I found this wonderful image posted by Haaken at the official Rift forums:
A few days ago I was exploring the northern ridge of mountains in Droughtlands, partly looking for cairns and artifacts as usual, but also to see if I could peek into the forbidden gray area north of the zone. Needless to say, there were lots of invisible walls and of course an insurmountable final ridge. But much to my surprise, I did manage to get close enough to notice weird names pop up on the map of the forbidden Neverland. Actual roads? Real areas? Your guess is as good as mine.
What I’d really like to know is, why did the zone designers bother to add these names? Did they originally want to have more zones, but eventually had to cut back in order to reach a deadline? Or did they just start building a zone for an upcoming expansion (or patch) while having some sort of invisibility flag on, only to have someone like me discover a bug in the invisibility mode?
Maybe it’s caused by some sort of algorithm that dumps the names on the entire continent like salt and pepper. But does that really make sense in a world that has probably been handcrafted?
Perhaps they added them to see if blog posts like this would emerge, pondering their existence. 😉
I’m now level 41 and barely started in snowy Iron Pine Peak with lots of chilly winds coming out of my loudspeakers. Droughtlands and Moonshade Highlands are both behind me. Since most rifts are often conspicuously left alone on my shard, I decided to do quests in both of those equal level zones to avoid hitting orange quests. I also tried healing in a dungeon (King’s Breach) but soloing has occupied 99% of my time in the game.
The more I play, the more I have to say that Rift doesn’t rub me quite the right way. It’s indeed very slick, beautiful, it has an impressive range of features for such a young MMORPG, and the rifts are a lot of fun to do with many players. Soloing with quests drags the game down, however, and I’ve seen in reviews and on other blogs that the game generally gets a lot of criticism in this area. There’s something about the quests that feels like working in a factory. Here, have these five quests. Go to these yellow circles over there and complete them. Return and deliver. Get another five quests. Go to the yellow circles right next to where the other yellow circles were. Rinse and repeat.
Quest grinding is not a new thing and I’ve seen the like in other MMORPG too. It can be spiced up with more imaginative quests (Wrath of the Lich King and Cataclysm), intricate story lines like the book quests in LOTRO or just with enough variety to keep it interesting. In Rift, not only does it feel a little like a job, there’s also something about the game itself that feels shallow.
In both LOTRO and EQ2 I’ve been happy about the atmosphere because it actually feels like an interesting fantasy or alien world. Sometimes this can make all the difference. I played Morrowind for a long time after the quests were pretty much completed, merely exploring various caves just because the world felt so intriguing. In Rift, the world feels exactly like what it really is; a game world. Nothing more. When I’m climbing the mountains looking for artifacts, cairns and hidden puzzles, I’m not really walking on mountains. I’m walking on polygons and textures.
Here’s something that’s been nagging me for quite a while in various MMORPG. Take a look at the stuff sold by this barterer in Lord of the Rings Online (in Caras Galadhon in Lothlórien):
These items sell for quite a lot of tokens. Would you ever want to
waste use anything this precious without knowing exactly what you get?