Originally Posted by Axis
The huge, varied world made the game uniquely engrossing. A true USP!
I didn't care about whether the game was heavily instanced or not. It was done right for reasons that i'll mention below, and as always allowed the devs to squeeze more from the engine. Zones enable more variation in many respects when you compare with traditional MMOs and their continent zones with the 'odd' dungeon/instance.
I actually think that although many view zoning as 'primitive' it might have been the driving force behind the varied game world. Although sync between zones was an issue, it was hardly on par with the lengthy loading screens of fps games, and never took you out of the action for too long, unless the dreaded fatal hit.
In regards to NC city, as a result of zones (in tandom with the engine's capabilities). You would be instantly engrossed on entering for the first time. Every building was explorable, every sewer accessible. There was a realistic variation of apartment entrances, we had individual shops & retail sectors, transport (nc subway), night clubs, strip clubs, bars, sewers, hidden passages and faction hqs to name a few.
Until epics were introduced and npcs were given a reason to exsist (other than to behold some paranoid insult or dismillal) many of the leisure areas were just for show, even so, they were explorable. People genuinely felt that they were part of a larger world because of this AND it made for varied, unpredictable pvp.
When chasing down other players in pvp, you had no idea where the battle could end up. In a strip club? Perhaps. A back alley? Perhaps. An apartment? Maybe. Or perhaps you'd end up getting lured into the subway, where their allies are patiently waiting to ambush you?!
Most mmos are just x open space with x textureset, head north or south in a straight line to the next zones etc, perhaps there would be a couple of vertical levels or the odd structure to explore if you're lucky. I also find that many doors and buildings are lifeless textured boxes that you can't explore and the surrounding architectural demographic is always brain-numbingly predictable to the point of relapse.
In Neocron, every part of an environment had its purpose. The design was also intriguing, unpredictable corners, alleys, alternative routes, sky walks etc. A sandbox 'maze' if you will. This kept new players second guessing for longer than with most games, avoiding a sense of repetition too early ; ). It was very refreshing to see a developer not just focusing on large, derelict open spaces with poorly scattered content in an mmo, instead focusing on cramming a small environment with both horizontal and vertical unpredictability and multiple points of interest within a close proximity. Also, the scaling of the city seemed almost perfectly in line with the player population back then. It didnt matter what zone you were in, pepople were regularly zooming past, bartering or vending on almost every corner.
Then there was the wastes. Also a great success because they were designed IN ADDITION to the metropolis within the city limits. Although a more conventional design, it was a logical expansion to the already impressive city of NC and later paved the way beyond PvE and gave us op wars.
You know a world is designed well when you aren't in a hurry to move on! When I played during beta, i had been literally playing for weeks until i ventured beyond, back then the environments just seemed so much more feature rich than anything else i had experienced (and still relativley un-challenged today). By the time i got to lvling in the outzone i was literally taken back by the amount of environmental content that i'd already lvl'd through. Rather than having the urge to move next area, you were generally engrossed in every part of NC. Knowing how small it was compared with the rest of the game world also gave you the sense of being part of a vast game world of epic, feature-rich proportions. KK had pulled this off so well to the point that new players would genuinely mention the wastes almost as if they were end-game. Chat would be filled with quotes like 'You don't want to go out there yet, you'll get eaten alive' or 'You'll get lost venturing through OZ without a guide' or 'I hear there are giant robots the size of buildings in the wastes, wtf'!
Once you did venture outside the city, you'd end up amazed that there were military bases, chapels, outposts, mutant strongholds, caves, mines, deserts, forests, swamps, canyons and much, much more..
:angel: