It's just as well I decided to collect them when I did because as the supply dwindles the price increases. I don't think I'd ever have started buying them in the first place if the average cost then had been north of $50 per book, with some titles breaching the three figure barrier, like they are now.
As it is, at least I can rest easy, knowing that if (when) the final, official server goes dark, I'll be able to GM a tabletop EverQuest campaign with my pals in the old folks home. Or I guess I could just play P2002. Whatever.
When the affordable supply of White Wolf titles dried up, I did briefly consider scooping up the Prima Game Guides instead. There are still oodles of those up for grabs at exceedingly reasonable prices, many of them for no more than the cost of postage.
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Pretty sure I knew a "Nugget" and a "Deena". I imagine everyone knew a "Lenore" |
Out of curiosity I did put one of the Prima guides on my Christmas wishlist, just to see what they were like. I could have picked any of them but I plumped for the Ruins of Kunark. It duly arrived on Santa's sleigh and I've given it a good thumbing in idle moments since then.
It came well-thumbed already. "Pre-loved", as the marketeers like to say. Someone had obviously gotten a very great deal more use out of it than I ever will. I say that with confidence, not because it was battered or worn - on the contrary it was in excellent condition - but because it has been annotated throughout (very neatly,) in pencil.
Many of the spell lists have ticks or dots against them. The previous owner seems to have been something of an altaholic, with a strong preference for casters and priests. Most of the notes are in the sections devoted to the Magician, Shaman, Wizard, Druid, and Enchanter classes. The Necromancer is a notable omission so I surmise the previous owner leaned towards the light.
As well as the pencil additions, which included a few extra notes about the Shadows of Luclin expansion (although nothing relating to Scars of Velious, which came before it), I found a few slips of paper tucked between the pages. One was a set of instructions printed from some unnamed website or forum detailing how to insert pauses in macros. Another, more poignantly, appears to be a list of the names of in-game friends or guild members - or possibly just some jotted ideas of names for characters.
As for the contents of the Guide itself, they're a curious mixture of the exceedingly obvious and the unutterably abstruse. There's a great deal here that's of historical (potentially academic) interest. For example, I found the lengthy diatribe by Gordon "Abashi" Wrinn on the notorious "Play Nice Policy" most instructive, especially the paragraph that reads:
"For the first few months after EverQuest's release, we felt that a policy of non-interference in many of these matters was warranted. However, we continued to lose good players. This was not due to any deficiency or dissatisfaction in the game, but due to dissatisfaction with the treatment that they received from their fellow players, and the perceived inability of our Customer Service department to intervene."
A few pages later, under the heading of PvP Servers, we read that as far as Playing Nice is concerned "...we expect that the people on those servers will apply PvP combat in all situations where it is called for as a resolution to the problem. As such, the EverQuest Customer Service Staff will decline to intervene in cases where a PvP alternative exists..."
That certainly puts a different perspective on why Verant (later SOE) continued to place such an emphasis on PvP, despite the ever-dwindling interest among players, not to mention why Smed himself became such a fan of EVE Online.
Flicking through the pages, some arresting assertions leap out. Did you know that even by the time of the game's first expansion there were already 216 different types of player-made arrows? Or 63 different crafted bows? It also seems somewhat disengenous for an official guide to blandly confirm what all too many players already suspected - "Level 1 spells - Many casters find these spells worthless". True North, anyone?
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Yes, I could have picked a less busy background. And done something about the glare. If only I was a photographer... |
The section on "Tactics" for Bards, for example, is succinct on playing solo: "Don't do it" . Bold type theirs, not mine. The entry on experience is enough to bring on flashbacks : "After level 5, dying costs you experience. This XP loss gets bigger as you level up. Eventually you'll be losing about half a bubble of XP per death. In addition to that, it will look like you've lost less during a hell level (30, 35 etc.) but it actually hurts more." It's that casual "etc." that really twists the knife.
All in all, the Kunark Prima Guide was a worthwhile purchase (or would have been if I'd paid for it). It reminded me of a lot of things I'd forgotten and I may even have learned a few new ones. I'm not sure I'll be buying any more because I get the feeling there will be a great deal of repetition and a general sense of diminishing returns. On the other hand, at a penny a time plus postage it's not like I have a great deal to lose.
I'm rather glad, though, that I never bought one of these guides back in the day. Although whoever compiled the wealth of information it contains made a considerable effort to avoid pulling the curtain back too far, it still reveals more than I would have wanted to know when I was playing regularly.
One of EQ's - and the MMORPG genre's - biggest strengths for me was always its impenetrability. I loved not knowing exactly how things worked, having to try and deduce first principles by trial and error, preferably without getting myself killed in the process. I particularly loved the endless urban myths that surrounded the game's most arcane aspects - all those myriad theories on how to spawn the Ancient Cyclops or Quillmane, every one supported by anecdotal evidence from "a guildie" or "my brother".
As with the White Wolf books, it's very comforting to know that at least some sort of solid evidence of the fun we had will survive. Video games are slowly beginning to achieve historical and aesthetic recognition; an archival afterlife may yet exist for some. All the same, in my dotage I can't see myself toddling down to the gallery on my walker every time I feel in need of an EQ fix.
These books are the fragments I have shored against my ruin, as I suspect I may have said before. I might build the wall a little higher, yet.