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Someone brought up on this on another thread for EQ, as to what was memorable:
1) Orc 1 in east commons and gettin a grp...
2) Tsanne and how how much he terrorized
3) the griffin and just dont go there lol
4) medding at the docks in Oasis and gettin terrorized by a sand giant trained to docks
5) Toll Booth in WC
6) Kizdean Kix in WC or somrthing like that
7) Ulrich Mcmanuss in EK and his little family who were well up for it lol
Would a player of both find the former more memorable than WoW experiences? I mean there is elements of it's design such as finding a high level mob in a low level area bizarre to a gameplay-centric mmorpg like WoW but is there more to this?
I mean people say Everquest was a world. I look at WoW and also see this as a key part of it's appeal but is what differentiated Everquest possibly that it was more of a hardcore sim to that? Ie. mobs spawning at times relevant to the gameplay day, or the opting of no instances early in it's game design. That high level mob in the low-end zone is relevant too to this theme of thought. The more appropiateness of that stemming from any terrain in real life with diffent animals, would maybe be of more different magnitutes- rather than a consistent one.
But what else made this list 'memorable'...specific camp spots?- that was more particular to EQ since WoW opted away from sit-grinding. (This would mean various places being more remembered, than for example WoW) Another thing on the list a sand giant being trained to the docks. Why was this memorable? Was this much more exciting due to everyone being familiar with it? Or that bunches of people were experiencing the 'trauma' at the same time (making it a mmo social experience)
The kind of question I'm ultimately asking is whether the design elements of Everquest had an appeal seperate from WoW, that could very much be repeated in another mmorpg. The list is maybe more or less asking what made EQ more special to EQ players than say WoW? But also objectively asking do first time WoW players experience the same experience, or was EQ a design that fostered the memorable experiences that only EQ players experienced?