Showing posts with label villages. Show all posts
Showing posts with label villages. Show all posts

Sunday, March 17, 2019

New Kind Of Neighborhood

When Daybreak announced that one of the tent-poles for EverQuest's 20th Anniversary celebrations would be yet another round of Timelocked/Progression servers I was underwhelmed. I understand that they're popular and they make money but I felt I'd been round that particular track a time or two too often already to get excited about doing it again.

Silly me. Since I made characters on Kaladim in EQII and Selo in EQ last night, apart from sleep and eat I've done nothing else. I'm rushing to get this post done so I can get back and play some more and since I don't have to go to work until next Saturday there's a good chance I won't be doing much besides playing EQ/EQII and writing about it for the rest of the week.

Just what is it about starting over on a new server that has this effect? Is it really that MMORPGs - both as games and as worlds - work much better when played in something approximating their original context, where leveling takes time and there are people everywhere you go?

Or is it just nostalgia? The deep thrill of cheating time. We can't grow younger but we can pretend we did.


I spent the morning on Selo, leveling my Bard in Shar Vhal, the Kerran city on the dark side of Luclin, where it's always twilight and Norrath hangs low in the sky like a threat. It was really something to begin there instead of outside the gates of Qeynos or Freeport. I haven't started in Shar Vahl for a decade or more but it all came flooding back.

It took me an hour just to finish the introductory citizenship quest. I remember doing that when Luclin was new. It took me all of a Sunday afternoon, back then. They may have reverted a lot of stuff but I'm convinced it's still easier than it was.

When I'd made enough money killing grimling skeletons in The Pit I went to buy my new songs. Then I broke for lunch. Half an hour later I took a trip forward in time - five years or five hundred, depending how you look at it - to Kaladim and EQII, where I've been dying a lot leveling my Dirge in Sunken City and The Sprawl.


I was having such a hard time I ended up buying a full set of no-stat chain armor from a vendor. I can't remember the last time I had to do that. It was awesome! And it made hardly any difference at all! I still had trouble just trying to get from one questgiver to the next without being eaten by wild dogs.

It was all a much more immersive, involving, satisfying, fun experience than I was expecting. Despite - or possibly because of  - all the being killed, getting lost and generally getting piled on, everything was comfortably exceeding expectations. And then I remembered that DBG had restored the original starting villages for this fresh start.



The villages, when they were around, were something of a mixed blessing. Original EQII began with a lengthy lead-in before you arrived at what you might call the "real game". I don't mean the end game. I mean long before that.

There was the bit on the boat at the start, then the Isle of Refuge, then you had to go to either Qeynos or Freeport and find your racial starting area, where you'd get an inn room and your class quests. I think that's how it went.

The class quests themselves went all the way to Level 20, which took me a couple of weeks first time out. Maybe longer. Most of it happened down in the sewers as I recall. You got into those by way of a drain in your village.

Well, the quests are still missing but the villages are back and so is the drain! I had no idea how much I'd missed them.

Of course, the physical locations never went away. They just got repurposed and repopulated years ago. On Live there are questlines for every race that send you to your racial village every ten levels. Most of those questlines are top notch. I've done quite a few. I probably should do the rest some day.

The problem is, when they did the revamp, Sony Online Entertainment shut off access to the zones for anyone not doing the quests. Since the quests were unique to specific races that meant most characters would never be able to go in most of the villages again and even the right races could only go in when they had the quests active.

What's more, the new storylines put all the villages into a state of conflict. And they scaled with your level, assuming you did the quests as they became available. Even if you could get in, all you'd find was a combat zone. Which was never what any of the villages were about.

And what was that? I'd actually forgotten. They were, like much of the original game, there to tell the tales of ordinary Norrathians, living ordinary lives in an extraordinary world. There were little stories everywhere, vignettes of how it might be, to live cheek by jowl with talking animals, monsters and giants.


The quests are no more but the vignettes and the characters live on. I spent the best part of an hour wandering from village to village, talking to gnomes and ogres and trolls, taking screenshots of cats and pigs and crazy people, like Spezzi the "Street Hag" (we all know what she is...) and Chef Schmenko, psychotic ratonga with a meat cleaver.

These characters may still be running their scripts over on Live, behind the closed doors of the quest instances. Good luck finding out. Here, on Kaladim, you can stroll about in peace, just like we did in the good old days, soaking in the ambience.


What's more, you can bank and shop and craft. All the vendors and utilities have been restored, including the subterranean tradeskill instances. Best of all, you can rent an inn room and settle. Forget your billett at the Jade Tiger's Den in North Freeport (although you have to take a room there too, if you want to complete the starter housing quest). Come back to the village that raised you. Buy yourself a candelabra.

As I was going round I got so excited I felt I had to tell someone. General chat seemed a bit too focused on arguments about leveling speed for the kind of gosh-wow fluffiness I had in mind so I gosh-wowed in the Test channel instead, where fluffiness is a way of life.


Someone promptly sent me a tell asking me if I wouldn't mind going round all the villages in Freeport to run a zone query to get the official map names so he could submit them to EQ2Maps. I was very happy to oblige.

He'd been asking since yesterday and found no takers and I only saw two other players in the villages as I was exploring. My excitement seems original if not unique. Maybe there will be more interest in the restoration project when it finally hits Live. TLE servers do tend to attract the more hardcore end of the playerbase.


Or maybe no-one will care. I didn't think I would. Not until I went there. Now I care enough that I'm going to make another character over in Qeynos so I can see those villages too. Well, I might. I'd have to buy yet another character slot for that. Maybe I'll wait 'til the project comes to the Skyfire server where I already have some Qeynosians.

The one thing that puzzles me is why this is all happening in EQII now, when we're supposed to be celebrating EverQuest's 20th. EQII has its own fifteenth anniversary coming in November. I just hope they've left a little in the tank for that.

Tuesday, December 13, 2011

The Village Green Preservation Society (Freeport Chapter): EQ2



I was going to get Furglebin to give his thoughts on the new, instanced versions of Freeport's villages (or " 'hoods" as the EQ2 dev team has somewhat embarassingly chosen to start calling them ). Furglebin never saw the original versions, though so he's going to have to keep his thoughts to himself for a while and let me compare old with new.

 So far I've seen behind the gates of Temple Street, Beggars Court and Scale Yard. Some of us who've been around Norrath for a few years now had built up quite a store of affection for those villages. Before the Age of Discovery arrived there were requests for one of the old zones to be kept open for nostalgia's sake, so we could go on living in the village Inn and pass on Lucan's unusually generous offer to have his personal housemovers (I forget whether they're trolls or ogres) move all our precious stuff to the ever-unpopular Jade Tiger in North Freeport. Or as we must learn to call it, the North of Freeport. No zoneism under the Overlord's enlightened rule.

Gnomish equations. Who knew?

Failing that, people asked, could we have a nostalgia tour, where we'd be whisked around the old zones on a look-but-don't-touch trip. Maybe on a Maj'Dul carpet, since the many pleas for a Sedan Chair mount continue to go unheard. But no, there was to be no last-minute reprieve. All six villages were converted into Instances, their high, ironbound gates firmly locked to those without the requisite quest in their journal.

A few weeks ago I went round my favorites (Temple Street, Beggars Court, Big Bend) using EQ2's spiffy newish in-game video option to make my own documentary on the Way We Lived. I'm quite glad I did because the new villages are very different and it'll be nice in a few years to look back at the good old days, but if I had in mind that the villages might be ruined, or just wasted, I needn't have worried.

Norrath, Doctor? Are you certain?

All three of the villages I've seen so far look very much as they did. They're immediately recognizable as the same places, the zone architecture largely unchanged. What's really changed is that the villages have come alive.

Yes, isn't it weird? All the characters controlled by living people have been booted out, leaving only computer-controlled NPCs and yet the villages feel more vibrant, more lived-in, more "real" than ever before. In Temple Street, where gnomes and ratongas always lived an uneasy, uncomfortable truce, the removal of any need to pander to commerce with players has freed both sides to give fullest expression their shared technological insanity. Clockwork excrescences have appeared on the buildings like barnacles on a boat and tin men walk the streets where pigs frolicked. It's like Ak'Anon with added ratonga.

Beggar's Court, longtime den of minor ganglords, thugs and receivers of stolen goods, has made full use of the meridian wall that was always its signature. Below, indentured craftsmen whipped straight from the refuge boats (those are still coming? Really?) slave at the forges and workbenches, while above the gangmasters lounge around tables laden with roasted poultry (looking suspiciously like Vulrich), drinking ale beneath the newly-planted palms.

A gnome would not be my first choice for Prison Cook.

Scale Yard is a prison. The Freeport Militia have annexed it and filled it with surly and unruly "criminals" and many of the inmates and the guards seem to be Iksars and Sarnaks. Hence the name. And once again there's a table groaning with food and ale for the Overlord's favored to enjoy.

The stories are pretty good, the small segments I've seen so far. The Beggar's Court one was actually too morally disturbing for even my "evil" ratonga characters. If it goes on the way it started I'll have to skip that one with the rats and let my Iksar Necromancer and Troll Shadowknight take over. One way or another, though, I'm going to explore these new villages and their stories. There's more going on than I ever knew and much more than I expected.
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