Yesteryear
Years ago, during the initial days of
EverQuest
II,
there was a set path of progression. When I say "a set path of
progression" in reference to most games, it means that even though
there are multiple areas for players to advance their characters at
various levels, people tend to choose certain hotspots in order to
level quickly. When I say it in reference to EverQuest II, I mean there
was one and only one (up until level 30) path choice possible unless
you felt the need to betray your home city and defect to the other side.
No matter what your alignment was, everyone started on an island for
his or her first few levels. After that, you would travel to your city
of choice (Qeynos or Freeport - there were no other options) and work
yourself to the bone to become a citizen. Once you were finally a
citizen, you would make your way out into the world... just to find you
had one choice of direction. Antonica for the goody-goody types of
Qeynos and The Commonlands for the denizens of Freeport.
While both of these areas were fairly massive in scope (especially for
those days), it was still one zone, with one or two dungeons. Unless
you were willing to do the betrayal quest around level 18 (thus
banishing yourself from your home), you stayed in either Antonica or
The Commonlands from level 8 to 20.
Hurray! You've hit level 20, you've chosen your final class, gotten one
or
two new spells, so *now* it must be time to explore all the
brave
new zones EverQuest II had to
offer you, right? Uh... no. Sorry.
If you were a faithful citizen of Qeynos, you would make your way into
the Thundering Steppes while the riff raff from Freeport would creep
into Nektulos Forest. Again, the zones were indeed massive and well
thought out, but it was *one* zone that you would be stuck in for
another ten levels. It wasn't until you hit level 30 that you could
begin to (barely) branch off, by being able to choose between The
Enchanted Lands or Zek, the Orcish Wastelands. Yeehaw! Two whole
choices.
The Road Less Traveled
The only reasoning I can think of behind this design idea has to
revolve around community. Perhaps the original EverQuest II team
thought that if they made everyone play in the same zone that would
keep the sense of community spirit from EverQuest alive. Considering
the fact that there was little need for groups to rest since the health
and mana regeneration speeds had been made much faster than that of its
predecessor, this was a valid concern. Unfortunately, it failed to add
the player mentality into the equation.
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