poorly worded, tired | |
duskwuff wrote 7 hours 5 min ago: | |
> And the world is the same every time. | |
The overall layout (e.g. the progression of zones) and some set | |
pieces are fixed, but the details are randomized. | |
Fun fact: the overall layout is configured by a PNG file, with | |
the color of each pixel controlling which "biome" is used. | |
ModernMech wrote 14 hours 12 min ago: | |
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 forward all the terrible parts of EQ. | |
Just the amount of sitting around waiting that you have to do in EQ | |
that I had forgotten about is incredible. Managing your water and | |
food levels, having to go find your corpse when you die and it taking | |
5 hours just to get there, pitch black nights so you're forced to | |
walk around with a lantern, camping a spawn with 100 other people | |
trying to get the same items as you to complete the same inane | |
quests, broken quests that you can't even complete to progress the | |
game forward... | |
And yeah, one weekend was enough. I got real shit to do, I have time | |
for nonsense, but not THAT kind of time. | |
djtango wrote 4 hours 42 min ago: | |
For me it feels like it was the perfect storm of games like this | |
releasing at a time when a generation of gamers' attentions weren't | |
saturated. | |
I didn't play EQ but on FFXI airships ran on a 15min schedule and | |
if you missed it you would have to sit and wait, not dissimilar to | |
real life. This kind of friction added a charm and immersion to the | |
game but would never fly in a game today [pardon the pun]. | |
Nowadays a lot of the enjoyment I seek out of games is mechanical | |
difficulty and adrenaline because most the other aspects can be | |
fulfilled away from the screen... | |
michaelmrose wrote 13 hours 50 min ago: | |
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. | |
nkrisc wrote 12 hours 29 min ago: | |
It makes it more realistic. At this age, it would mean I just | |
quit the game - like my character died for real! | |
daeken wrote 13 hours 52 min ago: | |
There's a musician named Richie Truxillo who made so many comedy | |
songs about EQ back in the day, but your comment just reminded me | |
of "Has Anybody Seen My Corpse." I haven't thought about corpse | |
runs and dragging folks' corpses back to them in ages! | |
Tokumei-no-hito wrote 12 hours 49 min ago: | |
ohh if i had a million platinummmm | |
wow that's a memory i had lost for many years. thanks | |
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