I had read about all this when it happened but at the time I didn't have a window of opportunity through which to look the changes over. Well, what better time than halfway through a lazy Sunday afternoon?
I logged in and went to check the new system, only to find that you need to be Level 20 to use it. I'd already forgotten that SWL, unlike TSW, has levels. I couldn't even have guessed with any conviction what mine might be.
It turned out that my one and only character was Level 18. That seemed close enough to fix so I pulled on my leveling pants (I don't actually have leveling pants although that's a merchandising idea right there...) and set to it.
I warmed up by doing The Black House. It was far shorter and easier than I remembered and yet I still managed to die somehow. |
I'd logged out in the roadside store in Savage Coast. I thought I remembered a couple of simple kill quests there so I went to grab them...and they wouldn't give them to me! I conned a couple of mobs. They were only a handful of levels higher but the quests involving them were recommended for level 22 and hard-locked somewhere above 18.
Well. That's not fun. For all my droning on about "comfort gaming" and liking to do things the easy way, it's been my counter-intuitive practice of extremely long standing to push ahead of my level while leveling up.
Having developed most of my MMO habits in the five years before WoW appeared to reset the hobby I never acquired any innate feeling for "quest hubs" or "completing an area". To me, the only parameters to let me know if I should be where I am, doing what I'm doing, are whether anyone has anything they're willing to let me do and whether I can do it without dying. Much.
As a compulsive leveler, I am also always very aware of what constitutes good xp. That varies from game to game, be it questing, grinding, open world or dungeons, solo or group, PvE or PvP. It doesn't take me long to get a feel for it and in most cases you get better xp doing quests and killing mobs somewhat above your level.
I don't recall Innsmouth Academy even having a lacrosse court, let alone a quest for it. And my other Templar's an alumni! |
On my run through The Secret World a few years ago the main limiting factor was gear. With no levels it was theoretically possible to push a long way ahead without scratching around for every last quest and as an explorer I am always eying the horizon.
I remember leaving Egypt, which had become a tad too tough to be fun, to go to Transylvania, which was harder still, because I found I could -just- kill the very first mobs (ghouls, I believe) inside the zone line. Those ghouls dropped gear that was a significant upgrade and with a few of those I was able to go back to Egypt and progress a little further.
That's how I have played MMOs since the end of the last century. That's my favorite gameplay - or my favorite solo gameplay, anyway.
Secret World Legends doesn't really let you do that. For one thing there aren't any gear drops to speak of but more significantly, not only is there now some very strict level locking on the content but the mobs seem to have been adjusted accordingly.
At this point in the questline every mob is level 22 while I'm 19. |
It seems as though, in the quest to make the game more accessible and, particularly, comprehensible for an audience that didn't appreciate TSW, Funcom have decided to funnel players into a very specific channel. The quests may not be linear but the options for your character are considerably more constricted than they used to be.
One quest that didn't appear to be locked was the main storyline. In the New England section of the game that's Dawning of an Endless Night. I was on step 11 so I cracked on with that.
It seemed a lot harder than I remember. Not the celebrated/infamous puzzles, which I either remembered or looked up on the wiki, but the fights. Everything was three or four levels above me and mostly came in pairs or groups. Worst of all were the mages that summon minions, which sometimes found me fighting half a dozen mobs before I'd realized where they were coming from.
I died a lot, which didn't seem to matter in any way other than annoying me. It took me a lot longer than I expected. I had to stop to upgrade my gear, spend my SP and AP and fiddle around with my build, all just to try and get ahead.
Eventually I brute-forced my way to the end of the Savage Coast sequence, dinging 20 at the same time. My quest indicator pointed me to the third New England zone, Blue Mountain, which is unnerving, considering the game otherwise doesn't yet consider me ready for the second half of Savage Coast.
Was it worth it? |
The run took over two hours, so an hour a level, which is laughably, even unimaginably, short by Golden Age standards. I remember I used to allow ten to fifteen hours for a level in the twenties when I was playing EverQuest in the early 2000s.
Even so, it seemed slow, hard work and not a huge amount of fun. The cut scenes weren't as impressive as I remember them, either, the writing not as sharp. Even the voice-work, which I have praised many times, seemed to be considerably more stilted and awkward than I expected.
Maybe that's familiarity, maybe exaggerated expectations or the disappointing false glow of nostalgia. Whatever the reason, I'd had enough. I didn't even stop to experiment with the Anima Allocator. Instead I logged out and went to play EQ2, where my Bruiser is also fighting above his weight class.
The difference there is that he's winning, easily, which I find to be a lot more fun. The only downside is that questing above your level gets you drops you can't equip, a sure sign that whoever designed the quest didn't expect you to get there that soon.
That's a problem I'd always rather have, though. After all, if I managed to finish the quest or kill the mob, wearing what I'm wearing, well, I obviously don't really need those upgrades yet, do I?