It may sound like a crazy gimmick, but losing track of time and getting
caught in the middle of Kithicor when the sun fell was no laughing
matter. On those rare instances you were extremely lucky, you could
scurry your way out of there like a rat abandoning a sinking ship to
survive another day. Most of the time though, you're greatest hope was
to just make it close to the zone line before dying so you wouldn't
have to wait until morning to go in and get your corpse. To this day,
in any game, I can't think of a single place that put the fear of the
gods into a player like Kithicor Forest managed to. It (or something
like it) desperately needs to come back.
|

Necromancers
can always use more pets.
|
The death penalty is another thing that should make a return to the
gaming world if we ever find ourselves blessed with an EverQuest III. I
can hear the cries of disdain now, but for each person that's currently
praying for their gods to set me ablaze, there are an equal number of
those praising my words. I know this is becoming an age old argument,
so I won't delve too deeply into it here (though
feel
free to
do so in
our forums), but some of the sting of old-school death
penalties needs
to come back.
Some of the most fun I've had in various games (ok, EQ and
Vanguard)
revolved around the need to recover our corpses after a disastrous
group wipe. The communication, thought sharing, and ingenuity brought
about by those moments are treasured memories I wouldn't give up for
the world. Aside from having the added benefit of greatly reducing the
"Leeroy Jenkins" moments of the world, the death penalties we faced
also helped foster the community we all came to love.
You may not be able to assign the task of community to a group of
developers and send it through a quality assurance department for bug
squashing, but there are tools that can be used. The problem though, is
how do you create a game that forces community interaction without
forcing how a person plays the game? You can slow down the regeneration
on magic power and health to create down time. Add the concept of class
dependency like EverQuest did and you've got yourself a natural formula
for creating a community. Most people in the world, and thus gamers,
can't quietly sit in a room together without eventually talking.
It's
just human nature. There's just a small problem with creating
this type
of community dynamic these days. The majority of us no longer have the
kind of time required
to
dedicate
that much of our lives to a video
game anymore. Fortunately, I also think the younger generation of today
has other things to do as well, so the old community formula no longer
works in the real world. So what do you do?
That's the million dollar question, isn't it? Personally, I don't think
anyone has come up with the answer yet. Yes, there are plenty of games
that are fun and accessible to the masses, but I spend far more time
soloing in them these days than I ever did in the past. Some of us
aren't the most social creatures in the world and if there's no
pressing need to do so, there are an innumerable amount of days we find
ourselves with no reason to talk to anyone else while playing our game
of choice. I'd be lying if I said I didn't sorely miss the days of
solid community we had in the past. Is it possible for those moments to
ever return? I don't know, but it would definitely be at the top of my
list of requests for EverQuest III.
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