Your Next: The Dark Night Returns

Can SOE recapture the magic and mystery of the unknown?

One small point of contention (such a short honeymoon period) was that the nights in EverQuest Next will not be as dark as they could be, the designers want players to be able to play comfortably at any time, though it has been said that light sources will be important. While this disappointment is understandable there are myriad ways to create a feeling of danger at night, so many techniques to inject actual danger and a sense of menace; and just because EverQuest did it one way does not mean it's the only way, and it certainly doesn't mean it's the best way to go about it. Having enemies directly affected by our light sources worked well in Metro: Last Light, and just because we can see the landscape at night doesn't mean our enemies can't still use the night to create an ambush. So we will be able to see what's in front of us, but that doesn't remove uncertainty, danger or the need for light sources; which seems to be a fair compromise as play sessions for MMOs shorten and players are less willing to endure enforced downtime.

Introducing danger is easy, creating uncertainty is hard. It's the uncertainty that makes the experience compelling as our own minds populate the dark with dangers.

How can SOE create uncertainty in today's gaming landscape? As online gamers become more savvy and are equipped with increasingly sophisticated tools to help them understand and navigate their world of choice, how can a developer hope to craft a sense of mystery?

Luckily for SOE, the answer to this question seems to be hard wired in their game design. The world will change around you, your AI controlled enemies will adopt different strategies to counter yours and we will never be certain of the outcome of any action. It's this possibility space that makes EverQuest Next such a fascinating prospect, the construction of a world that, though it has internally consistent rules, has enough 'random' elements that interesting things can happen within it.

This possibility space is vital to a sandbox game, if the world is not dynamic and if there is nothing in conflict with the will of the player, why are we even there to begin with? Eve Online is built around players working at cross purposes, and Minecraft (in survival mode) uses darkness to spawn creatures hell bent on ruining your day.

I believe that's why players are so quick to jump on the idea of the night having meaning, they want the world to change and for that change to have meaning. For this to work there has to be something trying to affect change in a different direction and luckily for us, that's how EverQuest Next is being built.

Dave Georgeson loves telling people about how different groups and factions in EverQuest Next will push and pull each other around the world as their respective wants and needs are met or denied. Players will have a direct influence on this process, and in the game-changing Rallying Calls events will be put in motion that can change the world forever. How this change comes about is still down to players, and they can never be certain of what effects their decisions will have in the long run, even server to server.

This is the real crux of the issue, players are tired of static worlds and by-the-numbers encounters, and the fine folks at SOE seem to be on the same page. Isn't that nice?

LockSixTime

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Time zones
# Dec 08 2013 at 7:09 PM Rating: Good
37 posts
It really depends on how it works, but people live in different time zones and play at different times, they need to be careful so that people aren't always playing at day or night based on their time zone/play time. If they make the cycle too short it doesn't seem particularly meaningful but inversely if they make it too long it can be punitive to people who can only play during that time and have trouble getting things done. I think this is the fundamental problem that leads to nighttime not inhibiting people's ability to play the game. If they can solve this and they myriad other problems that come along with a dark and dangerous night, then I'm all for it. Also with most games at max being instanced dungeons, it seems like the night cycle no longer would feel all that meaningful.
It doesn't have to be fancy to be good
# Dec 07 2013 at 8:46 PM Rating: Good
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4,580 posts
Castlevania...? "Simon's Quest" handled night perfectly:

Night fell and the world got darker and scarier. The townspeople fled and all sorts of nasty things came out to eat you. The sun vanquished the night and the terrors it holds. If you couldn't defeat the night (by slaying) you could at least try to survive it.

In EQ, The original Kithicor Forest night/day cycle (now we have perma undead all the time it seems) was similar.

I'd love to see DARK dungeons. I'd also like to see dungeons with reflective walls and built in light sources depending on theme. A Crystal caverns or Velk's lab that was responsive to the intensity and colour of your light source?

In the same way a dark world would be great. All the random huts and campfires would be so much more. The lights of Cabilis... So much of EQ one Kunark was meant to be dark and misty.

But don't bother if a level 5 item is going to make all the range in racial sight & spells/buffs useless. The newb torch should be a flickering barely lighting stuff up thing.
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