![]() ![]() I remember when The Secret World first launched back in 2012, in the long-long ago, before the wiki pages had all the answers, and the sense of exploration and achievement as the whole community had to work together to solve puzzles was unlike anything I had experienced in a game before (and for the most part, since). Can’t read sheet music? Don’t know Morse Code? Not an art historian? Better find someone who is! Perhaps an NPC has a vague vision that they describe and you’ve seen something similar in your travels, or maybe there’s a book or a painting out of place in the world-time to Google what’s special about that piece.ĭid someone involved in its creation ever to or create something that may relate to the current game events? If so, how might that be relevant to finding the next clue within the game world? There’s a lot of real-deal sleuthing required for the Investigation missions, and they are without a doubt the strongest point of Secret World Legends. Instead, players are given some introductory curiosity or event that they must find relevance within. What’s not so easy to explain to people is how the game(s) all but pioneered the concept of the ARG (Alternate Reality Game), whereby the game’s Investigation missions have no quest markers, or indeed any explanation in the traditional sense. I recently had to describe the game to someone who had never heard of it, and I eventually settled on “ Supernatural the MMO, where you play as a member of one of three secret societies working in the shadows to protect the world from paranormal happenings while attempting to consolidate world power.” Looking back, I stand proudly by that description. But even a cursory delve into its world and it becomes immediately evident that the game does (and always has) work very hard to create rich, unfolding narratives based on storied paranormal lore. At a glance, it’s difficult to see what sets it apart. ![]() ![]() You’d be forgiven for thinking that SWL is “just another” MMORPG, certainly. ![]()
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