There was something about EQ that I have not seen repeated consistently in any of the other mmos I have played. It's not easy to put into words.
For me, the game had a persistent feeling of mystery, with underlying notes of curiosity mixed with dread. Wherever I was, it felt like something bad had happened there once, or soon would be happening. It felt like there was a secret to that place that I had not yet discovered.
And almost always, I could see something else on the horizon that looked strange and mysterious. Something that made me want to go deeper into the woods, or across the plains, or over that hill to see what was there.
The music added a lot to that - sweet, haunting and melancholy. The music seemed to be whispering that there was more to wherever you were than first appeared, or that things were not as they seemed - and to be watchful.
Fear of death added to all of that, but it was just one of several factors.
I have played games that have done well on capturing the feeling I am trying to describe for a particular zone. An example would be Duskwood/Darkshire in Wow, which was exceptionally well done both in setting and story. The Secret World has many compelling parts also.
But EQ nailed it through and through. Better than any other game since, imo.
For Pantheon to be the true successor to EQ (to me anyway), it can't be done with game mechanics alone. It has to feel like Everquest, or more accurately, it needs to make me feel like I felt when I played Everquest.
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
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Actually, this is one of the things that made EQ stand out from other oldschool MMOs. They call it environmental storytelling. Even though I enjoyed older mmos much more than new games in general, I did not feel like the worlds in those other games drew me in like EQ and Norrath. In fact, many of them felt just plain generic.
Then again, I also felt EQ's game world post-Velious began losing that element. The world just seemed more generic, like things were randomly generated or placed without purpose. Before that time it was really as if they had taken from lore and used a backstory to inspire the world they were creating.
There is a lot more to making an enticing virtual world than simply having loads of nice art assets. Its all in the detail and the way they're arranged.
Wolfshead Online had a good article summarizing your thoughts that was posted back in 2013 by Zanakus:
http://www.wolfsheadonline.com/guest-essay-why-was-everquest-so-immersive/
And, I'll post another from Wolfshead which captures other lesser recalled features that also added to the EQ experience. Not 100% on topic with this thread, but it's a good read.
http://www.wolfsheadonline.com/the-everquest-paradox/
This was actually mentioned in the guest essay from wolfshead linked above.
Also, I played XI on launch, I didn't get more than 1 month out of it before i quit due to being disgusted with the menu-system UI, however I did note that night cycles were much brighter than EQ was originally, in EQ you couldn't see 10 feet in front of you if you didn't have infravision in dark forests, XI was more of how it was later in EQ, it just got a bit darker and different NPC's spawned.
The world told a story. Even if it was unclear exactly what had happened in a given spot, you could tell *something* happened.
The ruins scattered about Sauromugue Champaign. Garlaige Citadel itself was an entire story/set piece in the form of a dungeon. They were all relics/remains from the war that had waged 20 years prior to the start of the game's story. We'd eventually go on to see Sauromugue as it looked (along with many other zones) prior to being devasted during the war through the Wings of The Godess storyline.
King Ranperre's Tomb on Ronfaure has a clear history. Or, how about the cliffs in Batallia Downs, just outside Jeuno? The cliff is charred black, as are all the trees near the cliff, as well as being leaned away from the cliff, as though blasted that way by some massive explosion (which they had been). You didn't need a storyline, or some NPC regaling you with the history of the area to figure out what had gone on there, though the whys, hows, and whens may be unclear.
The giant spine dividing Meriphataud Mountains.... Remember wondering what that massive thing was for? What were these massive spines stretching across the map, seeming to connect to the massive Crags in certain areas (a mystery by themselves) and converge on Delkfutt's Tower in Qufim Island...
Two words: Gusgen Mines. Its coalmine tracks and passageways abandoned save for the walking remains of those who died in there, some in physical form (skeletons), others as ghosts that appear and disappear before your eyes, some walking upside down along the ceiling. I remember being seriously spooked the first time I went in there, because I wasn't even sure I'd seen what I thought I saw.
The towers in E and W Saruta, the Horutoto Ruins they connected to and, deeper within, the Toraimorai Canal and then Full Moon Fountain. It goes on and on.
Vana'diel is a world built on an amazingly deep, detailed, and torrid history. It absolutely oozes with atmosphere.
Seriously, I could go on and on. All of these places had a history and a story to tell. Many times those stories were illustrated by the types of enemies you'd encounter around/in them.
Vana'diel was as much a character, and as much a part of the experience as any NPC in the storyline. Someone who would have played XI and could come away saying it had no history or atmosphere either didn't pay attention to such things, didn't play long enough to see much/any of it, or is just talking out their you-know-whats.
More than almost any other aspect of FFXI, I miss its world.
The benefits go beyond just having the camera view through your character's eyes. I've mentioned this before, but having a game designed to be played in 3rd person with the option to switch to 1st person results in a significantly different world design. Environments are built to accommodate a floating camera. Doorways become larger than they would be realistically. Claustrophobic dungeon crawls are abandoned for luxurious tunnels. Once you switch back to 1st person, things start to feel more cartoonish and unrealistic.
The EQNext team talks about this specifically when coaching players on how to better create worlds in Landmark. They specifically say "Don't forget to make this room big enough for the 3rd person camera".
I worry that Pantheon is becoming a game that is designed to be played in 3rd person, with the option to shift to 1st person. I understand the tactical advantages that 3rd person has, but the world should be designed to look and feel right from 1st person first.
Yes Pantheon needs to pull that off as well.You know what ruins that feeling and likely why the OP feels it has not been happening since??>>>>INSTANCING,,yeah thanks Blizzard.
Instancing ruins the entire feel and LORE of a game just for a chance at some dungeon loot.
FFXI was exactly like EQ,you were not forced to play in any linear fashion,geesh FFXI didn't even give xp for quests.I never once playing FFXI thought about what instance i wanted to do,the entire game and areas felt playable,no need to specifically play one particular zone.
That is another area Pantheon needs to work on to be a success and that is CHOICE.If everyone has to kill the same stuff in the same place,it gets real boring and over crowded,hence why Blizzard went with instancing because it messed up actual game design.Allow players choice in where they go to kill stuff and try not to make one area so much better than it again removes choice.
Now i doubt Pantheon will have the depth of class that FFXI but another example of choice was having a Paladin or a Ninja tank,that changed your choice a lot and what type of group you would form.Example a straigth forward spank n Tank would prefer a Paladin tank,or say if fighting high damage minions but a Ninja tank would be better suited for the powerful one up attacks because it could avoid them.Also a Ninja could not handle FAST attack creatures because he would lose his shadows too quickly,point is a good design creates thought and choice in a game.
Never forget 3 mile Island and never trust a government official or company spokesman.
Unfortunately, the modern questing system (talk to exclamation point, go to map marker, kill X of Y, repeat) causes many players to completely miss out on the design effort that has gone into the world. This weekend I was doing a quest that actually gave vague text clues and no map help (felt like WoW 1.0 again, it was great), and as a result I was actually paying attention to my environment and actively exploring instead of just following map waypoints. I found some neat things and really experienced that sense of place and history that is all too often missing from modern games. I guess my point is, how much of that missing sense of realism and immersion is due to the modern quest system driving the way people interact with the world, rather than the world's layout per se.
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
i'm enjoying this game developement
Question is, did I become less immersed from using 3rd person, the answer is yes, but I was still more immersed than any other game since.
I think you could maybe combine the 2 aspects, have areas where you could use 3rd person effectively, and also have areas where you just can't, or shouldn't. See how it plays out.
What I definitely loved about Vanguard was the realistic viewing distances, though.