Columbus Day: In Search of New
Lands
By Ralsu
I swam northwest, leaving behind the
modest fishing port of my origins. I made sure to look around for
hostile marine life as the water swelled deeper and turned darker. I
was truly swimming the ocean now!
Inside of five minutes, I had reached the shores of the island that
caught my attention back on the pier. Tingles coursed down my neck and
shoulders as I came up on the shore. The foliage was thicker here, and
I was unsure what fauna made this island home.
I trepidly approached a the cottage that had loomed above me on the
cliffs for the last minute of my swim It appeared deserted, but I
didn't trust appearances. My instincts told me I was not supposed to be
here. Still, I detected nothing from within, so I threw open the door...
And it turned out to be a city not yet populated for the beta I was
testing. But the journey--the journey was incredible. For me, that
exhilarating feeling of exploration that comes with any
new MMO or expansion is an irreplaceable experience. As players, we see
a mountain and want to climb it. We see a save and want to plumb its
depths. We see an ocean and want to cross it. It's much like the
feeling many early explorers must have shared.
October brings Columbus Day, a time when we remember the man who
"discovered" the continent of North America. Without delving into the
political debate that surrounds the man who "sailed the ocean blue" in
1492, I want to focus on what Columbus Day represents. I want to focus
on the journey across a vast over world that gives you the sense of
being part of something very big. I want to discuss the exploration of
unfamiliar landmarks. I want to reminisce on the accidental discovery
of something amazing.
Just yesterday, I discovered my journal from when I beta tested
EverQuest Online Adventures (EQOA). Talk about hording old materials!
The notes I'd scrawled in this journal were from November 2001! Finding
that notebook took me on a reverent trip through memories of
discovering everything new and fascinating. See, EQOA was my first MMO,
as you'll note in
my
bio. I was familiar with EverQuest--how could I not be? Plain and
simple, I was avoiding getting into MMOs because of the time sink and
the upgrades I knew my computer would need. But EQOA lured me in by
being on a console (the Playstation 2).
Since Sony had already given me a Network Adapter for beta testing it,
I had the hardware I needed. I waited until EQOA was in Beta 3 (it's
final phase), so that I could get a feel for what the finished product
would be like. Oh, I remember well starting a Freeport wizard and
exploring the desert of Ro. Each creature was new and exciting, from
the mostly harmless spiderling just outside the city gates all the way
to tainted mummies roaming the desert.
Vast Lands
The first thing I noticed in that beta was that Norrath was huge. I
mean HUGE. I could pick a direction and start running. It would take me
five minutes to cross a zone. Desert gave way to swamp as I journeyed
south toward Grobb. The desert transitioned to hilly grasslands as I
journeyed northwest toward Rivervale. To the west was rugged mountains
that led to Highpass. The world in EQOA felt expansive and real. The
use of different climates and terrains furthered the sense that Norrath
was a complete and logical place--so long as gnomes and dwarves are
considered part of your logical world!
Beckoning
Horizons
Another fun thing in that EQOA beta was just picking a landmark on the
horizon and going to see it up close. My dwarf from beta went to
explore a volcano. My elf swam the lake around Fayspires and was even
killed by the Lake Stalker, a creature I only found one other time once
the game went live. That same elf ended up on the westing side of the
continent, where he found an odd tower known as Jared's Blight. It
looked ominous from a distance; it was surrounded by blackened and
broken trees, and the land around it was parched and cracked. The
foreboding looks didn't stop me from running over and meeting a swift
end at the...er, hands (?) of a living construct. Even the creature was
neat: It looked like a walking scarecrow with a jack-o-lantern head!
Jared's Blight was just one of countless landmarks I explored in the 3
years I played EQOA,a nd it took all of my years of playing to see most
of them. Some I've still never seen!
Serendipitous Discovery
I found the Lake Stalker as an elf in the EQOA beta because I was
looking for arctic spiders by swimming to a northern patch of land I'd
spotted from the city. That same elf stumbled upon Jared's Blight as
part of a group of adventurers who were out "just seeing how far we
could go." In that same area, I later discovered a cave full of vipers
as I was searching for a path to the dwarven city of Moradhim. I never
found out if that cave had some purpose as a quest location, but it was
a great place to XP because the snakes were plentiful but not
aggressive. Just north of the serpent cave, I discovered a series of
tunnels filled with kobolds. While that's not unusual, what was unique
is that these kobolds respawned instantly when looted. Boy that spot
was a hotbed for trains and shouting level 30 characters until SOE
wisely reduced the spawn rate. I like making accidental discoveries on
the way to complete some other objective. It's fun.
When Big is Too Big
The subscriber base of EQOA has long since peaked and plateaued. The
word I hear is that European servers have gone offline and only one of
the six North American servers is thriving. Even on that server,
players complain that it is next to impossible to make it through the
low levels because so few new players are around. Because each of the
EQOA races starts at least one zone away from any other starting area,
people can sometimes have trouble getting together with friends in the
early going.
Being too spread out is the biggest drawback of a huge gaming world. At
launch, people need to feel that social connection that drives them to
keep playing. As the game nears the end of its life style, a gigantic
world can make people feel isolated. EQOA's progenitor, EverQuest,
introduced the Plane of Knowledge as a way to help new low-level
characters travel instantly to other cities and link with friends. That
change is highly contested as part of the diminishing challenge of the
game and what is "wrong" with new MMOs. SOE felt it was necessary to
make the early game playable.
Parting Thoughts
I know what you must be saying:
Why
do you even bother playing DDO if you're such a big fan of vast over
worlds? The simplest answer is that it's Dungeons & Dragons
(D&D). Also, Turbine gave me fair warning that I was purchasing a
fully instanced game. Besides, most D&D campaigns work with
"instances." The Dungeon Master (DM) seldom makes you role-play every
step from towns to dungeons.
But I must confess that I miss those days of exploring. DDO works fine
with Stormreach as a hub for players to get together and find quests,
but I wish there were a little more exploration. I guess my final
thought is that all MMOs should try to provide soemthing for the lone
explorer--just a tidbit where he can feel like he's moving through
uncharted waters. At the same time, games with a big world must think
of a logical, lore-consistent method of travel across great distances
so that players don't feel isolated. DDO is still the only MMO I play,
but right now I envy those beta testers discovering new worlds in
Lord of the Rings Online and
Vanguard.