And not long after that I was waking up at 2am to mine or grind some skill before I had to go to football practice at 5:30am.
I wonder what kind of permanent damage that did.
Not my favorite game of all time, but certainly the one with the biggest impact!
Edit to add: also, huge props to that community for both humbling me and teaching me more than I could've imagined. Went from a dumbass 13 year old saying "ROT13? Isn't that some unbreakable encryption?" In the ShowEQ IRC channel because she couldn't imagine saying she didn't know something, to a competent reverse-engineer. I cannot imagine how insufferable I was haha.
While a great photo, to me it looks like the kids are just doing some kind of school / field trip assignment.
It makes me laugh because we all just used to stare glumly at our newspapers! It's not like we were discussing philosophy or something...
Kind of refreshing compared to all those literally overblown body parts in modern day game graphics.
But not like this.
I was sitting with a friend of mine at a computer café. This was more prevalent at the time, since a capable computer with all the modern games on it was still somewhat pricey.
So my friend starts taking to our side guy, who is playing EQ. Nice fellow.
"Hey guys, I gotta stop playing. Been here 24h straight. If I don't go to work they'll fire me."
My friend and I leave for the night.
My friend comes back to the café one night later. Our buddy is there, in the same seat.
"Shit dude, they fired me. I haven't been able to get up and go to work. This game, man."
"Sorry to hear it, what was your work?"
"I'm an attendant at a computer café."
"WTF, which one? Why didn't you just sit there and play?"
"The one across the street. Because I couldn't stop."
As an aside, and really I am sorry for this tangent, and I have no issue believing any of this, but this comment somehow feels LLM (ChatGPT) generated to me and I can’t put my finger on it, as I like to default to being wrong about such things.
I know it’s an aside but it has become such a big issue on many forums now.
Sorry for the tangent!
I myself really enjoyed a game (Tibia, very popular here in Brazil) during my childhood, and, living in a large metropolis (and at the time quite violent too) and with limited opportunities for play, it was a saving grace in some ways. It really served as a playground analogue to the real world, where I could talk to people from other cultures all over the world, practice a foreign language (english), practice commerce, planning, and lots of really nice things I think it's fair to say. I think excesses of gaming were already in common consciousness at the time, and the occasional warning from my parents (in no way prohibitive) was a great reminder -- me and my older brother did check whether we were getting something good out of the experience. Specially as the dial-up internet cost was very large! (later replaced by broadband to the relief of my father). I'm also glad it didn't overwhelm my childhood.
That game has since added soft limits (already in 2006 according to the wiki), which I think are better than nothing, but probably there should be some hard limits as well (even if you're really conservative about limits... surely at least something like 8 hours a day could be universally agreed upon).
There are valid objections to those kinds of limits because there are all sorts of exceptions: bedridden people that need an activity, people that just use the game as a chatroom (quite common) to keep in touch with friends, etc.. I think those people can find other activities and other media to fill their time and chat.
It's also probably unlikely that those limits are going to be voluntarily enforced by all companies. I think regulation in this area is important -- in a way, those limits are actually good for the medium: they allow a minimally healthy baseline to exist and the market not be dominated by the worst, most damaging grindfests. But also probably just regulation has limits, and it's important for individual/collective conscience, education and cultural awareness to exist, so people pay attention that each activity is adding, to their lives, being meaningful (this includes social media usage, all sorts of games, etc. -- but could apply to doing anything too much like watching TV or talking to friends even). Boredom is the instinctive response that encourages taking other activities, but unfortunately adversarial design and dark patterns (and even just too captivating activities) have found ways to override this response simply to generate profit.
Moreover, as a game designer, we should be really be thinking about bringing worthwhile experiences into this world, things that teach (in all sorts of ways), move, challenge, captivate, inspire and connect us. Here's a heuristic I like: take your favorite memories and feelings and try to replicate, extend and generalize them in various ways for others.
As much as I loved EverQuest, it has informed my view that the world is full of addictive substances. And most people probably need a disinterested third party who loves them and helps them manage the addiction. Until they build their own defenses.
I would have been angry at the unfairness, but it was such a unique quirk to see in a game, and I've never seen it replicated anywhere.
The things we do…
Nowadays it probably takes 20 hours if you really grind. Repairing rep on the pirates was soul-destroying but so was getting all those lockboxes for Ravenholdt rep.
[1]: https://www.wowhead.com/achievement=2336/insane-in-the-membr...
I remember killing endless crocodiles in STV so I could turn in their heavy leather I think during the event where the realm works together to open the AQ gate.
I'll see a 13yo gardener here in Mexico and wish he could be doing that instead of working. :(
26 years later, the nostalgia hits me every so often and I spin up Project Quarm or Project 1999 where it still plays the same, and it’s fun for awhile but I’m not enjoying it as much as I enjoyed the memories.
I enjoy the luxuries afforded by modern games, with three kids and a busy job, I wonder how anyone found the time to play as long as EverQuest required.
The Luclin bazaar from EQ is still one of the coolest/most unique game features I have ever seen. Park your character to open up a shop with selected items from your inventory. Browse everybody's wares by walking around and clicking them to see their shops!
https://www.keithparkinson.com/wp-content/uploads/2015/07/EQ...
This seems to be entirely hand drawn (acrylic painting?) with a lot of skill.
A Google Image search for "Keith Parkinson" shows more of his great paintings. Unfortunately he died in 2005.
My friends had a company. Then they got into EverQuest. I don't know what percent of "work time" they spent playing. Maybe zero. But, they would stay at the office after work to play. I visited one day and saw playtime in the corner of the screen of one friend at ~36 days. My first thought was "what could they have done with over 5 months of "work time". If you work 40 hours a week then 36 days of game time = 846hrs = 21.6 weeks = ~5 months or work. Note: I use tons of time in my own life in ways that others would not (like spending time on HN) so again, not judging, just obsverving, though I often wish I did more productive things that would / would have lead to more future freedom.
In any case, one of those friends encouraged me to give it a try saying it reminded them of when we used to play D&D in high-school. That friend had also spent time becoming a fletcher (maker of arrows). If I understand correctly, the ability to make bows and arrows from materials was a skill. You gathered the materials, then picked "make" and you had a random and relatively low chance of succeeding. If you did succeed though, your "skill" at making bows and arrows increased. Once you passed some threshold you could always succeed. This made you a "fletcher" and people who needed bows and arrows would seek you out to buy them from you. I thought it was amazing that my friend effectively had a 2nd job. I'm guessing that's common a game mechanic in games since then?
Another of those friends also played at home on top of at the office even though they had a spouse and 3 kids under 10. After a while, their spouse demanded they stop. They visibly deleted their character but then made a new one back at work and of course all the "overtime" for the last several months had actually been "game time". 3 months later the spouse found out and said "quit or I'm leaving". My friend quit.
When World of Warcraft came out and blew past EverQuest in its reach that friend told me if I wanted to check it out be sure not to make any friends or join any guilds. They said it's the social obligation that's the addiction. Like joining a sports team, if you're not there your group can't achieve their goals so you feel obligated to participate and that's the addiction. I've never tried WoW either, having seen people spend so much time in it.
Also another random thing, another aquaintaince moved to Thailand and setup an EverQuest farm for a year or two which at the time was a new thing, making a living selling stuff in game. In which games is that common now?
There was a rivalry between EQ and UO and no one I knew including myself had the time to play both.
mike1o1•5h ago
Going from Qeynos to Freeport, or crossing the ocean on a boat felt absolutely epic and dangerous. It was wonderful, but not something I would want to play today now that I have real life obligations.
ModernMech•5h ago
Last weekend I played a beta game called "Monsters and Memories" that's trying to be an EQ clone, and it's very faithful in that it's carried forward all the terrible parts of EQ.
Just the amount of sitting around waiting that you have to do in EQ that I had forgotten about is incredible. Managing your water and food levels, having to go find your corpse when you die and it taking 5 hours just to get there, pitch black nights so you're forced to walk around with a lantern, camping a spawn with 100 other people trying to get the same items as you to complete the same inane quests, broken quests that you can't even complete to progress the game forward...
And yeah, one weekend was enough. I got real shit to do, I have time for nonsense, but not THAT kind of time.
daeken•5h ago
Tokumei-no-hito•4h ago
wow that's a memory i had lost for many years. thanks
michaelmrose•5h ago
Painful death makes you try hard to avoid it ensuring real stakes.
nkrisc•3h ago
thegrim33•4h ago
In my mind back then, I was in awe of people that even had the knowledge of how to get across certain zones safely. You know it took effort/skill for them to gain that knowledge. You couldn't just look it up.
I've been thinking how you could possibly replicate a similar thing nowadays, but unless the world constantly randomly changes over time, rendering any created guides/maps/etc moot, I think that window has closed.
dmbche•3h ago
hombre_fatal•3h ago
The game meta/knowledge spreads through realtime video and incidental entertainment instead of through slow message boards only frequented by power users who would do something as lame as spend time on a 2005 message board.
It's amazing how deeply knowledgable everyone is about every game because of it.
I guess it's not good or bad. It's nice that gaming is mainstream instead of being a stereotypical loser activity it was when I was in high school.
normie3000•3h ago
How about a simple NDA to prevent players sharing this kind of info?
hnlmorg•2h ago
bombcar•1h ago
MBlinow•2h ago
Admittedly, it does take a degree of willpower and sometimes I will still do some online research when a game gets particularly frustrating. The biggest obstacle to my approach of avoiding online information is that some games feel like they're designed with that in mind and don't provide enough information in the games for an isolated player to really figure everything out.
rhines•1h ago
beloch•2h ago
e.g. I created an Erudite wizard (who could not see in the dark) and insisted on leveling up in Toxxulia forest, the default "newbie" zone for Erudites. It was dark there, even during the day, and pitch black at night. I kept my monitor at the calibrated brightness level because I didn't want to "cheat". Monsters of an appropriate level were spread out and often hard to find. A troll NPC roamed the forest and randomly killed players. I spent many hours getting lost (and killed) there before leaving the island, only to discover the comparatively easy newbie zone that stood outside Qeynos, a short, safe, free, ship voyage away.
The game was full of stuff like this. If you wanted to do something, there was usually a very bad way to go about it and other ways that were much better. Finding those gave you a sense of accomplishment that was far sweeter than mere levels.
Modern games tend to be more balanced so you can be assured that, however you're doing something, there probably isn't another way to do it that is vastly easier unless you're doing something really weird. This "wastes" less of your time, but somehow feels less realistic. In real life, different strategies for doing things are seldom equal.
h2zizzle•2h ago
Probably an uncommon experience, but I felt something similar playing Final Fantasy XV. The semi-realistic scale and emptiness of the world map that people complained about actually contributed to the consistent feeling of being out in the wilderness, stumbling on dungeons and whanot. Most open-world games feel like theme parks, Eos felt like a national park. I'm told RDR2 and Death Stranding carry similar vibes.
I'd like devs to get a bit more bold about real-world scaling environments. Let a long-ass walk between towns be a long-ass walk between towns. And no mini-maps.
jghn•4h ago
I still lament how UO played out. It quickly became apparent that most players binned into one of two categories, and neither category really fit in with the original UO vision. And of course, one of those two categories drove away the customers in the second category. The rest is history.
CSMastermind•2h ago
blueblimp•4h ago
I wonder if there's a game that focuses on that sort of travel experience.
aspenmayer•4h ago
smogcutter•3h ago
reactordev•3h ago
I had no idea what I was doing but I was hooked on figuring out.
kwk1•2h ago
8f2ab37a-ed6c•3h ago
I agree with everybody else commenting here, it was a truly unique experience that I would love to be able to re-live, but our expectations as players have moved on a long while back, you can no longer capture that magic because it's now all rote and routine. In 1999 it was the first time many of us had ever experienced anything like it, it flooded the senses and it felt like a world full of interesting people and epic adventures. It was the frontier at the time.
mixxit•2h ago
i met so many people who helped me get into some really scary places (lguk at 16 is terrifying) as i wondered in all sorts of climates and places, what a fantastic place!
looking back the world felt so different and huge and alive with life
i will never get that experience again