The game was never the same again and I would always contend it became a better MMORPG as a direct result of what we all learned in the Lost Dungeons.ĮVE is a very different MMORPG from EverQuest and what's more it's one that I've never played, so I wouldn't presume to speculate on whether or how the introduction of instanced content might change things there, be it for better or for worse. My experience with LDoN was that it not only changed EQ structurally but culturally. Wilhelm concluded his post by asking a very direct question about the upcoming addition to EVE : " Will it change the game in a good way?". I can think of several periods where my long EQ career could be said to have peaked but LDoN may have been the zenith. I also made more friends in the game in the first few weeks of that expansion than I'd made in the previous four years. I learned more about group play and especially how to start, build, maintain and lead a group in the six months that LDoN provided the backdrop to the EQ zeitgeist than ever before or since. It fundamentally altered the way EQ was played, dismantling the cultural barricade between "above ground" and "dungeon" players, converting most of the solo and casual population to the kind of group play that had hitherto been seen as the province of the game's self-appointedly more committed and serious players. LDoN came as a complete surprise - even a shock - at the time. I might have been tempted to put finger to keyboard anyway, since Wilhelm compares the upcoming addition of instanced content to EVE (in the form of "abyssal deadspace") with EverQuest's 2003 expansion " Lost Dungeons of Norrath" and LDoN has always been one of my favorite EQ expansions. Once again I find myself feeding off a post at The Ancient Gaming Noob, only this time what prompted me to respond was something Gevlon said in the comments.
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