Graphics, as in graphical fidelity, polygon count, etc. are valueless to me.
Art style is everything. I don’t care if I can see the pixels in the game, I still play the same SNES my family had 25 years ago. The game has to look good, and graphical fidelity is a tool to help achieve that, but it’s only a tool, and useless without the appropriate art direction.
Wow it’s been so long since I’ve heard about them, and I used to follow their development closely some years ago. Well, at least they’re still alive and working on it. I remember them having some tough times during covid.
But re: your (other) topic, I think you're looking for a sandbox MMO or semi-sandbox. Sadly, sandbox MMOs are rare these days (even semi-sandbox). The most we have are in the 1st Gen and 3rd Gen MMOs. Or, MUDs/MUSHes. (AoC looks promising though.)
I’m a pledged founder for the past 1-2 years. Game has a long way to go but as other comments mentioned is about as close to the classic EverQuest experience as you can find these days (even compared to EQ live today).
Keep in mind you’d still be testing. Lots of things come and go, things change all the time, character wipes (while uncommon) happen. Bugs resurface and hit at the worst times. I took most of the summer off to vacation but in the spring of 2024 there was barely enough content to cover up to level 35. Seems to have grown quite a bit but I wouldn’t expect there to be any end game content or raiding or anything like that yet. Jewelry crafting profession was present in some form in PA back in the spring but it is lacking from EA so far. Things like that.
That all being said, as someone who’s followed Pantheon for nearly 10 years, they’ve probably made more progress in the past 1 year than the prior 9 combined. Casual gamers will find more than enough but hardcore not so much.
It’s EverQuest. If you liked Classic/Kunark era EverQuest then you might like this game. The gameplay is very simplistic and heavily leans into you needing to manually go out and build a group of people that have the right classes. You go to an area and kill the same mobs over and over for a couple hours and hope you get something neat or a level.
Every year they relaunch classic EverQuest time locked progression. They did that long before WoW did and WoW hired their studio lead to help them improve their implementation of it.
I’m not recommending it, just saying you could still go experience it today. I’d maaaaybe recommend it over Pantheon but it is close.
First, conduit capture bases are going to be “hybridized” with existing capture base designs in order to make things more readable and obvious to players. Second, the mechanics of capturing a conduit will also be updated, replacing existing capture mechanics with traditional holding of capture points while activated repositories will add an immediate chunk of capture progress. The studio is also looking at the existing 22 CTC bases as it evaluates and adjusts elements like the placement of conduits, repositories, spawn locations, and sunderer locations.
Of course, and it’s important to keep in mind how much the context changes. Not just in gaming context, but keep in mind:
MMORPGs are hardly a new genre. Their players nowadays are a different generation of humans than when the genre was young.
Social context changed entirely between the start of the genre and today.
In a similar vein, digital socialisation is entirely normal now. We no longer need a very fancy minigame (EverQuest) attached to your online chat room just to socialise.
Through WoW and then again with the Wii gaming exploded as a hobby, even before mobile games created a somewhat separate but huge extra market. The modern target audience is on a wholly different scale. Just look at the peak subscription counts for EQ1 or DAoC.
It’d in fact be quite noteworthy if default features didn’t change substantially and continuously.
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