Tag Archives: MMO Nostalgia

Progression Servers and Post-Cataclysm Norrath

We came up short as a group in Azeroth this past weekend.  Life will get in the way and the whole group has gotten older over the last eight years we have played.  But three of us, Potshot, Ula, and myself were online.  We got on Skype together as we went about doing some garrison things and quests and what not.  Blizzard has made “soloing in a group” work a bit better over the years, but sometimes it still feels like the optimum open world group size is one.

Potshot and Ula were off on a quest chain to unlock a garrison upgrade while I was running around Azeroth visiting elders for the Lunar Festival.  I was sparked into late action on that when I read that 40 tokens from elders will buy you a 60 to 90 heirloom armor upgrade as part of the whole new heirloom system that came in with patch 6.1.

Blizzard has found a way to get me to do holiday events again, gotta give them that.

Anyway, as we were off on our tasks, we started talking about the possibilities of the EverQuest progression server that may (or may not) be showing up at some future date.

Potshot and I are pretty much on board for it… same as it ever was.  We will be there for the dawn of whatever new server they put together.  We also sold Ula on the idea for the moment of going back in time to a world of simple graphics, bad linoleum textures, and limited skills and spells.

Bandit fight in West Karana

Bandit fight in West Karana

Depending on when (and if) Daybreak gets this going, a progression server excursion might make a nice break from Azeroth for a bit.  I would call it a hiatus, but I think we would need to play more to qualify for the term.

On conversation meandered about on the idea of EverQuest nostalgia and then I started to compare old EverQuest to EverQuest II, which in many ways seems to be almost the antithesis of EverQuest, at least when comparing the early versions of both.

Vinkund's hot bars

At what point in EQ did you need 3 full hotbars?

Of course that made its way around in my mind to what an EverQuest II progression server would be like.  How do you take what there is out there today, the game having just hit the 10 year mark back in November, and recreate the 2004 experience?

My earliest screen shot of EQ2 - Nov. 14, 2004

My earliest screen shot of EQ2 – Nov. 14, 2004

Even the EverQuest II team, during their recent “Don’t go, we’re still alive!” live stream the other day spoke of a desire to do something like a progression server for EverQuest II, if they could figure out how.

And therein lies the rub.

I must assume that the EverQuest II team is stuck with the same restrictions that the EverQuest team faces when doing progression servers, which means working with the current client and server and zones and just playing with some of the flags and settings in the background.

In this EverQuest has a clear advantage in that SOE hasn’t spent a ton of time going back and revamping old zones.  Yes, they redid Freeport and the Commonlands and the Desert of Ro, for which they will spend time in purgatory I am sure, but a lot of the old zones are still the same ugly ass stuff we thought was the bees knees back in 1999.  This is why I always roll on the Qeynos side of Norrath.

Qeynos... at night!

Qeynos… at night!

SOE added a lot of stuff to EverQuest, including a starting tutorial and some new starter zones, but they left a lot of the old stuff intact.  Camping bandits in West Karana in 2011 was very much like camping them in 1999.

We're hunting bandits

We’re hunting bandits

EverQuest was ever looking forward to the next expansion, the next round of content, then next increase in the level cap, the next pack of AA skills.  It isn’t like it launched perfectly.  There were many problems, some of which took years to fix.  But the team seemed to have their eyes constantly on the horizon as they chased a crazy two expansions a year dream, which ran unbroken for a five year stretch of time, from Legacy of Ykesha to Secrets of Faydwer.  Success allowed that.

Meanwhile, EverQuest II has spent a lot of its first decade trying to fix, change, or simply forget about what the game was like at launch.   There have been a lot of revamps of game mechanics, as there have been with EverQuest.

But the EverQuest II team has also spent a lot of time going back to the original content to change and update things.  Qeynos and Freeport have been changed and revamped and updated to the point that it is difficult to compare the 2004 versions with the what is there now.  There is no Isle of Refuge on which to start anymore… unless you want to run around your own version… and I am not even sure you can still get to the swamp where that first screen shot above was taken.

And zones that made a huge impact on me back in the day, like the Thundering Steppes or Nektulos Forest, have been changed so much over the years that they hardly feel like the same places.

Taunting centaurs

Remember when centaurs were all group encounters?

Given all of the changes that have rolled back over the original game over the years, I am not sure that much of 2004 can be really recreated given the limitations that the EverQuest II team will face.  They are not going to be allowed to roll a special client or a special version of the server software, which leaves us with what?

I suppose there would be some interest, some value, some fun to be had in simply rolling up a fresh EverQuest II server that required Station Access or SOE All Access or Daybreak to Dusk Access or whatever the all-in-one only subscription option will be called some day, starting with just the original zones, and then not allowing transfers or level 90 character boosts.  Maybe they could tinker with the experience table or toughen up the mobs a bit.  It could be a hardcore or challenge server maybe.  But I bet it would be tough to justify keeping the cash shop limited, especially if it turned out that the people who jumped on that server were subscribers already.  Siphoning your most dedicated players off to their own isolated server can’t be viewed as a win in accounting.

So where does that leave us?  Back with the status quo?

Of course, it is also reasonable to ask about how much nostalgia there is for the early days of EverQuest II.  In many ways 2004 in Norrath feels like a survivors tale of horrible ideas we’re all pretty much glad we no longer have to deal with.  Is any significant population of players really longing to go back to early days of the game?

There is an EverQuest II emulator project out there, but it doesn’t seem to generate anywhere close to the amount of interest that classic EverQuest or World of Warcraft or even Star Wars Galaxies server emulation does.

The cliche response is always that you can’t go home again, but in this case, do we even want to?

Progression Server Progress in EverQuest

Color me surprised.  I mentioned EverQuest and progression servers at the top of the week, then left that behind, expecting to hear no more about it for many months, thinking on the Galactic Student Council and the Crowfall Kickstarter campaign and the WoW 6.1 patch and other more current items.  Plenty of time for these things before EverQuest news shows up again.  There isn’t even a community team left to put our EverQuest news, is there?

And then I saw this tweet from Holly “Windstalking” Longdale, now executive producer of both EverQuest and EverQuest II, last night.

Wait, what?

Sure enough, the link to the EverQuest forums resolves to an actual post talking about proposed progression server models.  That is like moving at light speed for the organization formerly known as SOE.

The forum post explores four potential progression server models they might pursue, and I am going to copy the text for each wholesale here because you just KNOW that this company change is going to end up with another revamp of the forums and the inevitable loss of old posts.

The proposed models are:

1. Existing rules – A restart of what we have on Fippy Darkpaw

  • Server starts with only the original EverQuest zones active. Players start at level 1.
  • When players kill a set of predefined targets, a two-month countdown timer starts. There is a three-month timer before Kunark and Velious can unlock.
  • When the timer is complete, a two-week vote starts that will enable the next expansion. If the majority chooses ‘yes,’ the expansion unlocks at the end of the voting period. If the majority chooses ‘no,’ a new vote begins immediately.
  • This progression can continue until the server is no longer able to defeat raid targets or until it catches up with live servers.

2. Slower progression – Fippy taking it easy

  • Server starts with only the original EverQuest zones active. Players start at level 1.
  • When players kill a set of predefined targets, a three-plus month countdown timer starts.
  • When the timer is complete, a two-week vote starts. If the majority chooses ‘yes,’ the expansion unlocks at the end of the voting period. If the majority chooses ‘no,’ a new vote begins immediately.
  • This progression can continue until the server is no longer able to defeat raid targets or until it catches up with live servers.

3. Locked progression – Fippy that won’t progress to live, possible classic server

  • Server starts with only the original EverQuest zones active. Players start at level 1.
  • When players kill a set of predefined targets, a two-month countdown timer starts. There is a three-month timer before Kunark and Velious can unlock.
  • OPTION: When the timer is complete, a two-week vote starts that will enable the next expansion. If the majority chooses ‘yes,’ the expansion unlocks at the end of the voting period. If the majority chooses ‘no,’ a new vote begins immediately.
  • OPTION: Dev determines the unlocked progression based on the player completion rates.
  • At a specific point, determined by Dev, votes are no longer available and progression is complete.

4. Seasonal Challenge Server – Constantly refreshing Fippy

  • The server starts with only original EverQuest zones active, or with content enabled through a later expansion. Players start at level 1.
  • OPTION: When players kill a set of predefined targets, a vote begins within a week. Each vote lasts two weeks. If the majority chooses ‘yes,’ the expansion unlocks at the end of the voting period. If the majority chooses ‘no,’ a new vote begins immediately.
  • OPTION: Alternatively, Dev may choose to unlock content when progression targets are complete.
  • Players have a set period of time (one season) to complete as much content as they can. The player(s) who get the farthest will receive recognition and a prize (to be determined later).
  • Once the season is complete, the server is reset and the challenge begins anew!

Of those four, I would be happy enough to see any of the first three, as they contain what I consider the key element of fun/interest for me, which is everybody starting together at level one in the old content.  Honestly, once the game gets past Ruins of Kunark, my interest starts to fade, so slowing things down a bit or not holding out until the bitter end of the last expansion before syncing up with the live servers makes sense to me.

Not that the fourth option doesn’t sound interesting.  That might be the old school raider progression vehicle of choice, with a constant stream of raiding goals and prizes and what not.  I just wonder how that will play out given how raiders behave every single time there are contested open world raids.  Because once the GMs have to get involved and make a schedule (or start their own fight club) somebody else is controlling the flow.  Don’t try to tell me it will be different THIS time, because it won’t.

Not that I would even be able to get into the raiding bit.  And I must admit that a server that basically pwipes at intervals and starts everybody back at level 1 again has a certain appeal.  Some of my best times on TorilMUD were at pwipes.  That would essentially replay what I consider the best part of the whole thing over and over, like some demented shared Norrathian version of the movie Groundhog Day.

The problem is that I do get attached to my characters.  I like to see them progress.  And even when they don’t get very far, I like that they at least made SOME progress and got to KEEP that progress in anticipation of my return.  For me it starts to get into the “death or rebirth?” discussion, and having that happen at regular, and presumably short, might end up wearing me down.  Or it might let me jump on the ride when it starts up again.  I am not sure.

Anyway, as mentioned in the forum post, there is a poll up in EverQuest currently that allows you to vote on which of the formats you might prefer.  I actually got out the EverQuest client and pushed the button for one of the options.

Progression Server Polling...

Progression Server Polling…

The poll itself had some trouble recording my vote because… well… EverQuest polling is like that.  See the forum thread related to any Fippy Darkpaw expansion unlock vote, there is always a few people who are not able to vote because the client is just not feeling it at that moment.

Of course this might all be for naught, at least if the discussion in the general channel on the Vox server is any sort of barometer of player sentiment.  After I voted I watched a stream of vitriol about the whole progression server idea flow past in text form.  I would politely sum up the general sentiment I saw as, “Progression servers just steal players and developer resources from the real game and nobody wants to go play the 1999 version anyway because it was horrible.”

Meanwhile, all is not peaches and cream in the progression server sub forum either, where vocal members of the various factions that haunt that section are calling for any number of impractical or unlikely suggestions that have piled up over the years.

We shall see how this plays out.  This could mean that DGC might roll out some new form of progression server in time to take up the slack of the summer hiatus.  Or the whole thing might just fall down a well, never to be heard from again.

What kind of progression server would you like to see?  Or is that even your thing?

Also, if you want to see the progression of the Fippy Darkpaw server up through July of last year, when the vote to unlock the Underfoot expansion failed, you can find it all summed up here.

Addendum: Keen, who is also interested in the whole EverQuest progression server thing, has his own post up on the same topic.

The Night the Lights Went Out in Norrath

A memory of the Great December Downtime in EverQuest II

It was just about ten years ago.

EverQuest II had be live for a little over a month.  There were troubles.  After having a couple weeks to itself in the market, World of Warcraft launched and the harsh comparisons began.  It wasn’t that EQII didn’t have some better features than WoW… for example, I have always felt that EQII’s version of in-game maps was superior… but in a market that, up until that moment, had been dominated by EverQuest, it was something of a fight to see which of the two would become EQ’s true successor.  After all, EQ was more than five years old at that point, and who plays a five year old game?  It was practically on death’s door, waiting to hand off to a new generation.

And in that fight, EverQuest II was not faring well.  Some people I knew who came from EverQuest had either gone back or moved on to WoW at that point.  EQII was down, but not out.  The game was still growing, this still being the age of the slow ramp rather than the sudden spike.

SOE was trying to fix things that were becoming a hindrance to players.  We were destined to get floating quest markers over NPCs and changes to the woefully inadequate quest log and the first of many revamps to the crafting system.  SOE knew they had to adapt.  They could see WoW.

In our guild, a mash-up of players from the EverQuest guild Knights of Force, the TorilMUD guild Shades of Twilight, and a few fellow travelers from the Old Gaming Veterans clan, things were holding on.  A few players had dropped out of the game, though they were mostly the non-MMO players from OGV who went back to playing Desert Combat.  But for the most part we were holding in there, grouping up to run through zones or crafting away.

On voice coms we mocked those who ran off to Blizzard’s cartoon MMO, though there was a feeling that maybe EQII wasn’t the true successor to EQ.  The early buzz around Brad McQuaid and Vanguard had started.  That was going to be the real deal.  But for now, EQII was the best we had, so we put up with locked encounters and experience debt and system requirements that burnt out more than a couple nVidia 6800 GT cards in our guild. (I was running with a 6600 GT card, which meant I had to keep the graphic settings modest, but I also didn’t need to replace the damn thing… or my power supply… over and over like some.  There is probably a post in “video cards I have run” some day.)

We were coming up to a good stretch of game play.  The holiday’s were coming.  Like many people in our guild, I had a stretch of time off and was looking forward to some good, solid chunks of game play time.

Then, as we were headed to that first weekend, SOE applied some updates and restarted the servers.

And they did not come back up.

Here is where the details get a bit vague.  I recall the game, or at least our server, being down pretty much Friday night through Sunday, a huge patch of premium gaming time washed away.

But concrete details are not easy to come by.

The SOE forum posts, all the status updates and such, have long since been washed away by changes to the forum software.  The conspiracy nut in me suspects that they change the forums every few years just to dump bad memories and excess baggage.

I mentioned that Massive Magazine did an article about the incident in their first issue.  That was just about two years after the event, when memories of the whole thing were sharper.  I think I still have a copy stuffed away in a box.  But we packed up and moved houses since then, so if it is in a box somewhere, it appears well hidden.

Digging around the web, I found some references to what happened.  Terra Nova mentions the event, but links the SOE forum thread, long since gone, and a site called MMORPGDOT, also a distant memory. (And looking at the internet archive only shows them making a very brief mention of the event.)

Likewise, there is a mention of the even happening at Slashdot, written by Michael Zenke, which links to a few sources, including the SOE forums, all of which are long gone save the Terra Nova post mentioned above.

Other news sites that cover MMO don’t go back that far (Massively) or went through changes or otherwise appear to have purged their archives beyond a certain point.

This is one of those points when I wish I had started blogging sooner.  Two years earlier and I would have written something about this, as I wrote about the great Sony hacking of 2011 which brought down both the PlayStation Network and SOE. (Not to be confused with the great Sony hacking of 2014.)

PSNDownSo I started nosing around at various blogs just to see what people were writing about when the downtime occurred.  A lot of the self-hosted blogs from that era have disappeared, or have had database problems, but a few still linger. (My Great Survey of Linking Blogs post helped out.  I will have to do another of those at some point.)

However, it did not seem to garner much attention.  The event coincided with Raph Koster’s book, A Theory of Fun, hitting the shelves.  There was a discussion of niche games in the MMO market, which still seems relevant today, and something about what WoW would mean to Dark Age of Camelot. (Or something of a contrary view.)

The only real mention I could find amongst the few blogs remaining from the time was by Tobold, for whom the server down time meant moving to WoW ahead of his initial plan. (Poking around also got me to this then-so-current WoW vs. EQ2 post at GameSpy.)

So here I sit, vague memories swirling, wondering how big of a deal the whole thing really was at the time.  Certainly evidence of the event has faded from the internet and worse things have happened.  Didn’t Arche Age just have a similar incident.

I think our own guild was emotionally entrenched in EQII at the time, so we just carried on once things were up again.

Do you remember the Great December Downtime of ten years ago?

Can you find anything else about it on the net?  If you find something I’ll add a link to the end of the post.

The Isle of Refuge – What Do You Do With Your Own Zone?

The EverQuest II 10 year anniversary just passed, and I posted about hitting the 10 year mark myself with the game last week.

This past weekend, while taking a break from Warlords of Draenor so as not to burn myself out on it right away (a hazard as I spent the two weeks running up to the expansion binging on the game), I decided to log into EverQuest II in order to see if I was eligible for the 11 year veterans reward.

Yes, I can do simple math.  How can I get the 11 year award just days after the 10 year anniversary?

SOE, as part of the enticement to get people to buy expansions, threw in a 90 day boost to your veteran’s status with the first four expansion.  Having purchased The Desert of Flames, Kingdom of Sky, Echoes of Faydwer, and Rise of Kunark (and The Shadow Odyssey, which was the last EQII expansion I purchased, in part because I haven’t even made it into Rise of Kunark yet), I had, like many long time players of the game, an extra year on my record.  And so SOE has to be a year ahead of the game when it comes to these things.

There was also a point in time when SOE was only counting the time you were actually subscribed to the game.  I think that went in at some point after Rise of Kunark.  Up to that point the calculation was based on when you created your EQII account (or the launch date, if you were in the beta).  So, despite taking time off, I was always eligible for the latest award.  Then they got picky, people were complaining in the forums that it was not “fair” for non-subscribed time to count (I seem to recall Scott Hartsman backing that idea, but I could be wrong), and I wasn’t playing very much, so I fell behind.

With the advent of EverQuest II Extended and free to play, SOE eventually changed their minds, no doubt wanting to avoid complications, and set veteran rewards simply based on your account start date again, and suddenly I was overloaded with such items to claim.

The rewards vary in quality.  They started out as anniversary loyalty markers… you usually got a title, a house item, and a couple experience potions… then somebody at SOE thought that such awards might help with player retention and we ended up with a batch of rewards for the first two years.  There is a one day award.  Yay, you didn’t uninstall and walk away after a day with the game, have a 12 slot bag rather optimistically called “The Bag of Endless Adventure!”  I think of it more as the bag of about 15 minutes of resource harvesting, but you go with your experiences.  You can see the semi-complete reward list at the wiki.

Anyway, enough of that back story, though this post is going to be pretty much all back story and nostalgia.

I logged in with Sigwerd, a berserker and the last character I played as a “main” or sorts, and I didn’t even have to type in the /claim command to check.  There in the system messages in chat was a reminder that I was eligible for the 11 year reward.  So I typed in /claim and brought up the list.

The 11 Year Reward

The 11 Year Reward

The 11 year reward is a prestige home in the form of the Isle of Refuge.

More after the cut.  Warning, back story and nostalgia ahead.  Also, screen shots.

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A Decade in Post-Cataclysm Norrath

We are in the midst of a few different EverQuest II moments, and I am going to mash them together into one post as they are all mildly related.

The first is that today EverQuest II is launching a new expansion, the Altar of Malice.

A surprisingly well clad dark elf female

A surprisingly well clad dark elf female

The expansion is only launching for All Access subscribers.  You can literally buy the expansion but be unable to play it until November 25th while subscribers can play today.  This seems at best a transparent “subscribe dammit!” move and at worst just dumb, another round of SOE being SOE.  But what are you going to do?  I suspect that there is considerable overlap between people invested enough in the game to buy the expansion and subscribers, so this will probably just annoy a few corner cases.

The expansion is either the 10th or the 14th… or maybe the 11th… EverQuest II expansion.  At this point I am not sure how to count the three adventure packs… Bloodline Chronicles felt tiny, the Splitpaw Saga was huge, while Fallen Dynasty was just strange… and then there was the expansion (but not really an expansion) that was the so-called Age of Discovery.

Anyway, over the years SOE has kept EQII alive and expanding, and the Altar of Malice expansion builds on all of that with its feature list (and patch notes), including a boost in the level cap to 100.  It is landing at that number as a level cap just two days before World of Warcraft hits the same number.  Say what you will about SOE and its game, but they have kept it evolving over the years.  Not always in directions in which I have approved, but not everything has to be about me.

So congrats to SOE and the EverQuest II team for keeping it going for however many expansions we’re talking about.

Ignore those smug bastards on the EverQuest team (who also pushed an expansion today) when they start in on however many expansions they have shipped.

The second is the 10 year anniversary of the launch of EverQuest II.  That was either November 4th or November 9th, depending on which source I look at.  Did SOE do a head start or something?  Anyway, it has been a decade at this point.

A decade in and launching a new expansion!  That is getting along in gaming years.  There have been a lot of games that have come and gone while things have been cranking along in Norrath, both new and old.

The third item, which rambles on, is after the cut.

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When is it Nostalgia Anyway?

Nostalgia is part of the basic premise of this blog.  A look at older games is called out in my introduction post for the blog, and the very next day I was on about what I called the EverQuest Nostalgia Tour, a semi-regular event for me in the last seven years.

Cube Ahoy!

Nostalgia in cube form

I have spent time on the way things were.  In addition to EverQuest, TorilMUD has gotten its share of posts. (I recommend the Leuthilspar Tales for real nostalgia.)  I have delved back into various Kesmai games from the GEnie days, such as Air Warrior, Stellar Warrior, and Stellar Emperor.  I stopped to recall things like the first game I played, the invasion from space, the amazing Spaceship Warlock, the influential Total Annihilation, the old shooter Delta Force, and even a game played with real cars.

I have attempted to define the essence of what it means to be a Wizardry game, at least from the perspective of 1983.  And I have gone back to my first gaming console and my first computer, as well as trying to chart out my own gaming timeline.

Nostalgia is definitely on the menu here at Cafe Wilhelm.

So I am sure it was no big surprise to long time readers that, as the turning of the season approached and school started back up, I headed out on my regular autumnal nostalgia run.  This year EverQuest was set aside (for now) because my daughter wanted to go back and play World of Warcraft.  Azeroth was declared the nostalgia destination this year.

And then Bhagpuss asked a question in a comment which made me start to consider when something was really nostalgia and when it was not.

Going back to EverQuest, for me, is clearly nostalgia.  I stopped playing the game in any serious way about a decade back and have only returned now and again to help revive my memories of that time.  My intention for those efforts is always to review and remind.  I do not think I have ever seriously entertained the idea that EverQuest would become my main gaming focus again.

I feel about the same way about EverQuest II.  I have many fond memories from playing the game in 2004 and 2005.  But the game has grown beyond that and has become something I tend to like less and less each time I visit.  I do not think it will ever be my main game ever again.  It has been relegated to the nostalgia pile.

But for MMO tagged games that I started playing after that, things get a bit sticky.

I do not think that Lord of the Rings Online is on the nostalgia pile as yet.  I have a fondness for it, and enjoy going back and playing through the Lone Lands and Evendim to a degree that seems a bit odd even to me.  But I also played the game seriously all summer and went on to see new things as I made my way through Moria.  I am still making progress in the game, not just revisiting old haunts to rekindle memories.  Playing LOTRO is not yet about nostalgia to my mind.

EVE Online, which I started playing about seven years back, is still a main focus game.  I am nostalgic for some of my naivete I suppose, but listening to Below the Asteroids in a dark room makes me feel like it is 2006 all over again.  I see trails and old graphic models in my mind’s eye.

And green nebulae

I get a tinge of nostalgia every so often for Warhammer Online.  There were some good bits there.  Fun was had, for a time.  I sometimes want to go back and just look at the landscapes.  But that tinge is never enough to overcome the memory of not wanting to log in after about the 10th week or the idea of giving EA money.  My embargo on EA is not absolute.  I still play some Need for Speed World once in a while.  But the company and its reputation adds an additional barrier between me and their games.  And Origin might as well be the Berlin Wall.  Anything that requires that is off the table.

Pirates of the Burning Sea whispers in my ear every so often.  I liked the ship battles.  But it seems like too much effort for just that.  The rest of the game was uninspiring.

Rift is still too new for me to be nostalgic.  Neverwinter is barely a thing for me yet.  Vanguard was never a thing for me.  World of Tanks is there whenever I want it.  Star Trek Online lost me, though I was in denial for a long time on that one.  Runes of Magic became all that I hated about F2P games at the time… greedy, spammy, ugly, and unpolished… and don’t get me started on their patcher.  I have no desire to return.  Star Wars Galaxies, which I could experience through emulation, was just me on the outside looking in.  I never bought the box.

Which brings us around to WoW.

I am certainly nostalgic for Azeroth.  Or the 2006-ish version of Azeroth, as my time on the Emerald Dream server indicated.  I wish against all possible hope that Blizzard will give us that sort of thing some day.  (Or at least that I hadn’t forgotten my Emerald Dream password.)

But does that mean returning to World of Warcraft is necessarily an act of nostalgia?

Certainly memories of past times in the game fed the desire to return.  And the plan to roll on a fresh server and start from scratch to experience it all is straight from the MMO nostalgia playbook.

On the flip side though, the plan is not to relive the old but to experience the new.  We have chosen a different path.  We are rolling pandas, going horde, trying pet battles, and generally throwing ourselves into much that is new… or at least as new as post-Cataclysm Azeroth.  And if the regular Saturday night instance group was up for it, I think WoW would become my main non-EVE MMO for the foreseeable future.

So I do not think that playing WoW is not about nostalgia for me.  That is in part because Blizzard foolishly (in my opinion) put a bullet in the head of nostalgia with the Cataclysm expansion.  But mostly because WoW is still a current game for me.  I am there to play, not just there to visit.

Or such is my belief at this time.

How about you?  What is MMO nostalgia for you?

Where is the border between nostalgia runs and just playing the damn game?

Or do you buy into the nostalgia concept at all?

RuneScape Embraces Nostalgia

RuneScape, a popular (200 million accounts created is their claim to fame metric) browser-based fantasy MMORPG, has decided to farm the nostalgia sector by opening up servers aimed at those who want to relive RuneScape’s past.

Officially called “Old School RuneScape,” the setting will be August 2007 version of RuneScape.

RuneScape

Jagex, the game’s developer, has taken an interesting approach to bringing these servers to the community.  They have a poll up to gauge how much interest there is in the servers, with more interest by the player base yielding more focus by the studio itself.

The poll approaches 250K

The poll approaches 250K

Omali has some condensed details over at MMO Fallout about what happens at given result levels. (There is an update to go along with the final results.)  There is also an official FAQ up about the servers.

Interesting to me is that by default… with the likely poll results… is that people interested in playing the classic version of this free-to-play game will have to pay for a subscription.  That seems right to me.  I don’t think people looking to relive a “classic” experience do so because it might be cheaper.

Certainly I did not run off an play on the Emerald Dream server in order to dodge the WoW subscription price, and I doubt Keen or SynCaine were so influenced with the Ultima Online Forever.

And that is how SOE has handled things with the Fippy Darkpaw server in the post free to play EverQuest world, making it available only to subscribers.

So RuneScape joins the rather short list of MMOs offering official “old school” versions of their game.  I only know of two others.  There is SOE with its EverQuest progression servers and Mythic with its past classic Dark Age of Camelot server (and its never to see the light of day Origin server).

And while there will always be arguments about what point in time is the “best” and whether such a server should be stuck in time or move forward, I think this sort of exercise is a good way to reach out and revive interest in your game with a big chunk of your current and former player base.

Of course, this sort of things probably works with some games better than others.  World of Warcraft is an obvious target.  Few expansions and slow improvement over time gives it a series of identifiable eras.  EVE Online, on the other hand… their whole single server approach pretty much precludes such a nostalgia path… plus who wants to go back to the days before “jump to zero?”

What MMOs would you like to see embrace nostalgia?  Or does that even have any appeal for you?