Everquest

As many readers of this site will know, I’m a huge fan of fantasy role playing games. Both traditional pen and paper games and video games. When it comes to video game RPGs, my first taste of the genre came in the form of Wizardry, an old school PC game. From there, I moved on to Ultima and eventually to Final Fantasy. For many years, these three franchises continued to flourish and I would hop from one game to the other. Eventually, the Wizardry series fizzled into obscurity and the makers of Ultima had turned their attention to Online gaming. My initial experience with Ultima Online was not that promising, so for me, Ultima was now dead in the water. I enjoyed Final Fantasy, but I knew deep down in my soul that I wanted a gaming experience that captured that classic medieval Dungeons & Dragons genre of fantasy that I had originally found with Wizardry. Just when I thought all hope was lost, some friends of mine introduced me to a game called Everquest.

It was early 2000 and Everquest was the hottest online game in existence. It was not the first true MMO, that honor probably goes to Ultima Online  (or some would argue, Tibia). But, it was the first true 3D massive multiplayer online roleplaying game. I had several friends who had been raving about the game since it was initially announced. Then, upon its release in 1999, several of the them took whole weeks off of work just to dive in and play this new game. At that time in my life, gaming had been downgraded to a casual way to pass time. It was not a full time hobby of mine. So, for almost a year I avoided the Everquest craze. Then finally, a friend of mine showed up on my doorstep with a copy of Everquest: The Ruins of Kunark. The box contained both the original game as well as the new Ruins of Kunark Expansion. I was given the game as a gift on the condition that I would play with him and his friends for one month.

At first, I was completely enchanted with the game. The graphics reminded me of some of the later titles in the Wizardry series, only better. The music was delightful and awe-inspiring. The game even had an atmosphere that matched exactly what I was looking for. My only initial complaint was with the complexity of the user interface. I had spent a little time with Ultima Online, so the vast array of menus and options were not new to me, but Everquest had more windows and widgets than anything I had encountered thus far.

I remember enjoying my first few days in the land of Norrath. I was captivated by it. The world was large and full of mystery. Absent was the hand-holding that is often found in modern games. You were thrown right into a living, breathing world that was populated with other players. Your only guide was an instruction manual included in the box (which offered little more than basic instructions). To REALLY learn how to play, you had to rely on other people. In fact, it didn’t take long understand that it was actually the interactions with other players that really kept you hooked. Sadly, in my case, that’s also what led me to abandon the game after only a month in.

My friends played on a PvP server. As a result, you could be challenged by other players whenever you’d venture far enough into the world. It seemed that every time I’d step outside of the confines of my starting area, I would be bum-rushed by a hostile player. It got so bad that I eventually lost interest in playing. By the time my initial thirty days was over, I uninstalled the game and swore off of MMOs. My experiences with PvP in both Ultima Online and Everquest had sealed the deal as far as I was concerned. In fact, I wouldn’t touch another MMO until the release of Final Fantasy XI, three years later.

I tasted just enough Everquest in its early days to learn what it was and how it worked. I could see the charm that enrapt so many players, but I had become so frustrated with being ganked that I became disgusted. In truth, had I been playing on a non-PvP server, it is very possible that the game would have hooked me. If that had happened, I very well may have played it for years to come. Today, Everquest is nineteen years old. It’s still online and has a jaw-dropping twenty four expansions under its belt. The base game is now Free-to-Play with an optional subscription model. For me, the thought of getting back into a game when I’ve missed so much of its history was largely unthinkable.

Recently, I started participating in a special “progression” version of another MMO, RIFT. I found myself enjoying this “fresh start” version of RIFT so much, that I decided to take a look and see what other MMOs were currently offering something similar. To my surprise, I found that Everquest has just launched a new Progression server of their own. So as you might guess… I decided to go ahead and dip in a toe just to see how things felt.

Next thing I knew, I found myself back in the world of Norrath. Of course, I spent so little time there originally and it had been so long since I last played that I remembered nothing. I was completely lost. But, for the most part, this “vanilla” version of the game was just like I remembered. Yes, the graphics were a little more detailed and the the UI was a tad more modernized, but this version of the game is very much like I remembered. The biggest exception has to be with HP and MP regeneration. I seem to remember having to rest and heal HP between encounters originally. But now, they recover automatically.

Being a “progression server”, new content and expansions are added to the game every twelve weeks. At the end of the cycle, the content in the game will match what everyone else is playing on the live servers. After spending a week in this time-locked version of the game, I decided to take a peek at what the current version of the game is like. Needless to say, the modern version of Everquest is very different.

In the live version of the game, there’s enhanced graphics, a better tutorial, and a slew of additional races and classes to play. The Planes of Power expansion makes it easy for players to travel across the world in an instant, whereas the original version of the game makes traveling difficult and time consuming. The live version of the game also features an in-game store that allows players to buy items, gear, etc. (Something I generally disagree with unless these purchases are restricted to vanity items only).

I enjoy retro games. So for me, the fun in this little walk down memory lane has more to do with the look-and-feel of the game than with the content. It’s simply too late for me to become emotionally invested in a title as vast as Everquest at this point. I don’t see myself continuing to pay $15 a month or investing the time to reach the end of this progression server experience. But, I’ll enjoy it for a while. I simply owed it to myself to take another look back at a game that served as the inspiration for Final Fantasy XI, arguably my favorite game of all time.

If you’re a fan of any modern MMO, be it World of Warcraft, RIFT, Final Fantasy XIV, etc – all of these games owe a debt to Everquest. This is the game that made them all possible. These days, EQ is almost unrecognizable from what it once was. Add-ons and changes have taken a lot out of what once made the original game magical for so many. But, perhaps it is still worth a look for those fantasy online gamers who want to explore their roots.

Rise of the MMOs – Part 1

Ultima_Online_cover

The nineties were a truly epic time for gaming. This decade saw many changes in the home console market. Handheld gaming became mainstream. And of course, PC gaming took off at a rapid pace. With the ever growing popularity of the internet, a new concept in gaming began to rise to the surface: online connectivity.

The first online multiplayer game that I ever played was a text-based adventure game hosted by a local BBS. It was called Legend Of the Red Dragon (LORD for short). The game was quite simple actually, but it totally floored me at time. The BBS in which it was hosted could only handle one or two connections simultaneously. When trying to connect during peak hours I’d have to command my modem to dial over and over until I was finally able to get on. LORD is a hard game to explain these days, but essentially, the first time you played it you made a character and you could perform a certain number of tasks daily. This is includes things like fighting monsters, exploring, flirting with the taverns girls, etc. I don’t believe you could participate with other players in real time, but you could leave notes for other players that they would see when they logged in. Also, a log of player actions and accomplishments were posted so that everyone could see what had gone on during the day. At the time, the whole concept was fascinating to me and I have many fond memories of the title.

Example of the LORD interface courtesy of Moby Games

LORD was a watered down version of what is known as a MUD, or Multi-User-Dungeon. These text-based games allowed multiple players to interact together to one degree or another. MUDs were the first “MMOs” in many ways.

The first full blown Massive Multiplayer Online game that I truly experienced was Ultima Online.  I had been a fan of the Wizardry series for many years, and I had recently came off a binge of playing every RPG game I could find on the PC. as a result, I had just finished a marathon of Ultima games and the franchise was on my mind. I remember seeing the game on the shelf of my local computer store and I recall the fierce debate that raged inside my head; do I really want to pay to buy this game and then pay to play it?

I had a somewhat moral objection to revenue model for this game. I had recently read about it in a magazine and I was appalled to learn that the game was going to have a monthly subscription. In my mind, paying for the purchase of the game was enough. I had all but decided to boycott the product, but yet, actually seeing on the shelf – I couldn’t resist.

I played Ultima Online for a couple of weeks, but I wasn’t able to really get a sense of understanding for the title. It looked and played like some of the later titles in the series. But the online element felt rather chaotic. Also, to me, there didn’t seem to be any clear-cut goals to accomplish. Maybe I just missed something, but by the time my free month had expired, I decided that the game wasn’t for me and filed in the back of desk drawer – swearing to ignore these types of “pay to play” games from now on.

Of course, a year or two later I was persuaded into trying the latest and greatest multiplayer title, Everquest. You see, by this time I had moved on from hanging out on BBS forums and I was a full blown Internet user. I used to hang out in an IRC chat room with other local people and all of them were big Everquest fans. They raved about it non-stop. So, I bought the game and indeed, I was impressed by the way the title looked and operated. I was quite ignorant about the inner workings of the game, and I didn’t really understand the community aspect that already formed around the game, but I was enjoying exploring and checking things out.

Everquest

It was only a few days after getting my feet wet with the game that I again decided, this was not the title for me. You see, every time my character would leave town, I would be attacked by a group of players. Being new and inexperienced, I was no match for them. I would literally take one step out of town and BOOM. These guys would kill me. It was my first experience of being griefed by another player. It was all I needed to say “That’s it. I’m done.” Despite this bad experience, the game still intrigued me. I could see the draw behind the game. Everquest reminded me a lot of Dungeons & Dragons. (The tabletop role playing game that I played a lot as a young teen).  I found the setting and most aspects of the game very appealing. But at that time in my life, I had very little patience and being held back by other players was just unacceptable. Today, the game is still active and in fact recently reached its fifteenth birthday. Since the time of its original release, the game has changed dramatically, nineteen expansions and countless updates, the Everquest of today barely resembles the Everquest that I played in 1998. In fact, I believe it is even Free-To-Play now. I’m also sure that the type of player-killing I encountered now has some safeguard in effect, so for the curious, the game might be worth a look. It’s also important to note that Everquest spawned a sequel, Everquest II. A third sequel is also rumored to be on the way.

Due to these experiences, I stayed away from MMO RPG style games for a long time. My multiplayer experience was restricted to first person shooters almost exclusively. Then, one day I saw an article stating that Square Enix was looking for players to help test a new online game, this game would be Final Fantasy XI. This struck a chord with me. I had enjoyed the Final Fantasy series immensely and for the first time in a while, I found an MMO that interested me.  I’m not going to go into too much detail here now, because one day I will post a whole article about XI. But, this game is the MMO that finally managed to hook me. I played the crap out of this game. I have wasted years of my life… seriously. It’s actually kind of sad.

Final Fantasy XI

In Final Fantasy XI, I found the perfect balance I has always been looking for in a multiplayer game. FFXI has a wonderful storyline. So, you’re not just walking around killing monsters and getting stronger for no apparent reason… you’re doing it so that you can continue experiencing the game itself. In fact, everyone is doing this – as a result, teamwork is encouraged. It finally all made sense. FFXI really opened my eyes to the magic of MMO games. Since that time, I have tried several titles over the years with varying degrees of success.

No discussion about MMO games would be complete without a mention of what is arguably, the most popular of all time, World of Warcraft. WoW is the title that really brought MMO games into the public consciousness. I should go on record as saying that I am not really a big fan of World of Warcraft. I have played it, and I enjoyed it quite a bit. But by the time WoW popped up on my radar, I fully invested in Final Fantasy and WoW did not offer enough compelling gameplay to tear me away from my home. That being said, Warcraft certainly offers a lot for new players and it’s very easy to get into.  One feature that really set WoW apart from the other games at the time was the concept of player alliances. You see, when creating a character in World of Warcraft, you have to choose between creating an Alliance character or Horde character. This represents your character’s allegiance or affiliation. Originally, this had a big impact on gameplay. You could only befriend and talk to other players on your faction, members of the opposition were considered enemies. This has become very watered down over the years, and the concept really doesn’t mean as much as it once did. In many ways, the World of Warcraft has reached the sunset of its lifetime. Over the last couple years, the game population has dwindled as more MMO games have captured the attention of players. Now, players can often even create characters that are instantly granted maximum level in the game. This is a practice I disagree with.

Regardless, WoW really did wonders for the genre. It introduced concepts and practices that were very much needed and still permeate to this day. For example, in Warcraft, when you encounter an NPC that offers a quest, there is an icon floating over the head of that character. This let’s you know that they have something interesting to say. In prior games like Everquest and Final Fantasy, there was no identifier. To uncover quests and assignments you pretty much had to wander around and talk to every NPC that you encountered. WoW also popularized the Quest Tracker. This provided an in-game log of assignments and your character’s progress on them. Until now, these sorts of things had to be kept track of manually on paper by the player.

Character Creation for WoW

After the success of Warcraft, it seemed that there was a new MMO popping up every time you turned around. Conan, Vanguard, Guild Wars, the list goes on and on. For the most part, I managed to ignore most of these games and stuck with Final Fantasy. But occasionally, I ventured off my tried and true path.

I admit being suckered into buying the original Guild Wars and all of it’s expansions. This game intrigued me with its beautiful art-direction and pricing. You see, unlike most other games, Guild Wars does not require a monthly subscription. It functions off a model known as Buy-to-Play. After paying for the initial boxed software, you can play the game for free. As a result, the content in the game is somewhat limited compared with other MMOs, but there’s certainly no shortage of things to do.

One of other side effects of this sort of pricing I discovered, is the general immaturity of other players. Up until now, I had found MOST other game participants to fairly friendly and mature. This was especially true for Final Fantasy XI. WoW certainly had its number of jerks, but nothing like what I experienced in Guild Wars. I’m not sure how it is today, but back in 2007/2008 you could almost guarantee that the first thing you would see when logging into the game was a line of half-naked women dancing or people arguing in open chat. One time I asked another player if they wanted to team up for a quest and I was told repeatedly to “eat his farts”. So… free to play and buy to play gamers, be prepared to grow some thick skin against this type of nonsense.

The beautiful world of Guild Wars

I’ll be continuing my thoughts on MMO gaming in another post within the next couple of days. If this is a subject that interests you, stay tuned.