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How Everquest 2's level design encourages player interaction & cooperation through its use of dangerous chokepoints in high traffic areas

  • ajaxanderson13
  • Jan 23
  • 1 min read

In this example from the Forest Ruins, the chokepoint is near the zone entrance, so all players entering the zone will pass by this castle gate. 


Notice the clever pond placement. It makes it that even players who are going to the right will run past the gate. Therefore, if someone needs help getting through the gate, there is a constant stream of players they can ask.



The enemies guarding the gate are very dangerous and significantly higher level than those in the vicinity. This delays gratification as players would first encounter the castle gate at level 5-6, but ideally they'd want to be around level 8 before taking it on in a group.



The really brilliant move is that the designers give players a level 8 quest objective INSIDE the castle. At level 8, you can't solo the level 10 guards, so you have to team up to get inside.



And once you've teamed up, you can now handle clearing the castle, which you wouldn't have been able to do yet on your own. ☠️ RIP Monstertaco the level 1 warden who died to make this post ☠️

 
 
 

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