Showing posts with label gameplay. Show all posts
Showing posts with label gameplay. Show all posts

Monday, June 8, 2026

Let's All Go Get Ice Cream! Every Day A New Adventure In Neverness To Everness


Here's the question that keeps coming back to me over and over while I'm playing Neverness To Everness: who is this game for? It's a question I often find myself asking, when I read about new games in development or try them out in testing, but for most games, what I'm really thinking is "I can't imagine enough people wanting to play this to make it worth the time and money it took to build it". For NTE I'm thinking something very different.

Neverness To Everness hasn't had any difficulty finding an audience or making money. A staggering 30 million people pre-registered and at launch the Free To Play title generated $14m in revenue on its first day. By any measure, it's a hit.

But who are all those people? Why are they playing? As Toyah would say, it's a mystery.

Well, it's a mystery to me, anyway. The more I play, the more I can't help notice the disparities between what I thought the game was going to be and what it is.

Based on the vibrant, exciting promotional videos and the intriguing lore on the website, I imagined a fast-paced, action-packed cyberpunk experience, where I'd be part of a cool, confident, highly-skilled team of agents, employed by a quasi-governmental organization and tasked with keeping the world safe from bizarre incursions from another reality. I expected a lot of fighting, some car chases and a tense, complex plot.

What I got was an open-ended offer from a woman in an office to settle down in a new city, find a job, make some friends and spend most of my time hanging out with them. Maybe she'd call me if she needed me. Maybe not.

The big crisis I thought I'd be dealing with actually happened forty years ago and it turned out to be not that much of a problem anyway. Anyone under thirty almost certainly likes things better the way they are. No-one's talking about fixing any of it or pushing the incursion back. It's all about managing it safely and integrating the incoming oddities and anomalies into society. If I do get ever to work for these people, I'll basically be some kind of bureaucrat, making sure everyone follows the regulations to the letter and being sure to follow them myself.

Everything about the set up is a little bit vague and hand-wavy anyway, entirely intentionally as far as I can tell. There are government agencies like BAC handling the ongoing situation but there are also private organizations, contractors, corporations and individuals, all working together as part of something called The Circle


Where the player character fits into all of this is surprisingly difficult to determine and even harder to rationalize in context of the aforementioned pre-publicity even if, at the start of the game, it all feels like it's going to plan. The game begins with my character, Flora, escaping from some facility or other in a flurry of explosive action. In a rush of set piece fights and dramatic cut scenes she somehow finds herself inducted into one of those cryptic quasi-governmental departments just like I imagined and then...

...next thing I know, she's working in an antique shop owned by a drunk and run by children. How did that happen?

It's an antique shop that somehow also operates as an independent contractor in the handling of "Anomalies" so adventure seems like it could still happen but it's very low-level work for the most part. Instead of being sent to handle major incidents, we wait for clients to turn up and ask for help in sorting out their little problems. Things like a missing child or something stealing from the bins outside a shop. 

It's probably just as well it's nothing big. Most of our operatives are still too young to drive. When Flora goes on a commission it's usually with the instruction to keep an eye on them and make sure they don't get into trouble. The boss can't do it herself; she's too busy drinking.

Flora's official role isn't "babysitter". It's Appraiser, which means she can judge whether anomalies are present, "Anomalies" being the catch-all for extra-dimensional entities. It's not exactly the kind of front-line, car-chasing, gun-slinging, bounty-hunting career I was expecting. More of a support role. It's one step away from administration, let's be honest.

Flora does have a contact in the aforementioned government agency, where there are supposedly some plans to use her talents for something bigger, when she's had a chance to acclimate to her new situation but Mint, who I guess is Flora's handler, is hardly the sophisticated spy you might expect. She's an office worker who keeps fluffing her promotion opportunities because she gets flustered at the very thought of taking an exam.

So far, so peculiar. But it's just the backgrounding being laid down, surely? A solid base for the wild adventure to come. Hmm. I suppose it might be but if so that wild adventure is taking a long time coming. 

Which isn't to say there's nothing happening. That's the really strange part. There's so much happening I can't keep up with it all! It's just that very little of it is what you'd call "adventure". And there's hardly any fighting.

Almost every storyline I've been involved with so far, big or small, has focused heavily on either the social or the commercial. Taygedo and his date. The camera shop losing business. Professional rivalry between Eidon and Sterry. Finding a lost dog. Petty vandalism. Even when we finally get to hear about Daffodil's mysterious upbringing with the ominous "Mother" and her sinister "family", something that looks tlike it might be the actual main story thread, it's far more like a warped family saga than any kind of epic adventure.

Yesterday afternoon, I finished what did feel a lot like like an epic story arc, only it was all about starting a band, learning to play and performing in front of a big crowd for the fist time. Flora, Nanally, Haniel and Akane played Night of Moondog as The Whoots!!!! (Four exclamation marks mandatory.) 

This, for anyone who doesn't know, is the culmination of a long "Spinoff" quest-line, which starts when Haniel invites the Appraiser to go see a band at a cellar club. It's a fine example of the disconnect I was talking about at the start of the post. If this really is some kind of fantasy-adventure game, designed around fighting monsters and saving the world, how come I'm playing the drums in a band started by a couple of teenage girls and we're all acting like coming top in a battle of the bands is the most important thing in the world? And it's the most exciting thing that's happened in the whole game, too!

It's no isolated incident, either. I've done plenty of quests now and they're almost always like this: detailed, complex, layered, nuanced, almost wholly conversational and concerned with anything but fighting monsters or saving the world. Some do have a few fights sprinkled in like seasoning. Some even have a couple of set-piece boss battles. But some don't have any combat at all and a few don't even have any real conflict.


Questing is only one aspect of the game, of course. Arguably, it's not even the central feature. There are many ways to pass the time. You can run a business, play games, go fishing, collect and return lost items, deliver packages... and of course you can explore the huge, sprawling city and its hinterland. 

As you do, you'll meet many of its citizens, all going about their business. Some are happy to talk to you. Some have little problems they'll tell you about. They'd appreciate your help but don't expect much in the way of adventure. You might be making sure the cakes get baked or learning how to take better photographs.

The developers send out regular questionnaires, asking how players are finding the game and gathering information on what they think about it. No doubt they also have extensive metrics, telling them exactly how players are spending their time. Apparently those sources are telling them "players are spending more time exploring the urban world than engaging in combat." That's leading publishers Perfect World to consider "introducing paid city-themed content that includes character skins, clothing, houses, and cars".

The developers are reportedly also planning on "improving gameplay to enhance its appeal and increase player retention." which I guess might have something to do with putting some actual adventure into the game. I can't help wondering if that's in response to customer demand or in an attempt to redirect attention to what was probably intended to be the core of the game, which was surely the fighting since improving your team's combat ability would seem to be the main motivation to spend money.

And here's where I start to have trouble with the whole concept. Maybe this is old thinking but I still tend to envisage a largely male, mostly young audience for games like this.

It's not just the presence and apparent importance of combat in the game that suggests it. Or the illegal street racing and bank-robbing for that matter. There's also that aspect of the anime-flavored, open world gacha genre we tend to dance rather tentatively and uncomfortably around, here in the West: sexualization of the characters. Particularly, although not only, the female characters. It's ever-present in many of the games and it's something that has, in the past, needed to be toned down for a Western audience. 

In most of the gacha games I've played, it's an aspect that's played a fairly low-key role but it's undeniably present to some degree. In NTE, for example, it's noticeable that a disproportionate number of the key characters are female and the dress code in Hethereau is certainly what you might call.. relaxed. 

It's never been remotely unusual for video games, even in the straight-laced West, to use sexuality to grab and hold the attention of what was, for the longest time, deemed to be primarily, if not exclusively, a young, male audience but in more recent times the general audience for video games has expanded to include a much broader range of genders and ages and whole subgenres have grown up around the concept of socializing with imaginary friends or romantic partners. Interactions between players and NPCs are more numerous and varied than they were even a few years ago.

On that basis, it shouldn't surprise anyone that Hethereau is full of attractive, outgoing, friendly NPCs or even that some of the gameplay involves socializing with them rather than fighting monsters. What does surprise me is the nature of some, possibly most, of those interactions.

Yesterday, for example, I helped Mint cram for her exams then later I bumped into Lacrimosa in the street and she invited me over to her house, where we both ended up drinking tomato juice and reading manga with someone she met on Bagel. This was before my stint playing drums behind Nannally, Haniel and Akane. It was all quite odd but at least it made a change from all the child-minding, babysitting and teen drama that often seems to take up the majority of Flora's evenings. 

And it's not like these are isolated incidents. At times, living this kind of heightened version of a normal life seems like it's the main thrust of the game.

It works for me although some of that may be novelty value. I can't remember ever having spent this amount of time doing things so apparently unrelated to the main plot and utterly devoid of physical violence in any other supposedly adventure-oriented game. 

It's all so gosh-darned nice, too. Playing Flora, there's an engagingly innocent, endearing feel to it all. She's like an older sister figure or even a favorite aunt. She keeps an eye out for the kids, makes sure they're safe and having a good time and in doing so, she has a good time herself. She doesn't even mind chatting to Edward on Bagel although god knows he not the most stimulating of conversationalists. And when she does get a minute to herself, she's glad to spend some downtime with her friends, almost all of whom just happen to be women or girls.

I wonder if it mightn't feel a little different, if I was playing as the male version of the Appraiser? A lot of these activities are arguably stereotypically female scenarios. Would a male player character slip into the role as smoothly?

Actually, he probably would, assuming his dialog was the same. The Appraiser always comes across as sober-minded, sensible, responsible and selfless. Unlike many of her friends and colleagues, Flora also dresses demurely by local standards and always behaves impeccably. She's long-suffering, patient, ever-willing to help out, even when the crazy plans she gets drawn into are sure to go wrong. She's the calm voice of reason amid a frenzy of sugared-up hysteria and drunken self-indulgence. 

She's usually the adult in the room, even when there are clearly older people there. I imagine it would be the same with a male Appraiser. I don't think gender comes into it much, if at all. 

Is this what the modern player of a magitech adventure game wants now? To be the designated driver in every situation? The calm voice of reason? The Sensible One?

Maybe it is. Maybe everyone playing NTE really does want to live a vicarious, innocent, work- and family-oriented life, doing their job to the best of their ability, minding the kids who inexplicably work there too, before skipping off down the street with their friend, holding hands, heading off to eat ice-cream, see a movie or just hang out at each other's places after work, where they'll talk mostly about food they like and shows they watch on TV before heading home for a good night's sleep. 

If so, I guess there's hope for the world after all. I mean, it's got to be better than becoming a murder-hobo, hasn't it? 

Maybe it's close to what the target audience already does in real life. Maybe what they enjoy is seeing those lives, interests and concerns reflected in these characters. If so, that would be welcome news from a gaming perspective, if also slightly worrying from a real-life one, given the general level of scattiness, disregard for personal and public safety and the plethora of all-round performative, hyperactive behavior on display. 

Until and unless Hotta or PWG decide to release some hard numbers on the demographics, the way cinemas routinely report on who's going to see which movie, it's all just speculation. For all the critical analysis, I'm no wiser as to who the game is supposed to be for, let alone who's actually playing it. 

Although I do feel pretty safe in saying it wasn't made for pensioners like me. I am definitely not the target audience. I probably should stick to my lane and play Stars Reach or Pantheon with the rest of the geezers. 

Now, doesn't that sound like fun?

Monday, February 9, 2026

Coming Soon To A Screen Near You...


This wasn't going to be a post about Baldur's Gate 3. It was going to be a more general grab-bag of media stuff. That's not quite how it turned out.

I'm still playing BG3, although I haven't actually played any video games at all for nearly three days, which is something of a peace-time record for me. I won't bother with the details of why I haven't been playing, most of which relate to work, illness and responsibilities, but the plain fact is, I haven't had the time, the energy or the inclination to log in these last few days.

Before that, though, and since the last time I posted about BG3, I was playing a lot. The main plot progresses even though I'm not particularly trying to push through it. It turns out in Act III just about everything circles back to the central narrative, even when it looks like it won't.

There have been some very significant battles, some of which turned out to be a whole lot easier than I was expecting, something for which much of the credit goes to two years of accrued experience as recorded on the internet. I haven't specifically been following walkthroughs but I have been skimming guides and wikis to see if there are things I should know or ought to avoid. It makes a big difference.

So does running through the opening couple of turns of a big fight to see exactly who the enemies are and what they can do, saving as I go, then going back to the beginning and altering my tactics accordingly. It absolutely is cheating but it's a lot more fun than taking two hours to do a huge fight properly and then losing. If I do it that way, I have to redo it anyway so how is that any purer?

The fight that most surprised me was the one with Orin. I really, really hate Orin. She's utterly obnoxious, with no charm or wit or any kind of mitigating factor to dilute her sheer unpleasantness. I'd been very keen to kill her for a while so when I finally found her lair I was looking forward to getting into it with her...

...and then she turned into some bat-winged monstrosity with what looked like complete invulnerability to everything I could throw at her. I had a few experimental tries, stopping as soon as it was obvious my team was going to be obliterated, then I decided it was completely hopeless and gave up. 

I went to do something else instead because even at this late stage there's always something else to do. Only I was still wondering how the heck anyone was supposed to beat an opponent who has seven layers of invulnerability that refresh every turn. It seemed very unfair. 

So I went and looked it up and it turns out it's not because she doesn't. 


What she has is invulnerability to seven attacks per turn and every strike of a multiple-part attack strips one of the layers. I'm still not sure if that's clear from the in-game description but it makes one hell of a difference. All you really need to do is have someone blast her with a low-level spell like Magic Missile that comes in six or seven bursts for one cast and then she's vulnerable to everything else that hits her.

Which in my case was Lae'zel, hasted, standing next to her and battering her with a Silver Sword. Orin literally didn't get a single action before she was dead. It was extremely satisfying. 

It would have been nice if all her little minions dropped dead of shock but of course they didn't. It took a good long time to clear the rest of them up but none of my party died so I count that as a clean win. 

Unfortunately, I chose both to loot Orin's corpse and release the captive prisoner the moment she died, then save in case something bad happened. Then the fight went on for a while and after it was all over I couldn't figure out what had happened to the hostage so that meant more googling.

I found her eventually and spoke to her.  I've rescued so many people now, I forget where she was. Most of the people I save aren't where they're supposed to be by the time I want to talk to them. I'm used to it now.

I hadn't even been sure who the victim was. Every one of the accounts of the fight I've read talk about the hostage being one of your Companions, someone who could have joined your party, had you not left them languishing back at camp. 

All my companions were still twiddling their thumbs by the fire. The only one that was missing was the little girl with the cat, another waif I rescued at some point and offered sanctuary. 

She'd been hanging out with Withers, the leather-faced not-a-mummy who does all the resurrections. They seemed like an unlikely couple but they looked like they were getting on pretty well so I left them to it until one day the kid just vanished. I asked Withers where she'd gone and he said something about how she'd found out I knew her parents were dead and lied about it so she didn't want anything more to do with me, which seemed fair enough. I mean, I was going to tell her but the time never seemed right.

Well, it turns out he was wrong and in fact Orin had crept into the camp, killed the cat and kidnapped the girl. If I didn't already have good reason to hate her... (Also, Orin did at one point impersonate the girl and tell me a horrific tale about Orin making her eat her cat before I saw through her little ruse but then Orin does that sort of thing a lot and I never take much notice.)

Anyway, it seems all is good between my character and the girl... what is her name? Yenna! That's it. She's back at the camp now, cooking soup for all of us. She seems pretty untraumatized, considering. In my head-cannon she's going to adopt the dog, Scratch, who I picked up right at the start and who lives in the camp and they'll be best buddies now the cat's gone.


So that was one fight. There have been a whole bunch of others. One very satisfying one was the top floor of the fireworks factory, which I did almost completely from the outside, lobbing fireballs through the open window and watching the entire stock of fireworks explode and kill half the people inside before the rest made it out the door, where we picked them off from the tower opposite.

I've worked out that in many cases the best tactic is to start the fight from outside a choke point like a doorway and force all the enemies to come to you. The AI and the pathing in BG3 is good but it's far from infallible. Often the enemies can't figure out how to get to you and they never know where their own traps are so they frequently arrive half-dead from their own ordnance. Which is nice.

These are the kinds of games within the game that keep me going now the basic plot has collapsed under its own weight. I think the shark-jumping moment for me was when I found that now I'm supposed to go down below the city to recruit a Brass Dragon to join me in the final battle. That just felt like someone wasn't taking the whole thing seriously any more so why should I?

That's where I am now, anyway. I feel as though it's not impossible I might get to the end although how the last battle is going to work with all the allies I've acquired I can't even imagine. Every turn is going to take about an hour.

Or of course I could just shelve the whole thing and wait for the TV show. HBO has greenlit a series set in Baldur's Gate after the game finishes so presumably there'll be a recap of what happened.

The showrunner is Craig Mazin, the guy behind The Last Of Us, which I haven't seen but which seems to get good notices. No information on when it will be out but I would imagine 2027 at the very earliest.

Luckily for me, long before then I will finally be able to watch HBO legally. Only today I saw the announcement that HBOMax is launching in the UK next month. About bloody time!

There are a bunch of subscription options, starting with the ad-supported cheapie at £4.99 and going all the way up to Premium at £14.99. I'll probably take the £9.99 Standard package with no ads. I've just dropped my Apple+ sub because neither Mrs Bhagpuss or I was using it so the timing is good. There's plenty on HBO I'd like to see. Or there used to be, anyway. I can't say I've checked for a while.

I'll get on that right now. 

 

Tuesday, February 3, 2026

Fight! Fight! Fight!

Just a short update today (Well, I hope...) on how Baldur's Gate 3 is going. It remains both the only thing I'm playing and the thing I'm playing more than anything I've played for a long time but that isn't necessarily a recommendation. Also, why did I keep using "thing" there instead of "game"? I mean, it's not like if I wasn't playing BG3 I'd be playing the zither...

Steam now has me at 121 hours played. I have become a little more lax about leaving the game running when I'm AFK but I'm pretty sure that wouldn't account for more than a couple of hours altogether, so around a hundred and twenty hours seems fair. 

How Long To Beat has just the main story at a weirdly specific seventy-two and a half hours and "Main + Extra" at a hundred and fifteen, so I'm already past that. They have "Completionist" at a hundred and seventy-eight hours, which is still a long way off but my run so far is very, very far from being complete. Every time I change Acts a whole slew of quests get marked as "Completed", by which I think the game means "Unfinishable" and I have by no means found all the possible quests or even all the explorable areas.

What this tells me is that I'm playing the game wrong. Well, I knew that!

It is, in fact, increasingly obvious to me that Act 3 is a totally different game from Acts 1 and 2, not because of anything the developers have done but because the sheer attrition of having already played the equivalent of two, full-length RPGs even by the time I got there means I am no longer treating the experience even as something from the same genre, let alone as a continuation of the same game.

In Act I, I was pretty much invested in the characters and the storyline. I tried to roleplay most choices and avoid fudging the results as much as possible without actually having to restart the entire game. In Act II, I began to feel a lot more like I was playing a video game, where getting the best result was more important than staying true to the character I was playing, but I was still quite strongly involved in the storyline and the plot and I still wanted to keep things moving in a direction that felt honorable or appropriate.

Act III not only doesn't feel like the same game any more, it often doesn't even feel like a game at all. It feels more like a toy. It's full of big, set-piece battles that I find myself doing over and over to see if I can get a better result. And then I don't always even use the save from the good one when I get it! It's more like Kerbal Space Program than an RPG now, where you just keep fiddling with the controls so you can watch stuff blow up. 

The plot is still there, of course, but it's been a while now since I really cared about it. For a start, it's insanely complicated and I can't remember who is supposed to be doing what to or for whom anymore. It's like one of those Batman stories where someone blows a hole in the wall of Arkham Asylum and the entire Rogues Gallery comes boiling out, every one of them with a plot and agenda of their own. 

As far as I can remember, there are three Champions of Bad Gods, one of whom I killed at the end of Act II, plus at least two Devils, a Mindflayer going by the name of The Emperor, a Vampire Lord and a Hag. Then there are at least two Cults with countless members doing murders, a Thieves Guild and a Necromancer cluttering up the storyline and all of the above interact with each other in various ways.

It's ridiculous overkill and it's had the very negative effect of making it almost impossible for me to take any of it remotely seriously. The whole thing has devolved into a series of largely meaningless fights. I wander around the city looking for them and when I find one, it usually takes me all day. 

For a while I was still attempting to play the game properly, by which I mean coherently and in the manner of a table-top campaign, but that all came to an end after I spent literally a whole day - at least eight hours of gameplay - fighting through the very challenging series of encounters in the sub-plot where the PC tries to break into an Archdevil's storage vault in Hell to steal back the contract they foolishly signed.

It was a good day's play. I enjoyed it a lot. My party won a whole series of fights they really should have lost. I came up with some clever tactics and we had some lucky rolls and it all felt pretty good. Only, after every titanic clash, there was always another and there was never any real opportunity to rest and recover. In the end it just got to be too much.

When the final conflict between my team and the Archdevil himself started I knew there was no chance whatsoever we would win, even after Floradelle, who has a frankly insane Persuasion bonus, convinced one of the Devil's lieutenants to switch sides. We did indeed duly lose and the Game Over card came up and at that point it was plain no amount of retries would make the slightest difference.

I thought about it afterwards. In a way you could say it was a whole day wasted because I did end up going back to a save from before we even went to the Hells in the first place. On the other hand, as I said, it was a thoroughly enjoyable, exciting experience as a sequence of tactical battles in its own right. 

I came to the conclusion that it had been worth the time but only once. No way was I going to try it again, so that timeline was effectively null. It also brought down the final curtain on any lingering ideas I might have had about this being a roleplaying game. From then on it's all been about whether the fights are fun and pretty much nothing else. 

If they are, I keep doing them until I either get the result I want or I've had enough. I did the Hag fight about a dozen times yesterday, saving at every decision point in combat and reloading if I didn't like the way it went. 

As well as all the false starts and aborted attempts, I completed the entire thing three times with different outcomes. I killed the Hag but Vanra, who I was trying to rescue, died. That's actually very easy to do. The Hag barely got a spell off. Then I knocked the Hag out and cut Vanra out of her belly, which was harder but still not too difficult. Vanra ran off to safety and I thought I was done but unfortunately the Hag came back to life because I hadn't destroyed all her mushrooms and kept doing it even after I killed her a second time. 

After a reload, I spent ages trying to destroy all the mushrooms first, so the Hag would stay down, then knock her out and cut Vanra loose, and finally kill her while she was unconscious. I spent about four or five hours trying to do it but I could either get all the mushrooms or the Hag down but never both in the same run.

So I gave up. I'd saved after I freed Vanra so I reloaded and just had all my characters run away as soon as the Hag stood up. I got them all out into the city so instant-travel worked again and took them straight to Camp. As far as I'm concerned that's the Hag finished with for good. I hope never to see her again. 

Whether that will be how things turn out, I can't predict, even though I'm now using walkthroughs and guides all the time. I read several versions of how the Vanra quest can turn out but none of them cover my specific way of dealing with the situation so I have no idea if the Hag will come after us or not. I suspect that hasn't been scripted and she'll just hang about in her cellar until the heat death of the universe but I could be wrong. 

The issue isn't whether Larien has foreseen that particular tactical trick and accounted for it. It's that I really don't care. Further back in the game, I would have been concerned about leaving a threat like Auntie Ethel out there to make someone else's life a misery. To roleplay the character I'd created, I'd have felt obligated to Do Something About It.

Now I don't. It's not a real story any more, just a bunch of fights strung together. The whole thing has effectively collapsed under its own weight. Gravity has done it for gravitas.

None of which makes it a bad game. I'm still playing it. I'm still having fun. It's just that now it's the kind of fun you have when you line up all your toy soldiers and make them fight, not fun like watching a movie or reading a book.

Going back to how long it's taking me, obviously re-doing a lot of the fights multiple times is adding to the count but even without that it does seem to me that I must be taking a lot longer than expected to get through this thing. I'm not aware of taking it slowly but I do open just about every crate and that takes a while. I also find it very hard to follow the maps so I am frequently lost. I wish you could click on the map and just go there, like you could in the first two Baldur's Gates. I bet there's a mod for that but it's a bit late to go looking for one now.

It's almost certain I won't finish BG3. The fights are starting to become too difficult for me; too much going on and too many extremely tough opponents in quick succession. I can only assume the game will build up to a climactic battle at the end and I cannot imagine that fight being one I could win. 

I vaguely remember the first two games having a similar difficulty arc. By the end of BG1, which I did finish, I had a tactic that consisted almost entirely of summoning huge numbers of Monsters using the Monster Summoning line of spells and just swarming the bosses. Those spells don't seem to exist in BG3 so that's no longer an option, sadly. I can't remember how, or even if, I finished BG2

I could turn the difficulty down, of course. I'm playing on whatever the Default is but there's a Story Mode below that. And again I imagine there are mods that would make things easier. 

But I don't care enough to do any of that. Mike of The Works of Egan has a long post up about not finishing games and I have to say I think it's a healthy way to look at it. If it stops being fun, stop doing it. I probably wouldn't be so blase about giving up on a movie or a novel but the time investment involved there is literally orders of magnitude less, or it is with this game. 

I am also quite looking forward to stopping just so I can play something else. There's an annoyingly addictive element to the tactical combat that losing interest in the reason the fights are happening doesn't seem to quell. I imagine I'll eventually hit the point where even the fights aren't fun any more but annoyingly I don't seem to be quite there yet. 

Whether this will be the last time I write about Baldur's Gate 3 is another question. I imagine I'll at least want to give some kind of summing-up when I finally log out for the last time. Or maybe this post will be my final word on the subject.

I guess we'll find out. 

Friday, January 30, 2026

Persistence Pays Off - Project:Gorgon Goes Live At Last!

Hey! I played another game! For nearly an hour! And really enjoyed it, too. It had that true, old school MMORPG dopamine-drip grip, the one where you want to keep moving from mob to mob just to see what they drop and to watch your skills tick up.

It was Project:Gorgon, of course. The long-running project of Eric Heimburg and the now sadly-deceased Sandra Powers finally went Live yesterday. It's a game that hoovers up all the bits that worked in all those Golden Age classics and throws them altogether in a kind of MMORPG gumbo that somehow tastes really good. That's not just my opinion, it's what everyone was saying, albeit without the culinary metaphors, in General Chat, which for a change was mostly polite and amicable.

Everyone was going on (And on...)  about the games they used to play, back in the day, and how much P:G felt like all of them. It reminded people of Vanilla WoW, Ultima Online, Asheron's Call (1 and 2), EverQuest (1 and 2), Anarchy Online... I imagine there were more but the chatter was so distracting I had to turn it off so I could concentrate on what I was doing.

What I was doing was mostly wandering around, opening the map, raising skills and killing mobs. I could have worked on some quests - I've played Project: Gorgon before (There are two dozen posts about it on the blog, the earliest dating back to 2013. ) and I had some pending - but I just wanted to relax. Questing involves too much thinking. 

Slaughtering mobs doesn't. Neither does raising skills. That's one of the joys of P:G, at least in the early stages. There are a whole lot of skills and doing almost anything is likely to raise at least one of them. What good that does is another matter but it's always fun just to see the numbers go up.

Happily for me, I was also playing a character for whom the mobs in the meadows around Serbule, the starting city, posed little threat but still gave good xp. Well, until I made the mistake of attacking two Mantises, that is. Not the first time I've made that mistake, either.

Before any of that, though, I had to remake my character for looks. There are new character models and character creation options and they're a huge improvement. Here's what my character looked like before and after:

Okay, not exactly a fair comparison but I promise Rarrfa didn't look any better in the original with her helmet off. She looks great in the new version, though, doesn't she? I was really happy with how she converted.

The whole game looks better although graphics have always been very weird in Project: Gorgon. As I believe you can still see from the 2013 post linked above, the game has never looked quite as visually impressive as it did in the pre-alpha demo, when the buildings, at least, were almost photo-realistic.

The current version is excellent all the same. Or at least it is once you get into the Settings and tweak the details. I thought the whole thing looked a bit ropy when I got in so I opened the controls to see what I was on and it turned out the game had defaulted to "Poor".

It says something about Eric's approach to marketing that there even is a setting called "Poor". Most designers would avoid using negative concepts like that, preferring to call the low graphics option something like "High Performance". 

I was pretty sure that if my PC could happily run Baldur's Gate 3 on decent settings it could do a lot better than "Poor" for P:G but I was curious to see what the game itself would choose. There's an option to auto-adjust the quality level so I checked the box and was instantly upgraded to... Fair.

Seriously? You think that's the best I can manage? I toyed with the idea of banging it all the way up to Ultra or whatever and then bringing it down when I ran into problems but in the end I just wanted to get on with the killing so I left it on auto, which uses frame-rate to decide on the graphical fidelity.

And it has to be said, the game looked pretty good, although that might have been because of the other visual setting I toggled - Brighter World. I thoroughly recommend switching that on. It makes a huge difference. In the day it can be a bit garish so maybe just put the lights on when the sun goes down although if you like a super-saturated, almost psychedelic filter, you might want to keep it on all the time.

Once I'd sorted that out and also set a key for hiding the UI (Why that's not a standard preset in all games beats me...) I was off on my killing spree.

I killed a lot of Brain Bugs and various spiders. I killed some pigs and a wolf. A tiger attacked me so I killed that, too. Most of them dropped something and sometimes it was actual gear. That's so old school, getting your armor and weapons off the local wildlife.

I butchered all of them for the skill-ups and botched most of the butchering. Then I buried the results which increased my Compassion. What good a high Compassion skill does you, I have no idea but I'm sure a high one is better, somehow.

As I wandered about from mob to mob I noticed I was also getting skill-ups in Cartography. The map was slowly filling itself in as I went but not in those big chunks you usually see with Fog-of-War systems, just a thin line where I'd been traveling. It looks like it would take an awfully long time to uncover an entire map that way but I still much prefer it to, for example the Stars Reach method of finding and activating specific points, which turns into a very frustrating scavenger hunt after a while.

After about half an hour, I ended up at the graveyard, where several players were fighting with the undead. I sent a few skeletons back to their unquiet rest before making my terminal error of pulling a couple of lurking Mantises.

When I revived back in Serbule I thought I'd take that as a good moment to stop, so I did. You need something like that as an exit line in Project:Gorgon because, like all the games it echoes, there's no end to anything. You log in and do stuff until you don't want to any more and then, if you have the will-power, you stop. And if you don't you carry on until you're entire life falls apart and you rage-quit and spend the next two years bad-mouthing the game on every forum you can find. Or at least that was the traditional response, back when there were forums....

If anyone's looking for a good, old-fashioned MMORPG that also recognizes times have changed since the Golden Age, there's no need to look any further. Project:Gorgon does everything everyone keeps saying MMOPRPGs don't do any more. Apparently that's still not enough to get a thousand people online playing it at the same time but what more people are waiting for, I can't imagine.

If it's the closest thing to EverQuest in 1999 you're looking for, I'd still recommend Monsters & Memories but if you want something less specific and with potentially broader appeal, you probably can't do much better than give Project: Gorgon a few hundred hours of your valuable time. 

Or a few thousand. It is an traditional MMORPG, after all. 

Thursday, January 8, 2026

A Ghost Of A Chance - Is Sony Trying To Buck The AI Trend?

If you follow any gaming media at all, you've almost certainly heard about Sony's AI assistant, Ghost. I remember reading about something similar last year, when Microsoft was talking up its AI companions. I don't know how far along that project is now but Sony has just taken out a patent and the story's all over the gaming press. I got my heads-up from GamesIndustry but it's on Kotaku, IGN, Eurogamer, TechRadar...

It's a curious development in many ways. Any mention of AI still brings gamers out in hordes, waving their pitchforks and flaming torches, so it's relatively unusual to see any development in the field being received with anything less than complete revulsion. Reaction to this has been at least a little more nuanced.

According to Sony's press release, Ghost will provide "real-time assistance to a player that is encountering some difficulty with a specific scenario of gameplay" by "analyz(ing) a player's game state data to identify the scenario they are trying to progress through." Having figured out how to do whatever it is you weren't able to do from its intensive pre-training on Twitch streams and YouTube videos, Ghost would then "provide the player with visual illustrations of how certain game scenarios are played in order for the character controlled by the player to be able to achieve progress in the game."

This is being presented by Sony as a much more sophisticated and versatile alternative to what many players have been doing for years, namely looking stuff up on the web, reading guides, following walk-throughs, watching other players on video or livestream and then trying to copy whatever it is that works. 

Put that way, it seems eminently reasonable. I've been making the point, repeatedly, not just in my recent posts about Baldur's Gate 3, that an awful lot of games just aren't as much fun without some kind of online spoilers. Having the same information available inside the game without having to tab out or look at a second screen seems like it might be less intrusive and disruptive to gameplay.

Certainly , that's how Sony seem to be selling it. Underselling it, really. All of the linked articles use some form of Sony's formula "assistance during gameplay of a video game." Assistance is such an inoffensive word, isn't it? You'd feel like a jerk, complaining about someone else receiving assistance when they were having problems, wouldn't you? I mean, no-one wants to be the "git gud" guy in this scenario, do they?

I imagine Sony would like to avoid the kind of backlash that faces every company admitting to seeing value in AI. By presenting such an nonthreatening option, they presumably hope to get a partial pass. The gaming press seems, by and large, to be going along with the narrative.

The NME, not being a gaming journal as such, takes a somewhat more populist view. Their headline doesn't mention "assistance" at all, going instead with the much more click-worthy "PlayStation wants AI to play your video games for you.

Which made me wonder, would that be such a bad thing?


Let's take one example: Wuthering Waves. I really like Wuthering Waves. It has a strong storyline and memorable characters. I'd like to keep up to date with it. 

And yet somehow I can't seem to manage it. I've caught up twice but in both cases it took so much out of me I immediately fell behind again and now I'm so far adrift I doubt I'll ever have the motivation to try again.

I've been thinking about just watching the story on YouTube, where I'm sure I'll be able to find both full playthroughs and cut scenes edited to make full movies. Alternatively, I could do what millions of people do and watch someone else play the game on Twitch.

If there was an AI assistant as capable as NME imagines Ghost to be, though, I could log into the game, set it running and sit back to watch my own character play the game. Of the various options - play the game myself, have an AI play it for me, watch recorded highlights or watch another player - I'd put having an AI play my character second out of the four in terms of involvement and immersion.

Playing BG3, I can also think of other ways AI might improve the experience without inducing the player to resort to online guides or videos. When I was running around the Goblin Camp for hours looking for those damn Warg Pits and getting nothing but vague, unhelpful responses from any goblin I asked, it would have made a huge difference if there had been a conversation option that would have triggered an AI-assisted search and generated an in-character response from whatever NPC I was speaking to. 

What's more, if any of those responses turned out to be hallucinatory, that in itself would just be entirely in keeping with the quality of information you'd expect to get from asking a random goblin for directions! It's a win-win for the AI and the role-playing player.

The ironic thing about the current knee-jerk opposition to the use of AI in games is that before this kind of AI existed, the accepted view for as long as I've been gaming had always been that one day we'd have this amazing technology that would let all the NPCs talk like real people, react to our characters in convincing and realistic ways and generally make games feel like they weren't games at all. Remember StoryBricks and all those unfulfilled promises? 

And now here we are, looking down the barrel of the future we all said we wanted and now we all agree it wasn't what we wanted at all. Are we quite sure about that? If a game appeared that did everything AI promises to do but managed to do it without using AI, would we object to that in the same way? Or are we just cutting off our own noses in an entirely understandable but self-defeating attempt to spite the billionaires' faces? 

 

Notes on AI used in this post

Two illustrations because what else was I going to use? Both done at NightCafe

The header image is by the ever-annoyingly-named HiDream |1 Fast from the prompt "PlayStation wants AI to play your video games for you." 1970s Comic book panel art. Default settings. The original has three speech bubbles, two of which were gibberish. I removed those at SnapEdit but otherwise changed nothing. 

The second image is by Google Imagen 4.0 Fast from the prompt "I was running around the Goblin Camp for hours looking for those damn Warg Pits and getting nothing but vague, unhelpful responses from any goblin I asked" 1970s Comic book panel art. 

In this case, the gibberish speech bubbles actually make sense. Well, they don't... they're gibberish... but goblin speech is traditionally rendered like that and it fits the context, so I left it in. 

It's worth noting that NightCafe calls on AI to expand on all prompts of fewer than sixty words. It's on by default but you can toggle it off, which I seldom remember to do. The full prompts, as gussied up by some AI or other, probably Gemini or ChatGPT I'm assuming, are as follows:

Image 1: A 1970s comic book panel depicting a retro-futuristic robotic avatar playing a PlayStation video game, with thought bubbles above the robot and a PlayStation console. The robot has a determined expression as it manipulates a joystick. Text reads "PlayStation wants AI to play your video games for you." Vibrant, slightly desaturated colors, bold linework, and dynamic action lines in the style of Jack Kirby and Steve Ditko.. 

Image 2: "A determined adventurer, clad in worn leather armor, navigates a chaotic Goblin Camp under a hazy, ochre sky. The adventurer is actively searching, with a slight frown of frustration. Vague, speech bubble-like glyphs emanate from bewildered goblins, conveying unhelpful responses. The art style is a 1970s comic book panel, with bold, thick linework, a limited, earthy color palette, and a slightly gritty texture. Inspired by the dynamic compositions and character designs of Jack Kirby and Bernie Wrightson. Dramatic lighting casts deep shadows, enhancing the sense of urgency and the grimy atmosphere.

I really do need to remember to switch that AI assistance off, given how I go out of my way never to use named artists in the prompts. Maybe you can have too much AI assistance after all... 

Also, that second panel looks more like Wally Wood to me, although if you imagined Kirby inked by Wrightson...and the tails on the speech bubbles are all pointing the wrong way...

 

Wednesday, November 12, 2025

Blue Protocol: Star Resonance - Death And Fractures

The elderly PC I'm limping along with until Black Friday arrives and I buy myself a new one is surprisingly happy to play most games I've tried, including a few I didn't expect it to be able to run. Most surprising of all is Blue Protocol: Star Resonance, a game that only came to the West a few weeks ago and which I thought would be well ouside my old PC's comfort range.

Instead, it runs beautifully. Smooth as ice cream and as cool. The fans don't even start up. Which is a good thing because BP:SR is my go-to game just now.

Not that that's saying much. My gaming time is still way down, although I expect that to change as soon as I get a new computer. But when I do decide to play something, Blue Protocol is what I choose.

There are a few reasons. One is indeed that it runs well but that's kind of a passive buff. It wouldn't be enough on its own. 

Another passive is that the world is very nice to look at. Better than I realised at first, when I thought the visuals looked a bit under-cooked compared to similar titles like Genshin Impact or Wuthering Waves. I still think there's less detail but the slightly washed-out, pastel color palette has grown on me and now I think it looks subtle and sophisticated rather than bland.

A third, more active reason I'm enjoying BP:SR is the gameplay. It's engaging but very low-key, a combination that suits me perfectly at the moment. 


I've noticed in recent times, when I'm doing First Impressions posts or generally recounting my experiences with newer games, that I quite often make mention of there not being all that much combat in them. I'm not sitting here with a stop-watch and an abacus, counting and timing the fights I have in every session, but my strong feeling is that since I started the game I've hardly had to do any fighting at all.

That leads me on to the main reason I'm playing and enjoying Blue Protocol, which is the story. It isn't original or even particularly compelling but it makes sense and it's linear, meaning I can follow it both literally and metaphorically. And while it may not be a great story, it's entertaining enough for me to want to know what happens next.

The narrative also takes some unexpected turns once in a while. Disturbingly enough in one case that there probably ought to be a trigger warning.

This next part is going to get pretty spoilery so it might be time to quit reading if you plan on playing and care about plot twists and the like. Also, I wouldn't even look at the screenshots in the rest of the post if I was you. Just in case.

Okay, now those folks have left us, let's get to it.


Fairly early on in the plot, as the player character, you run into a brash and mouthy kid called Narulo, who claims to be a hero. He challenges you to a competition and gets roundly beaten because you are a hero and he's just a kid but he still claims you ought to be his sidekick rather than the other way around.

This goes on for a while, with the kid popping up numerous times to make brash or outrageous claims, but as the story moves along he starts to realize how outclassed he is and what a mistake he made by thinking he could match up to you in the first place. The two of you then start to develop a very comfortable kind of big sister/little brother relationship, aided and abetted by some of the other NPCs, and the whole thing gets to feel very cosy.

Then some bad stuff happens and, as they say, shit gets real. A war starts and the part of town where the kid lives gets reduced to rubble. He steps up and becomes the hero he pretended to be, helping the refugees to safety, which is what he's doing when you arrive.

You makes several attempts to persuade him to get somewhere safe himself, while you go off to deal with the crisis, what with you being a true and actual hero and all, and he tells you he will. But then, of course, he doesn't. He finishef getting everyone out of the danger area, then doubles back and tags along behind you, keeping out of sight until eventually you discover him, hiding in a barrel.


By this time it's too late for him to get out of the combat area. You're too deep in and it would be more dangerous for him to go back on his own than to stay, so you very reluctantly agree to let him stick around, so long as he stays close, does what he's told and keeps out of trouble.

And he kind of does. At least, he's well back when the big fight with the boss starts. Just not far back enough. 

I wasn't even sure what happened, to be honest. It was very fast. I think he heroically but idiotically rushed in to save me from being struck  by lightning from behind, only to be burned to a crisp himself but some of the dialog later suggested he was just too close and got hit by sheer bad luck. 

Either way, he's dead. Which was a shock. I certainly wasn't expecting it.  And it had some impact. The narrative tends to be thin, as in there isn't a great wealth of detail and discussion the way there is in Wuthering Waves, but what there is absolutely hits all the nodal points it needs to establish an emotional reaction. The writers do the work and the effect they're going for lands.

It's not unusual in a game like this. Setting up a sympathetic character to reap the emotional payoff when you kill them is Storytelling 101 for RPGs. 

What doesn't tend to happen is having to deal with the fallout. It felt a lot less like a cliche when I met a middle-aged couple later a short while later, in the course of what seemed like an entirely unrelated sequence, and found out in the course of a conversation about something else that they were the kid's parents. 

And that they didn't know he was dead. And that I had to decide whether or not to tell them. It didn't help that the parents had just been talking about how their son was late and how worried they were about him. 

It occurred to me about then that the slightly etiolated nature of the prose was a good thing. It offered some protection against getting too emotionally evolved. Otherwise that part really might not have been much fun at all.

All of which is just an example of why I'm finding the story worth paying some attention. When something like that crops up it does make you wonder what might be coming next. 


Although what actually did come next, or pretty soon after, was a comedy moment that made me laugh out loud. It also worked well as a counterpoint to the tragedy the PC and her friends had just witnessed, which was clearly the writers' intention. 

What happens is that there's another big fight, during which another of your new friends gets crushed by the boss, rushing in to save you. He ends up flat on his back on the grass. He's lying there, saying his last emotional goodbyes and making something of a meal of it, when another of your pals points out  he's just broken a bone or two and  he's going to be fine as soon as the healers get their hands on him. Bathos as catharsis. Clever writing.

I bet it works even better in the original Japanese. The translations in BP:SR are decent but not entirely idiomatic. I've seen much, much worse, though. Whoever's behind these is doing more than enough to bring the emotional weight across. Still, I bet it's better in the ur-text.

So much for the quality of the story, which I would describe as being consistently at least as good as it needs to be and frequently quite a lot better. How's it for quantity, though?

Pretty good. There's a lot more story than I was expecting. I seem to remember reading it was short but it's not feeling that way. Steam says I have more than eleven hours played and I can't actually remember doing anything other than following the MSQ.  

I really haven't done any exploring other than what I've had to do to get from one story location to the next. I haven't done any crafting. I learned how to fish but I doubt I've spent more than ten minutes doing it. 

I haven't even spent any significant time on upgrading my gear or spending my talent points. As I said earlier, combat has featured so rarely up to now that I've not felt the need to improve anything. The few fights there have been seem either to be with trash mobs that pose no challenge or with bosses where the result is scripted anyway. Why bother upgrading when you don't need to?

There's a boatload of other things I could be doing, as in all these sorts of games, but so far I've found more than enough to keep me occupied just following the plot. I'm happy to carry on like that for now, although at some point I'm sure the game will have other ideas.

When I last logged out I left Floradelle standing outside a pair of huge gates, disguised as a member of an isolated, secretive tribe, waiting  to go through them into a Forbidden Zone. Maybe that'll be a dungeon with a lot of fighting and I'll finally have to sort out her gear and spend her talent points.

I'm betting it won't, though. I bet it'll be a lot more chatting and maybe some sneaking and eavesdropping, with a little light puzzle-solving on the side. 

And that will suit me just fine.

Saturday, August 16, 2025

Lost In The Dark


An update on where I am with EverQuest Online Adventures. I wish I knew! This may be the darkest game I've ever played. Not dark as in edgy and unsettling. Dark is in I can't see where the heck I'm going nearly all of the time.

At first I thought it was just at night. Then the sun came up and it barely made a difference. This is outdoors I'm talking about, by the way. Out in Steamfont. Or Steamfont Mountains if you prefer. Sometimes people call it that although given most of it is flat as a pool table, I'm not sure why. 

At least, that's what they call it in the Norrath I know but then, this isn't that Norrath. Here, the gnomish capital is called Klik`Anon not Klak'Anon so who knows what the locals call the countryside. Maybe it's just the gnomish accent.

Anyway, can you even call it a capital when there's just the one city? I guess that'd be a city-state and those don't have capital cities by definition. Come to think of it, most nations in most MMORPGs are city-states, aren't they? How many have more than one city? Freeport and Qeynos are supposed to be the centers of empires but apart from a few villages and trading posts, what other towns and cities do they control? 

Dragging myself back to the point, Klik itself isn't too bad. It's underground so it's not exactly sunny but at least there's decent street-lighting. Not to mention the glow from the lava pool. 

There's another thing. When did the gnomish homeland turn into an offshoot of Lavastorm?  There must be an active volcano somewhere in the area, judging from the burning embers constantly falling from the sky. 

That's outside, obviously. Inside the city there's just this great pool of seething lava. It's not even cordoned off but then gnomes never were big on health and safety.

The same screenshot from the top of the post, with the black borders removed and the rest "auto-leveled" to show what it would look like without the filters. I'd take this version any day. Or night.

 

After several hours running around the tunnels, mostly looking for merchants who aren't even there, I have a vague sense of the size and layout of the city although, if I'm honest, I wouldn't even have that much if it wasn't for the Prima Guide

Remember those? I could never see the point of them back when EverQuest was a big enough success to attract third-party publishing. They only told you what you could already read in the manual or get for free from online resources like EQAtlas and Allakhazam

Well, I'm glad of them now, I can tell you. Online resources decay fast when a game ceases to be as popular as it used to be and if that game shuts down altogether...

So it's very helpful of Project Return Home to have posted a PDF of the entire Prima Guide to EQOA.  I've been making much use of it, especially the maps, without which I'd probably still be wandering around the Magicians' Guild, which turns out to be stuck right at the back.

I wish I'd consulted it sooner last night. It might have saved me an hour of fruitless searching through the byways of Klik for the merchant who sells copper springs. He's called Merchant Samwe, which I know from looking up the details of the quest on the EQOA wiki, another resource without which I would be both figuratively and literally lost because the game itself tells you nothing.

There's no map, neither full screen nor mini. There's only the most basic quest journal that gives you minimal, static information and doesn't update as you progress. The NPCs do talk quite a bit when you get the quests from them but you can't go back over the dialog so if they offer any hints you'd best not miss them and, if your memory is like mine, better write them down as well. Which obviously I haven't been doing.

So far I have completed precisely three quests. The starting quests you get as a Gnome Magician. Here they are, as detailed in the Wiki, with notes from me appended:

Lvl 01
Starting NPC: Werlib Quackook
Starting Area: Klick'Anon
You need to go get a Student's uniform from Tailor Nokar (it's free).

Could not find Nokar at all until I got the map from Prima. Even then it took ages.

Lvl 02
Starting NPC: Werlip Quackook
Starting Area: Klick'Anon
Werlip sends you to Spiritmaster Lacy, who binds you and sends you to Coachman Rizkar.

This would have foxed me because Rizkar is outside the city and Quackook doesn't think to mention it. By sheer chance, I'd already bumped into the Coachman when I was exploring so I at least knew he wasn't in Klik. I still had a lot of trouble finding him again, all the same.

Lvl 03
Starting NPC: Werlip Quackook
Starting Area: Klick'Anon
Werlip sends you to out of town to kill rats, return with two strands of rat fur.

Again, I'd seen rats as I was wandering around outside. And this time Quackook does mention they're common outside the city. What he doesn't tell you, and what you'd never believe if he did, is that rat fur is rare on a rat. I had to kill half a dozen before I got my first strand. 

As you can see, you get one quest at each level. I am now Level 5 and still stuck on Starting Quest #4:

Lvl 04
Starting NPC: Professor Dandersoft
Starting Area: Klick'Anon
Dandersoft will make you a new staff if you bring him the following items: A Copper Spring - Purchase from Merchant Samwe, Bottle - Purchase from Grocer Guzzlewugs, Snake fang, Ant Chitin
 

Again, I happened to have seen Guzzlewugs already, although in the event I bought an empty bottle off some other merchant because several of them seem to sell them. I was most likely just lucky that the first snake I killed dropped a fang. As for the chitin and the spring... read on.

Each of these ultra-basic starting quests has taken me about an hour, almost all of it trying to find the relevant NPCs. Without the Prima Guide I'd still be looking, mainly because the NPCs who hand out the quests never bother to mention if one of the people they want you to visit is outside the city. 

Even without all the aimless searching it would take a while because when someone sends you get ant chitin they not only don't tell you where the ants are, they also don't mention there are considerably fewer ants than you'd expect, or that most ants do not drop any chitin when you kill them.

I spent about an hour last night just trying to find an ant that would give me what I wanted. I made numerous circuits of the starting area outside the gates of Klik without seeing any ants at all so I followed a path - in the pitch black night - to who knows where until I finally found a couple, who of course didn't give me what I was after. 

In the course of an hour or so, I managed to find about half a dozen more and they dropped all kinds of body parts - legs, antennae, eyes - but not chitin. Eventually, out of frustration, I went through a guarded gate in the wall and wandered about in what I now know must be a higher-level part of Steamfont. It was too dark to see much but luckily hammering the Right Button targets nearby creatures so I was able to track down an ant, which finally gave me the chitin I was looking for.

And then a bigger ant ran up and killed me in one hit. Luckily, not before I'd looted his buddy. 

That gave me a handy ranger port home to Klik anyway so I was happy enough. No XP debt at level 5, either, which is the level my magician is now. 

XP comes in huge chunks. Handing a quest has dinged me every time so far but just killing mobs as I explore brings in a ton of XP, too. I'm not sure if that's how it always was or if the server admins have jacked up the gain. I'm very happy with it either way. I'm sure it won't last.

Since I was back in town and I had all the other bits and pieces the Prof wanted, I thought I'd just quickly find Merchant Samwe and get the spring, do the hand in and then quit for the night. Hah!

I did a couple of circuits of Klik, tapping RB to bring him up on target. No luck. I went round again, more carefully, stopping to cycle through everyone and going into all the buildings. Still no luck.

I went to the Prima Guide and looked at the map of Klik. Every NPC is listed and numbered with their location marked. Samwe is not one of them. He isn't in the fricking city at all.

Even in Klik it gets ridiculously dark away the main drag.
After some time searching online and in the guide I finally figured out he's somewhere in Steamfont, near the lake. I found him on a map and went to look for him. 

I'm still looking. I couldn't find him anywhere and it got so late I had to give up.

I did find the spot on the map where he was meant to be, or I thought I did. He wasn't there. Neither was the guy who sells low-level mage spells in the guild when I looked for him, which is why at Level 5 I still only have three spells and no pet. Which is a problem. Magicians get pets at Level One. It's kind of the point of the class...

The problem is, I don't know if my information is out-of-date or just plain wrong or if, this being an emulator, the merchants I'm looking for just don't exist. I find it unlikely an emu would be as functional and stable and well-populated as it is (Chat is like any live MMORPG - busy all the time, people trying to form groups or get rezzed...) yet still missing the most basic starter content like spell vendors but who knows?

What is plain to me is that EQOA is very old-school in its design  - much more so than modern EverQuest - and yet the old hooks that made EQ so infamously addictive in its day still work. I'm not remotely suggesting the gameplay I've been describing hasn't been frustrating - it very definitely has - but also weirdly compelling. 

I do wish I'd started in a city with some daylight, though. Maybe Freeport. The Deserts of Ro are usually glaring by day and starlit by night. That would be a big improvement on dark all the bloody time.

I'm considering making another character for that reason alone but there's every chance I'll end up making a character of each race anyway, just to see all the different starting cities. The not-exactly-nostalgia factor is very high with this one.

That's EQOA then: not the MMORPG I was expecting to be playing but the one I am. And may be for a while. 

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