The pre-expansion event, Paths of Sedition, has started, over in EverQuest II. It turns out it was enough of a draw to bring me back to Norrath for the first time in quite a few weeks.
EQII has had a rough go from me in the current expansion cycle. I got halfway through the storyline back when Rage of Cthurath came out at the end of 2025. I dropped it in the New Year for Baldur's Gate 3, then came back to finish it. After that I decided it had been too slow and grindy for me to want to take another character through it right away so I dropped it again.
Later in the year I was just starting to work on a plan for leveling another character to the cap, without it making me want to throw the monitor out the window, when my PC decided it hated playing games and began crashing after every session. With ChatGPT's assistance, I eventually got that fixed but by then I'd rediscovered GeForce Now and fallen in love with playing my games on someone else's machines.
EQII, to no-one's surprise, I'm sure, isn't on GeForce Now so that put it at the back of the pack to begin with but worse than that, the second time I played again there was another crash on exit. That put me off. In any case, a bunch of newer, fancier, cooler games were jostling poor old EQII out of the way, so it wasn't likely it would have gotten much of a look in anyway, even if I hadn't been worried playing it would screw up my machine.
I do like to try and keep up with what's going on in Norrath, though, even if it isn't my main gaming home any more. And there have been a few pre-expansion "Preludes" worth playing. Not as many as there probably should have been but some.
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| Creating Illustrations for Loading Screens - A Lost Art |
I saw the write-up at EQ2 Traders and that got me interested but the tipping point was the mention of no fewer than eight new quests for adventurers. (There are also eight tradeskill quests but I was willing to bet at least half of those would just be standing at a crafting station, banging out hats and boots for some annoying NPC that could easily have done it themselves).
I didn't think it would require a great time commitment. Naomi Denmother described both questlines as "short". From experience, I can only speak to the adventure option. I guess is short, if you consider it as something that's going to be with us for a couple of months. On the other hand, it took me about an hour and a half, which isn't as short as all that for a story quest.
I guess what matters is whether it's fun, not how long it takes. And yes, I'd say it's fun. It kept me engaged and interested throughout, at least. And it had two genuine "Whoa!" moments, which is two more than most quests can manage.
I won't precis the storyline in any detail. Anyone reading this who plays EQII is going to do it anyway, if they haven't already, and they won't thank me for spoilers. Everyone else really isn't going to care.
This is one of the big differences between MMORPGs and almost every other kind of RPGish, narrative-driven game I write about. I find it very easy to write, entertainingly I hope, about the kind of storylines that crop up in Wuthering Waves or Neverness To Everness or Nivalis Nights because they tend to be novelistic or cinematic. Granted I might not always make a great job of it but as a journalistic exercise, a retelling of the story of a quest in one of those games ought to be at least as interesting to a general audience as if it were a movie or a TV show.
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| Who indeed? And more importantly, who cares? |
That is very much not the case with MMORPGs. No-one who doesn't already know the politics of Norrath is likely to give a damn whether some troll shaman is claiming to be the new Grozmok or that Neriak has ambitions on Freeport. And even all of that politics is more accessible than the usual litany of unpronounceable gods and demons and their world-threatening yet somehow still incredibly petty squabbles.
It's not just the subject matter that makes MMORPG quests hard to retell, either. The way they're written too often makes them seem stiff and awkward when taken out of context. It's not that they're badly written, necessarily. Mostly they're solid enough but many, probably most, follow conventions proper only to the games in which they appear.
When you play those games regularly, you get so used to the way the quests are written, you hardly notice it but they all have a kind of local dialect or accent that's impossible to mistake. WOW, EQII, SW:tOR, ESO, LotRO, GW2, New World, FFXIV... the writing in all of them follows predictable patterns that seem to supercede individual authorship.
In most, it also leans strongly towards literary tropes and speech patterns usually found mainly in either fantasy or historical, rather than contemporary, fiction. I think about the only MMORPG I can remember that wasn't written this way was The Secret World. It may well have been one of the reasons it was praised so highly for its writing at the time.
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| Must have the same scriptwriter as Theresa May |
Of course, the writing in every game has a tone and a style of its own but for some reason it seems to be much more pronounced in MMORPGs. Or perhaps that's not it at all or at least not all of it. It occurs to me, looking at the list in the previous paragraph, that all of the games except TSW have some kind of fantasy or science-fantasy setting that doesn't much resemble the world in which we live - or any likely extrapolation of it.
The Secret World, though, is set in this world, our world, with fantastical elements layered over the top. NTE and Nivalis Nights are both closer in conception to TSW than they are to any of the others except, perhaps, SW:tOR. Even Wuthering Waves, which is arguably more fantasy-oriented, is peopled with regular folk doing ordinary jobs in a quasi-contemporary setting. Perhaps it's the familiarity of the characters and the lives they lead that make retelling their stories seem likely to be more accessible to someone who doesn't play the games.
All of which could have been the biggest sidebar in this blog's history. To return to the original topic, there are eight quests in the pre-expansion event for adventurers and I had a good time with all of them. There's a fair amount of running around but for an All Access subscriber, fast map travel makes much of that trivial.
Most of the quests take place in "new" instances, all of which are rather well-judged. These days, EQII players expect to see repurposed assets from earlier in the game whenever temporary content like this appears but in this case the choice of what to re-use has clearly been made with some thought.
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| Neck tattoos are in this year. Also, even a dwarf isn't short enough to walk under a pony. |
It's always been a puzzlement, why the best-looking zones in the original game, back in 2004, were the catacombs and sewers under the two big cities. It was very noticeable at the time that once you pulled up a grating in the street to descend below Qeynos or Freeport, the fidelity of the graphics went up a notch. The textures always seemed to be more detailed and there'd clearly been a lot of work put into the decoration.
I vaguely remember reading that it was because those were the zones the art team worked on first. Whether it technical issues took over or just the time it took to make the zones look that good wasn't available any more, once they moved above ground, nothing looked quite as fine. With that in mind, I'm always happy to have a reason to revisit the tunnels and caverns beneath the cities and that's what happens here.
The other holdover from the original game that gets to put in a repeat performance in Paths of Sedition is the crafting instance. Back in 2004, if you wanted to craft at all, you had to open a hatch and go down some stairs into an underground workshop. One of the early improvements made to the game, in a desperate hope of keeping people from leaving to go to World of Warcraft, was to put crafting stations above ground so players could at least see what was going on around them as they ground out hundreds of worthless items for skill increases.
A few years later almost no-one was using the underground crafting rooms any more and there was a plan to remove them altogether. Predictably, it caused an outcry. No-one in any MMORPG ever wants to see anything taken away. Whether anyone's actually using it is beside the point.
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| Put a bit of carpet down and it'll be lovely. |
The tradeskill instances were saved and even now, if you go into one, there's a fair chance you'll find a die-hard veteran down there, hammering away on their own, enjoying the solitude. As far as I know, though, until this event there never was a trapdoor to one of those cellars round the back of the Block and Tackle, one of the overground crafting halls that stands next the docks in South Freeport. There is now.
About the only part of the quest I wasn't all that happy with was the bit where you have to go to a zone of your own level to kill spiders. And that would have been fine if the choice of zones you're given at the level cap didn't all happen to be in Ballads of Zimarra. And if the drop rate had been better.
Still, it was only a mild irritation in an otherwise enjoyable hour and a half. And there's more to do, of course. Having completed the questline, I'm now free to work on the achievement and then the collection as well as to farm the event currency to spend in the event shop.
Yeah. I probably won't be doing much of any of that. The questline itself gets you a nice familiar that's an upgrade to the free one from the last expansion (And which will, no doubt, itself be replaced by the free familiar from the next expansion in December.) You also get some house items that I'll only use to get them out of my bags.
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| Hoods and Robes! Bah! I had Hats and Boots in the sweepstake. |
The vendor who takes the currency has a huge stock of house items, some of them rather nice, but I already have two enormous homes in Norrath, both bursting at the borders with cruft trophies. Not to mention all the other, less-decorated houses my dozen or so characters own. There's barely a one of them that doesn't own at least a couple of places. There's only so much decorating even I can cope with.
There's also a ground mount. Does anyone use ground mounts any more? And some quite attractive appearance armor. Probably some other stuff. If you want it, you can have it. It won't be hard to raise the funds. I'll leave it, thanks.
I'll probably do the tradeskill questline with someone, just to see it, although I believe it's pretty much identical, as far as story beats and rewards go. Unusually, you can't do both lines on the same character but who in EQII has only one character? Everyone has a stable of alts and half of them would be doing all the quests on all of them anyway. Doesn't stop people moaning about it on the forums though.
While Mordita was running around Freeport, she noticed Nights of the Dead has also started. EQII Traders has an article up about that, too. I may or may not get around to doing at least the new stuff and if I do I may or may not get around to writing a post about it.
The good news is that my PC didn't give me any problems playing today. If that carries on then I will certainly be visiting Norrath more often.
Let's hope so. There's an expansion coming!






Remember those dog days of summer, when I was complaining I was barely
playing any games at all? Yeah, well that's over. Now the problem is trying to
fit them all in...
In what seems like it might be an attempt to break the world record for widest range of content in a single drop, the same update that brought









