Monday, July 30, 2007

Qeynos Nights

In my last post, I discussed what I did not like in EverQuest II. This post is devoted to what I feel are the strong points. For those of you who wonder why I have chosen these aspects of the game, I encourage you to read my last blog under Burtimus' Biases. This will give you a clear idea where I am coming from.

Remember, I approach these game concepts from my own viewpoint. Your view may not correspond, and the things I cite as virtues you may see as unnecessary, or even flaws. Use your own judgement.

Bowl full of Jelly Beans

Almost every game has special events and special items which make for fun and interesting play. In that regard, EQ2 is really no different. From Halloween masks to special Frostfell (holiday) goods and items, fun and interesting things are thrown in all the time. I am going to leave these things out of the discussion, because they are the icing on the cake, the exceptions. What I want to concentrate on are the core things, those items and functions available all the time.

First, let's talk characters. At its core, character design in any game devolves into choices regarding race and/or culture, class and gender. Beginning characters are generaly undistinguished statistically, to ease the learning curve before introducing more advanced character abilities. In this regard, EQ2 is not distinguished in any great way. With 24 classes and 16 races there are a large number of combinations, but there are several other games that allow such diversity. And not all races can be all classes, so it is mildly limiting. Dark Elves, for example, being an evil race cannot become Paladins at the start of the game.

Where character creation takes a sharp turn, however, is in the appearance of the character. I've mentioned it before, but the character creation tools for EQ2 are both remarkable and addictive. Sliders on twenty or so various aspects of character appearance allows players to sculpt an appearance they like (something similar to the system in The Sims 2). Various races have different bells and whistles to further customize the character, from odd glasses and monocles for Gnomes to (my personal favorite) a fishhook with a tiny skull on the end as an earring for Trolls. The best part? It's called "Pretty Fairy".

In terms of roleplaying, the ability to literally sculpt a character to your specifications is an invaluable tool. Your control over facial features, height and so on allow you to assemble the physical representation of the inner character, the personality.

Now, in my last article I indicated that the social element of the game is vital for the purposes of roleplaying. We have no other means of communication, and the transmission of personality, motive and nuance are all the very essence of playing a character. I'm happy to report that EQ2 provides a rich palette of tools to give the roleplayer a hand. Most games have a fair number of gestures (emotes) for various effects, and EQ2 is no exception. Since the release of the expansion Desert of Flames, however, not only do many of these emotes have a vocal element, but you can select the kind of voice (and actual response thereby) your character uses! My own character Burtimus not only looks like a balding old cuss, he sounds like one.

Other tools provided us includes what had been called "roleplaying armors" -- that is, various kinds of clothing available from tailors or City Merchants throughout the game. The ability to wear something other than ones' adventuring gear adds a dimension to the social element of the game, allowing players to assume "off-duty" roles.

When one watches a movie or television program, we find that the characters are often the result of or antagonists to their environment. The more interesting the backdrop (such as Middle Earth or Deep Space Nine), the more compelling and interesting the stories. In this regard, EverQuest II owes a great deal to its predecessor for the richness and depth of its history and cultures. Since the lore of the world is so accessible it is very easy to weave one's character into the fabric of the world and to make his or her actions relevant. Further, the vision, scope and beauty of the world offer one a series of breathtaking vistas and discoveries. There is nothing like the sight of Butcherblock at daybreak, for example.

Lastly, let's talk community. Beyond the usual website that hosts forums, the EQ2Players site is truly impressive. From this site you can access the characters in the game with an effective search engine, guild sites are hosted and linked here, and one can even browse the equipment currently carried by a given character. Statistics and biographies, the whole shebang is available online. It is a marvelous tool. Further, guilds in the game share a goal similar to that of characters, in that they have levels. Performing specific quests and tasks add Status to the character, ten percent of which is given to that character's guild. When the guild amasses the appropriate amount of Status, it levels up. Additional levels allow for the opening of new quests, raid zones, and other benefits (my favorite of which is the cost reduction of the very expensive mounts). This stimulates a level of cooperative play which is present in other games, but not to the same degree.

In all, it is my opinion that EverQuest II is the gold standard of games from the standpoint of a roleplayer. In future articles I will look at other games and how they compare. Thanks for reading!

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