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 Thread (74 posts)
Arclan  2/22/08 2:22:41 AM

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I've thought long and hard about this months ago.   To know the answer, you must ask what core emotions and needs did EQ1 fulfill in the millions of players who played it, especially early on.  A new game needs to simply stir those emotions and perhaps new ones.

Fear, Wonder, Excitement, Comradery, Accomplishment, Happiness, Sadness, Curiosness, Anticipation, Anger.

It's late (12:30am) so I'm tired.   Please add to this list.

As someone put it so well, happiness is not simply the constant supply of pleasant things.  It is the change in emotional state that matters.  Going from sad to happy is a much bigger emotional effect than going from happy to happier.  EQ1 stirred so many emotional states, I think.  Current games just don't do that.  For one, you know what to expect with MMOs; Two, mmos are so easy now that most of the emotional range isn't even touched upon. 

Arclan Cirel
Playing: Planetside
Played: Everquest, Vanguard, Pirates of the Burning Sea, EVE, UO.

Nadia  2/22/08 11:38:46 AM

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Played and enjoyed:
EQ2,DAOC,GW,WOW

I honestly dont know

 

at the time of original EQ,  forced grouping was an acceptable norm in MMOs

- it no longer is  (and thats good thing)

 

but the heavy reliance on grouping built an active and mostly helpful community

character reps mattered much more

and you couldnt reroll a alt within a week or 2 -- to escape a bad rep

 

 

the balance between grouping and soloing is a tough one,

Original EQ was too extreme for grouping needs

the current WOW is too extreme for soloing ease

 

theres a balance somewhere between there - and I'm confident a new game will find it

 

 

 
Recant  2/22/08 12:31:53 PM

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For the Horde!

I will attempt to answer, but of course this is just my opinion.

To recreate the feeling of the original EQ, you need to recreate the feeling of experiencing something completely fresh, vast and unknown.  You need the following ingredients:

1) A game world that feels vast and believable.  Doesn't need to be ultra realistic, it can be a low-tech as WoW, so long as it's consistent and it feels like it's a world, not something a Quake level designer has put together.

2) Creatures and NPCs that do not behave the way we have become accustomed to in MMOs today.  Spawning, respawning, pathing... etc.. it's old school, we need more convincing and entertaining AI algorithms and scripting.

3) Maintain concept of distance and remoteness, not providing insta-travel or at least, limiting the use of it.  I believe WoW actually has far better travel methods than EQ1 does now - with flying Zeppelins and boats, instead of EQ1s PoK and translocation Gnomes.

4) Create an environment that allows a self-policing community, so that players who are deliberately anti-social are deprived of the benefits of working in a community.  I'm not talking about forced grouping, I'm talking about maintaining a reputation.  When you were an asshole in EQ1, it hurt you, because people didn't want to help you out.

5) Allow activities and interactions in game that are not purely game-goal-driven.  EQ1 trader tunnel, teleporting for a fee, paying for SoWs, and all that stuff.

6) A lot of money.

7) A lot more money.

boo2319  2/22/08 12:53:00 PM

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Originally posted by Recant

I will attempt to answer, but of course this is just my opinion.

To recreate the feeling of the original EQ, you need to recreate the feeling of experiencing something completely fresh, vast and unknown.  You need the following ingredients:

1) A game world that feels vast and believable.  Doesn't need to be ultra realistic, it can be a low-tech as WoW, so long as it's consistent and it feels like it's a world, not something a Quake level designer has put together.

2) Creatures and NPCs that do not behave the way we have become accustomed to in MMOs today.  Spawning, respawning, pathing... etc.. it's old school, we need more convincing and entertaining AI algorithms and scripting.

3) Maintain concept of distance and remoteness, not providing insta-travel or at least, limiting the use of it.  I believe WoW actually has far better travel methods than EQ1 does now - with flying Zeppelins and boats, instead of EQ1s PoK and translocation Gnomes.

4) Create an environment that allows a self-policing community, so that players who are deliberately anti-social are deprived of the benefits of working in a community.  I'm not talking about forced grouping, I'm talking about maintaining a reputation.  When you were an asshole in EQ1, it hurt you, because people didn't want to help you out.

5) Allow activities and interactions in game that are not purely game-goal-driven.  EQ1 trader tunnel, teleporting for a fee, paying for SoWs, and all that stuff.

6) A lot of money.

7) A lot more money.

I totally agree.  Especially about the self-policing community.

Back in EQ1 days, people DID have reputations to uphold.  In games like WoW, there is so much solo content that people don't necessarily care about how other percieve them.

Like someone else in the EQ forums said a while ago, people who played EQ1 can probably name 20-50 people off the top of thier heads who either they were friends with, or known members of the community.  That usually isn't the case for the new MMO's.  Of couse, this can be argued by the people who are in end game guilds and what not, but with EQ, you didn't have to be to be known or know other prominent members of the EQ community.  There was way more community in EQ1. 

I personally think Shadowbane did one thing right by actually rewarding exp bonuses for grouping, instead of the whole Group=Faster Kills=More exp formula.  That way you still have decent exp when you solo, but more exp for groups to encourage community.  This way you aren't forced to group, but rather encouraged.

 
Anofalye  2/23/08 11:46:17 AM

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The enemy is so dumb! They believe that WE are the enemy! - A famous orc commander.

 

Originally posted by Nadia

at the time of original EQ,  forced grouping was an acceptable norm in MMOs

- it no longer is  (and thats good thing)

 

This sums a big part of the challenge.  As players were once, forgiving.  If a 3 years old poop while he walks, you smile gently.  If a 10 years old poop while he walks, you put him in a "helping center".

 

- The journey is all that matter.

 

- The path of progression is what determine this journey.

 

- The player want to choose his journey.

 

You have a few possible approach from there:  Casual, catering, developped or hardcore.

 

Casual: Each activity yield exactly the same rewards. (CoX)

Catering: You favor the "worthy" activity (DAoC, EQ, WoW, EQ2)

Developped: Each activity has a different progression.

Hardcore: To master any activity, you must master all (Vanguard, Saga of Ryzom)­.

 

Explaining the developped approach would be quite hard, but if you want to see an example, just find my blog, if I can't explain it well, at least I give a fairly good example of a developped system.  The main advantage of a developped system is, that everyone is motivated to play for what he cares for, if this gameplay is supported by the game.  Nobody would quit a game because he is bad in a gameplay he doesn't play, but a majority would quit the game if they ain't good in THEIR gameplay.  A developped system covers these points.  WoW and EQ2 are moving slightly from Catering toward Developped, but they are clumsy to say the least (Resilience in PvP for WoW).

- "If I understand you well, you are telling me until next time. " - René Levesque about the denial NO on the poll to his dream, project and goal. (Free translation)

Neanderthal  2/23/08 12:45:23 PM

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I pretty much agree with what recant said, especially the part about it needing to feel fresh and new.

There is one thing about early EQ that can never be recaputered by games following the familiar mmorpg blueprint.  And that is the fact that when we started we were playing in a world full of noobies.  Ok, some people had come from UO and maybe some had played Merdian 59 (or whatever that game was).  But I think the vast majority of people in EQ were playing their first mmorpg and didn't really know what to expect.

I wasn't just a noob when I started EQ, all my friends were noobs and most of the people I met were noobs.  There was something magical about that that just can't be recaptured by later games.

Even WoW, with all of it's millions of players, many of which were certainly playing there first mmorpg;  I doubt if it had that same feel because even though a lot of people were new, the general understanding of how these games work and what to expect had become too widespread by that point.

To recapture that lost magic a new game would have to be something really new.  Follow a completely different blueprint for game design so that people don't quite know what to expect.

As it is right now most of us can look at any given game and fairly accurately imagine how things will unfold.  We might not get the details exactly right but in general we can guess pretty well.

 
Arclan  2/23/08 2:32:32 PM

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You guys mention elements I hadn't considered in hours of pondering months ago.  Two minds (or in this case, several) truly are better than one.  Item (2) in Recant's post, for example, is something that never occurred to me.

Months ago, I boiled down the needs to two simple feelings:  Wonder and Discovery.  If these two feelings can be created in a player for a sustained period of time, that player will most likely continue to subscribe and elinst their friends. 

How do we instill these feelings? 

Wonder - As Neanderthal mentions, people know what to expect with MMOs. So, most likely a game world itself graphically will not inspire wonder, no matter how many hours are spent on 3d modeling.   At most, players will be very impressed.  The ONLY way to create wonder in players today, I deduced, is through the storyline.  The game must have a story line or current events that inspire wonder; and one that continually unfolds (rather than beeing shoe-horned or appended as with the case with EQ and all other MMOs.)

Discovery - players are no longer content to run around and count the trees and mob types and watch the pretty streams.  Mobs are simply that; they are objects to be analyzed for expedient and maximum consumption (experience gain).   Players today have no care at all about the "soul" of mobs.  So, again, I think the storyline must fill the role of discovery.

 

Arclan Cirel
Playing: Planetside
Played: Everquest, Vanguard, Pirates of the Burning Sea, EVE, UO.

Urael  2/25/08 3:17:22 PM

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This has been running through my mind for many years. Since the days of WoW and the personalities it has introduced to the MMORPG playerbase, I have lost touch with much that goes on due to sheer lack of interest. Forgive me if I am slightly off point in some areas.

For me, community has always been king. Those I interact with have always been my joy in the MMORPG world. Before the genre, I was still an avid gamer and very much enjoyed them, but I bored easily with the games. So, for me, when I began playing EQ in 1999, I was immediately hooked solely by the interaction of others. Even moreso when those others included people I knew personally and were friends, family and co-workers. Being able to talk EQ during break, lunch, or really whenever we had time to chat was amazing and bridged gaps between myself and others I most likely would not have conversed with otherwise.

Now, I was in no way as anti-social as I may be making myself sound. I was rather popular through school and had many opportunities for "adventure". The issue was my relationships with these people being rather empty and serving no real purpose. The only reason I even mention this is to emphasize that I have never been the starving for attention of social interaction type that would be immediately drawn to the MMORPG, resulting in my overall love for the game.

To date, no MMORPG has ever had a strong, versatile, humorous, intelligent and genuine community than EQ had in its prime. Yes, I remember the flame wars and shit lists, but then those actually meant something. We remember those events and for the most part they were always entertaining. If it happens in any other game, it's dumbed down and without meaning. Whereas in EQ, it was KSing, pushing people out of camps, clearing a zone you knew another guild would be going for the next morning etc. I have ideas as to why that is which I'm absolutely certain will be disagreed with, however, as I said, they are my ideas from my perceptions as a player. It's a shame I even feel the necessity to make this statement, bu