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Jan 08, 2013



This is one of the things that made the original Asheron's Call so compelling for me and a game that, no matter how dated, still brings me back now and then. There was a massive amount of terrain that just had some oddities to it that were never explained originally. Every now and then an event would happen that would shed some light on one or two of them.

It gave us just enough framework to sort out the basics, some stories here, a fragmented note there, a vague utterance from some NPC. It never really did try to give us the comprehensive story beyond the current arc. What was given to use was detailed enough to make us feel that everything did have a purpose, from the odd virindi inhabited power plants in the middle of no where, to the odd ruins.

This allowed us to create our own stories with the world. It opened things to discussion and debate. It really did feel like exploring a world instead of being spoon fed a story with a side of grind.

It also didn't hurt that Turbine was willing to permanently change parts of their world on a regular basis. This helped with the impression that everything may have a purpose.

This is important, I think.

A world with a lot of ends awaiting development only keeps its value if regular development happens.


Hmm, that's a rather expensive hardback edition of the book they have there.


Hi Ted, totally unrelated. But... Is there any way you guys could add a Search box on the site so readers can search for specific content? The archives don't do much if you don't know the year/month etc... Doing so would help the rest of us greatly.

Many thanks!


I'm eager to check out that book. A friend recommended it and I sort of forgot, but this serves as a good reminder to get off my butt and go get it!

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