Yes, EverQuest can never truly revisit its glory days. It’s impossible to recapture that original magic or to repeat it.
David Jagneaux, “Rock, Paper, Shotgun“
In the last entry in this series, we covered EverQuest’s combat. To briefly review: of EverQuest’s two pillars (classic high fantasy and community dependency), combat and social interaction support community dependency; exploration, crafting, and questing support classic high fantasy. This time, we’ll take a look at exploration, and how the original EverQuest team managed to build a world filled with compelling lore and unique experiences.
There are three or four different things that EverQuest let you explore: locations, lore (NPCs), loot, and leviathans. When I say “leviathans”, I actually mean the monsters in the game…couldn’t resist rounding out that list with a fourth “L” word! These four things combined managed to fill the world of Norrath with life.
It’s easy today to look at the original EverQuest (at least, as much of it as is available on Project 1999) and see graphics that are incredibly dated. The trees are comprised of a trunk with four panels of jagged pixels for leaves; the water doesn’t undulate; the grass is a flat texture on the ground rather than blades waving in the wind. To me, however, the game looks beautiful – far more beautiful than the bland world of boring (but high-res) areas the existing EverQuest team has plopped out to replace the classic zones of old. I wonder if this is just me – a matter of personal taste, something that can be shared only by those who first saw this game when it launched – when most other games looked about as good as this one. The blocky textures don’t limit my enjoyment, and they’re enough for me to engage the imagination and allow me to immerse myself in the virtual world. I’m guessing that there is a good portion of younger folks who have grown up only on games with “better” graphics who simply couldn’t get over the primitive graphics of the original EverQuest. But I digress. Let’s briefly talk about the four “L”s of EverQuest’s exploration system.
The lore of EverQuest was a little hidden. Aside from choosing a deity at character creation, it’s very easy to waltz through the world of EverQuest and pay absolutely no attention to the game’s story. There are a few books and scrolls scattered about the game, but not many. Most of the game’s story comes through in the form of quests, which we’ll cover separately – and from the NPCs who give them. There’s also the faction system, which is closely tied in with combat (and, to a lesser degree, quests) – there are dozens and dozens of factions, with many NPCs and monsters “allied” with various groups that will like you more or less as you kill things and complete quests. There could have been more to this – the game always hinted at this…but it seemed kind of underdeveloped.
“Leviathans” and loot were closely related. The original EverQuest did a great job of scaling up the foes you faced – not just from the perspective of the combat mechanics (how hard they hit, the abilities the monsters used, the techniques in handling groups of monsters), but just in terms of their visual interest / impressiveness. The game starts you out with humble foes – wolves, fragile skeletons, diminutive spiders. As you level, you start taking on goblins, ghouls, lions…then lizardfolk and evil eyes…then hill giants and vampires…and eventually all the way up to the “raid” level bosses such as dragons and gods.
At each level, not only did the mix of enemies you’d be fighting look completely different, they also dropped increasingly better loot. Rusty swords and tattered armor were eventually supplanted with bronze, then fine steel, and eventually magic armor with unique bonuses. Early on in the game’s history, it was a lot of fun to go around clearing out enemies just to see what cool things you’d get from them. Irrespective of the function of equip-able items, you’d also be able to get armor and weapons that would give your character a certain appearance. “FashionQuest” is the term used to describe players’ endeavors to give their own characters a particular style rather than choosing equipment for function.
Last and certainly not least: the locations. The original EverQuest team clearly spent a lot of time hand-crafting the places of the game. Cities were large places filled with torch-lit alleys, massive temples, and homey taverns. Dungeons were often labyrinthine caves riddled with twisting passageways, throne rooms, and altars to dark gods. There were sand-swept deserts, snowy tundra, wide-open plains, waterlogged swamps, and mist-shrouded forests. The landscape was littered with ancient monuments and encampments of gathered foes – likely the origin of the usage of the term “camp” to refer to the spawning location of a particular enemy.
There was a lot of fun to be had just wandering around the world and looking at all of this – cautiously, of course. Sadly, most players simply didn’t. Most of the effort the team did to create an evocative world filled with story and substance went to waste, largely because these unique and visually arresting locations weren’t tied to any of the other systems in the game. Apart from pure socializing, there just wasn’t any reason for players to gather in a tavern or congregate around a bazaar. Cities far away from locations with a high risk / reward ratio (where you could kill monsters that gave lots of experience and great loot in relative safety) became ghost towns.
It’s clear that more was planned in this area. Rogues and Bards, for example, have skills to sense and disarm traps – but there are only three locations anywhere in the game where they can be used. Today, it’s easy to see why: with non-randomized content, every player would simply look up the location of a zone’s traps on a wiki page. The same goes for loot – it might have been a joy to discover useful items at the game’s launch, but sites eventually divulged the exact location of each item in the game, allowing you to skip exploring and go right for the gold. Back in 1999, however, online hint guides like GameFAQs were in their infancy and most game walkthroughs came in the form of printed, magazine-like booklets. EverQuest might be an online game, but there are some things that showed that the designers couldn’t quite escape the trappings of the off-line era so recently in the rear-view mirror.
“Exploration” in EverQuest simply couldn’t involve “discovering something new” in the way that the designers clearly had in mind. Unlike in single-player games, where you could reload a save and retain most of your progress, losing your way in EverQuest entailed dying and losing many hours of gameplay – on top of the fact that simply recovering your corpse from a pretty (but dangerous) location could be painful in and of itself. The stark realities of survival in a persistent world meant that wandering around and looking at the scenery simply wasn’t a compelling experience. You had to constantly look out for danger and couldn’t really stop and smell the roses – roses that the design team had clearly taken the time to scatter throughout the landscape. The original magic of seeing things for the first time (hinted at in Jagneaux’s quote at the start of this article) quickly lost its luster when coupled with the fact that the world of Norrath – albeit bright and beautiful – was also brutal and deadly for the unprepared.
In the wrap-up to this series, I’ll cover several “what-if” ideas – alternate paths that EverQuest might have taken that would have built upon the core principles of the original rather than ruining it, which in my view they’ve done. Writing these takes a bit of thought and time, however – and in the case of this one, logging in and grabbing some screenshots. Hopefully there will be a bit less of a lag between now and my next entry. It’s looking like my time in Project 1999 is about to come to an end for now – I’ll likely be a “hibernating” player, at least after I finish this series, for a period of a year or two.