Going from Qeynos to Freeport, or crossing the ocean on a boat felt absolutely epic and dangerous. It was wonderful, but not something I would want to play today now that I have real life obligations.
Going from Qeynos to Freeport, or crossing the ocean on a boat felt absolutely epic and dangerous. It was wonderful, but not something I would want to play today now that I have real life obligations.
In my mind back then, I was in awe of people that even had the knowledge of how to get across certain zones safely. You know it took effort/skill for them to gain that knowledge. You couldn't just look it up.
I've been thinking how you could possibly replicate a similar thing nowadays, but unless the world constantly randomly changes over time, rendering any created guides/maps/etc moot, I think that window has closed.
Probably an uncommon experience, but I felt something similar playing Final Fantasy XV. The semi-realistic scale and emptiness of the world map that people complained about actually contributed to the consistent feeling of being out in the wilderness, stumbling on dungeons and whanot. Most open-world games feel like theme parks, Eos felt like a national park. I'm told RDR2 and Death Stranding carry similar vibes.
I'd like devs to get a bit more bold about real-world scaling environments. Let a long-ass walk between towns be a long-ass walk between towns. And no mini-maps.
What made EQ an experience was those areas were static and took real skill to uncover how to do things.