I think we can all agree that the people who want a shiny eq are wrong. Look how successful EQ1s graphic update was to those people. Every fucking one of them talks about how shit it is. Simple fact is, you guys want a nastalgia, and nastalgia is something that gets old for most people real fast. Sure its neat to look back here and then, but when you played eq1 for the first time, it wasn't nastalgia that kept you interested.
.
It's not nostalgia. Yes, WoW is a better game. And yet EQ had numerous superior qualities in terms of it's MMO design. Those two statements can coexist
withoutone being false. That's because what made EQ great wasn't the
gameaspect of it (The fact is, "the game" in most MMO's is pretty mediocre compared to single player games). What made EQ great was keeping their mechanics (World rules) open ended which allowed for a great deal of social interaction. Nearly every improvement that's streamlined MMOs, has done so at the cost of social interaction. These changed place an emphasis on the
GAMEand takes it off the
world(Social)--which is like shining a light on the weakest aspect of MMO's. Now, I
don'tthink all these new features are bad. Not at all. I do, however, think more attention should be paid to how to bring people together in a way that's done through their own rational choice.
If you've read sociologists, like Durkhiem, you'd know humans have a pretty ingrained need for social rituals. We love interacting in a setting where we are part of something bigger, and can make multiple new connections on a casual level. However, since the internet's invention, the amount of time we spend on this has drastically decreased (Really, it's been studied, I think we've gone from 80 minutes a day in ritual interactions in the real world, down to 40-60)...The thing taking up our time is the internet. Unfortunately, while the internet provides more interactions--the interactions each have less depth. It's like the fast food of the social world. And if you look at games, they've followed this trend. They've increased the amount of interactions you have (LFD ect) but they've decreased the amount of social investment (Ritual) you need to make it all work.
So how do we fix that? Well, I DO NOT think we should do draconian things like forced grouping. Or wiping out instances. Or anything like that. No...I think progress in those areas has been
good. We need the game to take less time than EQ.
Butthere is a middle road most developers, I believe, have missed. There needs to be systems in place that are part of the game world, AND make it not only valuable to clash with other people, but
rationalas well. (I keep using that word--because it's important. You can't "REAL ID" this problem. People need to make these connections on their own, a lot of the actual ritual is in that first bridge.)...But on the whole, getting people together and having it be advantageous to just...talk, is important.
That's something EQ did well, really well actually. It was ultimately rational to interact in order to further your own agenda. Can this be done while still keeping your game convenient? I think so, but it's going to take looking at every system in a light that reflects that ideology. It's not enough to say that without a LFD system, people will interact to form groups. You need to change the LFD system to achieve that goal. (I could give some examples, but I don't want this to be an armchair design thing.)
But no..I don't believe it's nostalgia at all. EQ and UO had something special. It's just something most people have difficulty describing.