I admit, I played Everquest II a bit more - but not on this account.
Everquest II from just a few more hours playing at high level is the same feeling you get when playing a pre-made World of Warcraft L90 character.
It's a feeling that those same spells you got by the time your were L10 or L20 were going to persist all the way to L90 and just let you know one more agonising time that they were still there, only -
with much bigger numbers and at least 6 or 8 passive effects going off whenever you touched any of the icon buttons that set off another icon button to an effect that it was passively telling you it was doing something very slightly different.
And you appear to be wearing a Fashion Show remit with OLED.
Then you reach "Moors of Ykesha" in Everquest II - and that about wraps it up. The End. I am done here. "Farewell", sort of thing.
Moors of Ykesha. It's like fairy dust was intended but it accidentally got mixed with a compound that induces vomiting and acute diarrhea the longer you use it.
Moors of Ykesha spells the end of Everquest II, because Everquest II in the beginning is really good and then by the time you get to L50, the steep spiral curve downward into "I don't think you get what it is that we want", by possibly several million gamers who aren't playing it anymore since getting there, has permanently damaged changing their minds about it.
It damages their minds so badly they start talking about their Wife or Husband out of context.
Moors of Ykesha going from Antonica to say, Enchanted Lands, is like the very worst thing I could ask a Lunatic to do with a Cat in a Cage and a gallon of petrol.
Everquest II does it better than anything World of Warcraft does to a greater or lesser degree depending how you feel about it all.
But in Everquest II something drastically bad happens. It goes from "This looks like a model of the real world" to "this looks like someone had a beef with the player base and liked Quake 1's visual appeal".
When it comes down to it, Pandaria fits into World of Warcraft like the Titanic fits into your local swimming pool. Pandaria in World of Warcraft is Blizzard's way of telling the gamers that "this is what we can do", and the gamers reply, "I don't think you get what it is that we want."
But they don't listen. They don't listen because SIGGRAPH called. Gamers just aren't even on the radar.
It's the same thing in a slightly different situation with what happens in Everquest II.
Pandaria is a continent made by Blizzard that so completely and utterly fails - and misses the point - that at one time when I was playing in Pandaria, I must have not realised just how badly Blizzard is ignoring Azeroth pre-TBC and just going out there and "Siggraphing" the ♥♥♥♥ out of themselves to some other outward bent.
Pandaria in World of Warcraft must have been to Horde Players as to Alliance Players are to an online YouTube video not being pulled because it had a Rabbit being stomped on by a Pirate in Booty Bay and then its head was detached from its body and stuck on the walls at Stormwind's main gate.
I hope I've gotten my point across concerning this.
Pandaria is Blizzard Entertainment getting it wrong about what WoW is to (was) 12M subscribers for 5 years.
Pandaria is Blizzard Entertainment repeating what they did to Azshara in Cataclysm.
Pandaria is Blizzard Entertainment giving it everything it deserves and then "burning the grass" before it to get "new growth".
"New Growth" as in "Less Of It For The Remainder They've Got Left".
Pandaria in World of Warcraft is the best you can get out of "style over substance".
Style: a particular procedure by which something is done.
Substance: a particular kind of matter with uniform properties.
What Blizzard Entertainment is doing is stomping over that to get to some kind of "Siggraphing Award" whilst rimming the remaining "WoW Subscribers" that may or may not exist since 2005.
It doesn't matter if they (the Original players) dislike the direction you have gone.
It doesn't matter if they (the Original players) dislike the changes you have made.
--"What does matter is if the start isn't contiguous throughout its duration."--
What's worst is Blizzard Entertainment has not been "contiguous through its duration".
Blizzard Entertainment climbed a Mountain, Froze To Death, And Then Got Uncovered.
Blizzard Entertainment have 7M active subscribers in 2014 instead of, by now - and by my estimates -
FIFTEEN MILLION, when it was... you know, still 2010.
When did that become normal?
The harm starts when Game Developers start looking at Gamers as if they're vending machines. You put the coin in, the results weren't expected, so you kick it hard. When the results of it drop out of it, you place an advert on it that says, "don't kick this machine" and then on the back of the wall just above it you have somebody's Life on a poster to the effect that "You could be like this one day, but you're not going to get it. Please be happy."
That publicity stunt about how great World of Warcraft is, with all these strangely patterning and interlacing facts and figures and then making it look like kiddie-land, is proof that they're slipping into "EA Syndrome".
"EA Syndrome?", you say.
EA: a particlar kind of game company who substantiate change by digression.
Syndrome: a character in The Incredibles who monologues a certainty based upon a standing of complete control.
Everquest II and World of Warcraft share the same fate.
Fate: the development of events outside a Gamer's control.
Last edited by 4Nou
Jan 29 @ 2:54am