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The character animation was also significantly better than what was typical at the time even in, say, an AAA FPS, which helped immersion. The travel system by f
by pvg 5y ago
The character animation was also significantly better than what was typical at the time even in, say, an AAA FPS, which helped immersion. The travel system by flight both helped hide loading delays and provided an opportunity to show off the environment from a different vantage point, a kind of pre-programmed vista showcase.
Edit: occurs to me these flights were basically the equivalent of HL1's rail ride intro sequence, integrated into the game and in great numbers.
- skocznymroczny 5y agoFlight paths also offered some nice foreshadowing. When flying from Ironforge to Stormwind, which many alliance players would often do, you fly over Burning Steppes, a very high level zone. A menacing music starts to play, a brown fog covers everything around you, there's lava, dragons, the zone looks "scary" but also exciting. Makes you want to play so that you can go there and explore it for yourself.
- SketchySeaBeast 5y agoThey were also chock full of things to see. Flying over Ironforge there was that dwarf/trog fight that you could never get to, but always wanted to. The world felt huge and full. You knew that if you just got over the next hill there'd probably be something interesting to look at or make you go wow. EQ didn't have those same set pieces.