Player vs. Everything: Rebuilding EverQuest
Filed under: EverQuest, Game mechanics, MMO industry, Opinion, Player vs. Everything
Ask any MMOG player about EverQuest, and you'll get one of three responses: either they loved it, they hated it, or they didn't play it (and don't want to). Nobody thinks that it was just a mediocre game, and a lot of people look back fondly on their time there, warts and all. There were a lot of warts. When I was chatting with Scott Hartsman at this year's IMGDC, he explained to me that EverQuest was rife with any number of "pain points" which later games were able to identify, fix, and build upon to make their own game better. Taking most of what was good about EverQuest and cutting most of what was bad was one of the things that helped World of Warcraft dethrone the game and take its seat as the number one MMORPG on the market.
However, not everyone agrees with all of the "improvements" that Blizzard made to the genre when they created WoW. The arguments over what should and shouldn't be left out of a great MMORPG continue to this day, and there's no quick and easy guide to what's MMOG gold. Plenty of companies are learning the hard way that cloning World of Warcraft isn't a winning strategy. It's a great game, but that doesn't mean it's the only way to play. My question for you all today is this: What if instead of EverQuest 2, Sony had given us EverQuest 2.0? EverQuest 2 was a spiritual successor at best to the original game (Vanguard is much closer to an actual sequel). If SOE had remade the DikuMUD-inspired world of Norrath, set in the same time period, with an updated graphics engine and the pain points fixed differently than WoW chose to do, what might it have looked like? More importantly, is it something you'd want to play?
The problem with proposing something like this, even as a thought experiment, is that everyone liked or hated different things about EverQuest. We all had our favorite zones, favorite classes, and aspects of the game we thought were brilliant or moronic. Since I won't be able to please everyone no matter what I suggest, I'm just going to toss out my personal ideas for what should have been fixed and left alone and let the rest of you hash it out in comments. EverQuest had any number of pain points, but one man's pain point is another man's feature. That said, there were a few aspects of the game that I think would absolutely need to be tweaked.
The first thing I think that EverQuest 2.0 would benefit from would be a totally new graphics and physics engine. Instead of going for a plastic pseudo-realistic look like EverQuest 2 uses, I think a stylized and fluid system like Warhammer seems to have would be interesting. I don't need my gnolls to look like real gnolls, but I do need them to look cool. I also need my running and jumping to look and feel "right" (although maintaining the first-person viewpoint would also be critical). The movement thing is something I think both Age of Conan and World of Warcraft do very well; EverQuest 2 and Lord of the Rings Online, not so much. Putting the world of EverQuest in an updated environment where movement was easier and more natural would go a long way towards making the game more fun, just by itself.
The death penalty would absolutely have to be addressed. The harsh death penalties of EverQuest are legendary, and they're what keep many players away. Of course, EverQuest wouldn't be EverQuest without them. How would you fix them without breaking them? Here's what I would do: First, EverQuest is hard enough with a full set of gear on. Getting to your corpse naked is pretty nigh impossible without help, in many cases. I would keep the experience penalty and returning to your bind point, but I would let the players keep their gear on death. If they wanted their XP back, they could fight back down and recover their corpse (and have it automatically reimbursed, which fixes the problem of having to stand next to your corpse shouting for a high-level cleric). This would also maintain the sense of fear I discussed in yesterday's article. You're still looking at a serious setback if you die -- a lengthy run, and a requirement to fight your way back to your corpse.
I would make soloing an option for more classes outside of the traditional soloers by offering cheap buffing potions at vendors, usable only outside of a group. The game already has these, but they're usable in groups and fairly expensive if you don't have piles of platinum handy. It would still be faster XP and better loot to group than to not, but Warriors and Rogues wouldn't be stuck standing around bored if no one needed them.
The user interface would have to go. It would be kicked out the window, annihilated, obliviated, smashed to smithereens, run over with a truck, and rebuilt from scratch after the model of newer games. As Brenda pointed out in a comment recently, it is totally customizable and can be replaced with a little work, but the basic UI that came with the game would have to be actually functional and intuitive. The absolute first thing I do every time I go back to the game is spend 20 minutes fixing that god-awful UI.
I might give melee classes a few more abilities. Not a lot -- that would ruin the flavor of the class. But a few. Maybe make intimidate and disarm actually useful. Give them some extra damaging moves to help with the soloing. That kind of thing. Just enough that Warriors and Rogues wouldn't be bored to tears in fights, and give them a little something to play with so that they could be in the same league as the hybrids and monks.
Otherwise, I wouldn't change a damn thing. EverQuest was a graphical DikuMUD, plain and simple. It was hard, but it was fun. I'd have played what I just described. I would still play it. Everyone assumes that the Diku model would fail in today's market, largely due to WoW's success and the knowledge that everyone hates harsh death penalties. But the fact remains that the only real game on the market that adheres to the old model is EverQuest, which is over 9 years old! That's ancient in games industry time. No AAA company has actually tried a tweaked, updated version of that model in recent memory. Don't try to trot out Vanguard, because that had more problems than I can count. It wasn't nearly polished enough, it tried to do too much that was really unique, and it copied some stuff from newer games that probably wasn't necessary. It was too ambitious and poorly executed.
EverQuest reigned supreme for years. People still play it. It was based on enduring legacy of games that people really enjoyed. There's really something special in that older style of gameplay. WoW's way of doing things, as fun as it is, does not need to be the golden path to megabucks (nor is it, for anyone but Blizzard). Since nothing is really new and everything repeats, I wouldn't be at all surprised to see a big game come out in the next decade that takes a lot of what those older games did, gussies it up for a new generation of gamers raised on World of Warcraft, and presents it to them as a more mature, more exciting alternative. That game might end up looking a lot like what EverQuest 2.0 could have been.
You can be sure that I'll be the first in line for a copy when that day comes.
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Cameron Sorden is an avid gamer, blogger, and writer who has been playing a wide variety of online games since the late '90s. Several times per week in Player vs. Everything, he tackles all things MMO-related. If you'd like to reach Cameron with comments or questions, you can e-mail him at cameron.sorden AT weblogsinc.com. |





















Reader Comments (Page 1 of 1)
Rational said on 10:16PM 5-15-2008
The thing is, why would you go back and take Everquest as your model if you were going to make a new MMO? Wouldn't it make a lot more sense to "Take the good and throw out the bad" on a more successful MMO like WoW?
The thing is, Everquest at its strongest was pathetically weak compared to the WoW juggernaut. So if you're going to make an MMO now, you should either go back to basics (re-imagine MMO's as spiritual descendants of pen & paper roleplaying) or base your new MMO on the more evolved examples of the current leaders.
I mean, there's a lot of area for improvement; an INCREDIBLE number of places where Blizzard totally screwed up. Nobody talks about them because Blizzard is still the best. But if somebody tells me that WoW is the ultimate evolution of the MMO genre I will laugh in their face.
All it takes is playing the first 30 levels of WoW and figuring out from it what makes people want to keep playing.
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Cameron Sorden said on 10:21PM 5-15-2008
The reason I would suggest remaking EQ is because it's got a ready-made lore background and a built-in fanbase to help get you started.
Of course, half of the old-school people would hate it for the things it changed, and the other half would probably think it "just didn't feel like EQ."
Lemmo said on 11:24AM 5-16-2008
At that point Cameron, I think you're splitting hairs. Since EQ2 did use the lore, and many of the world's features in its game.
I guess I'm not sure what you're going for here. You have all three examples for your hypothesis. If you want to take the lore and build a bigger next-gen game around it, you get EQ2. If you want to take the gameplay and progress in the same direction, you get Vanguard. If you want to take the good parts, leave the bad, and build a more accessible and complete MMO, you get WoW. All your permutations exist.
Cameron Sorden said on 11:26AM 5-16-2008
I see what you mean. Maybe I'm just yearning for a better Vanguard then. Hm. I'll dive back into that game a little deeper and see how it goes.
Ah well. On to the next topic. :)
Grindal said on 10:16PM 5-15-2008
WoW is MMORPG for dummies - any company can copy that formula, the game it's self wasn't what turned it into a juggernaut. It was marketing. Couldn't walk 5 feet without some type of WoW advert in your face. The game is riddled a immature community or a community that doesn't know the meaning of reward for hard work.
WoW in my opinion is a reflection of today's Society. This generation expects everything handed to them and it reflects in how WoW was built.
I completely agree EQ rebuilt would be the way to do, it had the foundation of hard work = reward.
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Rational said on 10:16PM 5-15-2008
That's not true, Grindal. WoW made the first 5 million members on gameplay and word-of-mouth alone. Remember the chaos of the first six weeks after launch? Blizzard only anticipated a few hundred thousand paying members, not the flood they got.
You do expose a fundamental divide between us, though. Is a game supposed to be hard work? I think not.
Tynd said on 12:43PM 7-08-2008
Sorry Rational, but that's a bunch of hooey. Yes, the reason why WoW grew into the super-behemoth it is now is by word of mouth, but the reason it started out so popular most definitely ties into marketing, but really it goes beyond that. The primary reason why it had such a popularity out the gate was due to the juggernaut of popularity of the gaming franchise/IP it was built on to begin with, period. The Warcraft gaming genre was immensely populuar long before WoW was ever an idea in someone's head. If it weren't for that fact, WoW would have been like any other normal MMO in terms of numbers.
Jeremy said on 10:16PM 5-15-2008
Man... you've been writing quite a few EQ nostalgia posts lately, and I think I know what you need: Shards of Dalaya.
For everything I miss about EQ, there are at least 10 things I hate. And, for the most part, the things that I miss depend on those things that I hate being there. It's just not worth it, not when the rest of the genre has moved on.
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Cameron Sorden said on 10:20PM 5-15-2008
Have I? Maybe, I suppose. I'm actually goofing off in Vanguard a bit right now while I wait for the Age of Conan launch.
I'm sure you can expect a larger variety of themes at that point. :)
Brenda Holloway said on 11:50PM 5-15-2008
/shrug
I have just restarted EQ, from scratch, on a normal server, death penalty, corpse runs and all, and I have not found it to be hard. It IS a hard game if you insist upon soloing, but if you enjoy grouping and have friends with which to do so, it's no harder than any other game, really, but you do have to worry about getting yourself into trouble.
The EQ UI *is* a disaster, and they might as well give maps for every zone, but aside from that, I think it is good for what it is. I mean, it's almost ten years old and it isn't getting younger. I also just restarted from scratch on EQ2, soloing all the way. Not as much fun. Having to group, painful though it may be, is one of the things that makes EQ, EQ.
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Danath said on 9:20AM 5-16-2008
Your suggestion on death penalties is pretty much the exact one DAoC had implemented funny enough.
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Cameron Sorden said on 9:21AM 5-16-2008
Maybe we'll see something interesting from Warhammer then, eh? ;)
Brenda Holloway said on 7:58AM 5-16-2008
@Danath -- it's also the same one EQ2 started with. It proved as unpopular as the full CR from EQ was, and so they removed it entirely. Now you have a small amount of gear damage and experience debt. EQ1 has readily available 96% rezzes and has corpse summoners in the guild lobby, AND there's a veteran reward which summons ALL your corpses and gives them a full experience rez... so in actuality, the game with the supposed most severe death penalty, really has one of the lightest.
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Origosis said on 3:19PM 5-16-2008
I agree with many of the other commentors Vanguard and EQ2 feel like different variations on an EQ 2.0 atleast for me... you know it only works 1 way though. I can play Vanguard or EQ2 and it reminds me of EQ1, but when i play EQ1 it's a whole other animal i can't see it as the big brother to those 2 games. I think, in the nicest way possible You, Myself and others who ponder this question may be suffering from "You can't go Home" Syndrome.
We grew up with EQ1, we Experienced all the new, and now we want the best of both worlds When that mix either can't happen or is just too fine a line for any developer to find.
I do However believe as was commented in the Massively podcast that EQ1 today is pretty much EQ with all the bad removed... they just need to wipe out the UI, and overhaul a whole new Graphics Engine and I would be happy...
Oh one Final note is nice to know there is a nice old MMO I can still play MAXED out on an OLD laptop.
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Imbri said on 10:53AM 5-21-2008
It is true that "You can't go back", and there are many people that would like to. Me included. However, I feel that EQ 2.0 is a great idea. My wife and I have tried other games, and keep going back to EQ.
I've read the articles about game hoppers looking for something to draw them in. EQ always had that. It gave you excitement, pride, fear and fun. Most new games will never have that. WoW has brought a whole new group of people to MMORPG's and many are looking for a more immersing game. EQ 2.0 could provide that. But current EQ is a 10 year old game, and looks like it.
I've noticed a flood of revamp EQ articles and posts on many boards and blogs. Inevitably there is always the comment "I'd play again" or "That's what I'm looking for". That says something that SOE should take heed of.
WoW's motto is "What's your game?". EQ is "You're in our world now" and they meant it.
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