Concepts and Logics
Need I not to go into scientifical schematics about the subject line, but to put it in a general and conservative response, but most people don't know it but there are three concepts to creating a successful game: Unique Qualities, Options, and Curiousity. I'm only gonna focus on the relevant topic here, and that's Curiousity.
Curiousity didn't just kill the cat; It hung the cat by a noose, shot it up with an ak47, and ran over the remains several times with it's ferrari! And that's just what Everquest did, it brought upon many adventures, lands, and creatures to explore, view, and conquer. There was more eye candy than anyone ever thought possible, with brilliant spell graphics, various armor and weapon designs, and beautiful landscapes. As if it wasn't enough, as time progressed, so did new worlds get discovered. There was so much in the world, that practically not one single person could ever truely grasp every valuable and knowledge possessed by the world (if only people were this enthusied to learn about the real world, lol).
Your probably wondering the relevance of all this to Winter's Roar. Well to put it short, Winter's Roar has provided us a new sense of curiousity. It's not the same world we remember from live. Surely the terrain is the same, but the story and the threat are all too different.
But there is a flaw with curiousity. It seems some adventurers wish to make journals of all the knowledge they obtain through their journeys. While such a guide may prove resourceful, it is surely another way to bring a demise to what would be, perfection. Creating online guides and such with every bit of data you uncover could become a reason less to keep that "fresh" vibe you first got from EQ Live. People will only go to "this" place and try to hunt for "this" item and hunt for "this" exp. I know myself that I have used the exp modifier post to try to find the best source of exp. It's just a bad idea to be THAT informative. Surely when other adventurers (specially the newbies) ask players in game, that's one thing. But to list ALL the data at any one person's fingers at any time is more than anyone should handle.
It's a simple request, not a demand, not a threat, and not a vision. It is merely a statement of request that perhaps these sites halt their production for the sake of WR. It's up to you whether or not you wish to continue your sites and stuff, I'm just explaining why you probably shouldn't.
NOW, most of you will say, just ignore the posts and the advertised sites. Well sure, I COULD do that, but then what about the many other players who fall victim to the necessity to view these sites, losing focus of the general concept to a particular game such as this. It's like free samples: They suddenly become available, and you expect people to pass it up? No way! People are gonna take what they can get. And like I stated above, most people are blind to many facts, such as the small things that got people addicted to EQ in the first place (I use the word addicted lightly).
Now, in a completely new sense. The quests that are slowly being put in are great, and tradeskills to keep people busy, good. But what else? It's bad enough I was put to boredom camping Raster for god knows how many hours on Live. What's the point of just fighting all the time? Everything in EQ Live was ALWAYS connected to some kind of a fight with something. Very FEW cases was there an alternative, which would be running around doing errands (boring). Here's the key: Find out how to create something in WR that DOESN'T require fighting and sitting around, and if you choose to use that key to find and unlock the door, you just might bring a brand new interest to the game. Your probably asking, and how on earth do we do that? Well, it's simple, think outside the box.
