What makes a "good" area, by Baal

 

I've been on NS for several months now, as various classes and positions. I've explored large portions of the world, seen things that few have seen, and generally done my damndest to be a bit of a scholar. In my travel's I've seen the good, the bad, and the ugly with regards to areas; from the wonderfully vivid and complex, to the astoundingly simple and narrow-sighted.

From these expirances, I've gathered up some thoughts, and decided on what makes an area "good" or even "great" - to me at least. I'll try to itemize these below.

1. Some History to the area.
I like the feeling that an area that I'm in has a rich and interesting history - and that maybe I can learn a bit about it, and that it'll have an impact on the present actions and such. For example, in Kalthar, the Castle's been invaded by an evil force several years ago; so now, in the present, it's infested and must be cleansed. You get a distinct feeling that there's something going on here, instead of just sitting there - and that if you could but delve deeper into the history, you might be able to solve the riddle of what happened.

2. A mission, a goal, a purpose
In my mind, nothing is as satisfying as accomplishing some great and important mission. To have a purpose and to fulfill it is very gratifying, and in truth holds my intrest better then just about anything. Also, the gathering of the items or defeating of a monster often helps one to explore the area, and brings a new vitality to the descriptions and activities of those around us. Also, it's an excellent way to really earn some good or valuable equipment, instead of just dropping one creature.

3. Vivid and rich descriptions
Call me retentive, but if I walk into a room, I want to know at least a little about it; I want to be able to see that this is a bedroom, that the bed's neatly pressed, that the covers are turned back, and that there's a beat up old antique dresser beside it, and that there's 2 oil lamps, one on the dresser, one on the wall, and that there's a nice crochetted rug on the floor. And, i want to be able to acutally SEE the dresser, the rug, the bed - and touch them, try to open the dresser, rest on the bed. Hell, throw some clothing in the dresser. For me, knowing and doing such things helps me visualize the area, and think "i wonder if..." and look around more - maybe examining the dresser to see if it opens, ectera. All told it's stuff like that, being able to look at acutal items in a room, not just words saying them, that makes the diffrence in an area.

4. A dearth of EQ (even if most of it sucks)
Nothing catches my eye more then a fully eq'd mob; i'll usually take it on just to see if i can use whatever it is it's wearing. I've yet to see a fully-eq'd peasent, for example - one wearing a cock-eyed hat, a dirty jerkin, some old leggings, and some battered wooden shoes, as well as a beaten-silver wedding ring, and maybe a necklace or two. Even if the gear's useless, it looks good, and it makes you think "wow, someone really busted ass doin this place...". An example of a "good" mob is Reinhold, down in his castle - he's fully Eq'd (more or less), and is totally fitting of his standing - a lord, fully battle-dressed, in his castle.

5. Speaking of mobs....
One thing that ires me is when a room description says "A crowd of people..." when no one's there. It shouldn't be to hard to throw down a mob of 20 or so half-dead peasents wandering about, clustered near a food stand or a shanty town. I've yet to see a "fully populated" area; in other words, one which gives an impression of a real crowd or of real density of people.
Also in this heading goes the problem of guards. If I was a guard, and heard a death cry, I'd investigate, and either attack who ever's responsible, or attack the stranger (who's probably responsible anyway). Ordinary peasents and such, should be able to yell for a guard to help, and get some help - unless of course there are other, more worthy people the guards should be keeping an eye on (a noble, lets say). Of course, a wily player could attack a peasent, summoning up a few guards - flee, and then kill the noble (who's now foolishly left unguarded). It'd be things like this that'd force some real strategy into the situation, as the guards could be (suitably) tough, and the noble (fittingly) weak - in other words, without guards, it'd be easy to kill him, with guards, very difficult; so it'd be in "your best intrests" to lure the guards away, rather then brute-forcing them.

6. About prog's
Nothing really makes an area BREATHE like progs. Wether it's a talking mob (ala the minstrel in New Felani), or an active event (the Painful mist in Nexus), it makes the area seem more interesting, more realistic, and more intriuging. Something that's sadly missing is pleading and begging; particuarly in mobs that should *KNOW* you've come to kill them - such as quest mobs or nobles. It'd be a fascinating thing to see a noble offer you 500 silver for his life, before you killed him to get the Magic Sword of DunKirk or something. Also, mobs being attacked should scream for help a few times, even if there's no hope of it getting there (General WoundWart in the Erafra Warrens is a good example of this).
I acutally have an idea for a god-cool prog; it goes like this: you have a mission/quest (see #2), to kill a King. You distract his guards by attacking a peasent outside his gates, then rush in, kill the King, and rush out - only to find that the once placidly standing guards are now aggro, and attack you on sight. It'd be realistic, and require real strategy - maybe running through back alleys, especially if the guards ran when someone screamed for help (like when you perfed the guard whom attacked you).

These are just a few of my ideas on what makes a "good" or "great" or hell, even "intersting" area; feel free to email me at webmaster@deth.faithweb.com with your ideas on this.