EverQuest
EverQuest | |
---|---|
Mac OS X (2003–2013) | |
Release | Microsoft Windows Mac OS X |
Genre(s) | Massively multiplayer online role-playing game |
Mode(s) | Multiplayer |
EverQuest is a
It was the first commercially successful MMORPG to employ a 3D game engine, and its success was on an unprecedented scale.[9] EverQuest has had a wide influence on subsequent releases within the market, and holds an important position in the history of massively multiplayer online games.
The game surpassed early
Gameplay
Many of the elements in EverQuest have been drawn from text-based MUD (Multi-User Dungeon) games, particularly DikuMUDs, which in turn were inspired by traditional role-playing games such as Dungeons & Dragons.[12] In EverQuest, players create a character (also known as an avatar, or colloquially as a char or toon) by selecting one of twelve races in the game, which were humans, high-elves, wood-elves, half-elves, dark-elves, erudites, barbarians, dwarves, halflings, gnomes, ogres, and trolls. In the first expansion, lizard-people (Iksar) were introduced. Cat-people (Vah Shir), frog-people (Froglok), and dragon-people (Drakkin) were all introduced in later expansions.[13] At creation, players select each character's adventuring occupation (such as a wizard, ranger, or cleric — called a class — see below for particulars), a patron deity, and starting city. Customization of the character facial appearance is available at creation (hair, hair color, face style, facial hair, facial hair color, eye color, etc.).
Players move their character throughout the medieval fantasy world of Norrath, often fighting monsters and enemies for treasure and
EverQuest allows players to interact with other people through
The game-world of EverQuest consists of over five hundred zones.[14]
Multiple instances of the world exist on various servers. In the past, game server populations were visible during log-in, and showed peaks of more than 3000 players per server. The design of EverQuest, like other massively multiplayer online role-playing games, makes it highly amenable to cooperative play, with each player having a specific role within a given group.
Classes
EverQuest featured fourteen playable character classes upon release in 1999, with two others - Beastlord and Berzerker - added in the Shadows of Luclin (2001) and Gates of Discord (2004) expansions, respectively. Each class falls within one of four general categories based on playstyle and the type of abilities they use, with certain classes being restricted to particular races.[15]
Melee classes are those which fight at close quarters and often use direct physical attacks as opposed to magic. These include the
Priest classes are primarily healers who learn magic that can heal their allies or themselves. The Priest classes are made up of the
Casters are magic-users and sorcerers which wear light armor but command powerful spells. Those among them include the
Hybrid classes are those which can perform multiple roles or have abilities of various types. These include
Deities
There are several deities in EverQuest who each have a certain area of responsibility and play a role in the backstory of the game setting. A wide array of armor and weapons are tied to certain deities, making it only possible for those who worship that specific deity to wear/equip them. Additionally, deities determine, to some extent, where characters may and may not go without being attacked on sight by the deity's minions and devoted followers.
Zones
The EverQuest universe is divided into more than five hundred zones.[17] These zones represent a wide variety of geographical features, including plains, oceans, cities, deserts, and other planes of existence. One of the most popular zones in the game is the Plane of Knowledge, one of the few zones in which all races and classes can coexist harmoniously without interference. The Plane of Knowledge is also home to portals to many other zones, including portals to other planes and to the outskirts of nearly every starting city.
History
Development
EverQuest began as a concept by
The design and concept of EverQuest is heavily indebted to
Development of EverQuest began in 1996 when
The start of
Release
EverQuest launched with modest expectations from Sony on 16 March 1999 under its
In anticipation of
Growth and sequels
The first four expansions were released in traditional physical boxes at roughly one-year intervals. These were highly ambitious and offered huge new landmasses, new playable races and new classes. The expansion
EverQuest made a push to enter the European market in 2002 with the New Dawn promotional campaign, which not only established local servers in Germany, France and Great Britain but also offered localized versions of the game in German and French to accommodate players who prefer those languages to English. In the following year the game also moved beyond the PC market with a
In 2003 experiments began with digital distribution of expansions, starting with the
In the same year the franchise also ventured into the console market with EverQuest Online Adventures, released for Sony's internet-capable PlayStation 2. It was the second MMORPG for this console, after Final Fantasy XI. Story-wise it was a prequel, with the events taking place 500 years before the original EverQuest. Other spin-off projects were the PC strategy game Lords of EverQuest (2003) and the co-op Champions of Norrath (2004) for the PlayStation 2.
After these side projects, the first proper sequel was released in late
Decline
Since the release of World of Warcraft and other modern MMORPGs, there have been a number of signs that the EverQuest population is shrinking. The national New Dawn servers were discontinued in 2005 and merged into a general (English-language) European server.[25]
The 2006 expansion
In March 2012 EverQuest departed from the traditional monthly subscription business model by introducing three tiers of commitment: a completely free-to-play Bronze Level, a one-time fee Silver Level, and a subscription Gold Level.[26] The same month saw the closure of EverQuest Online Adventures. Just a few months earlier EverQuest II had gone free-to-play and SOE flagship Star Wars Galaxies was also closed.
In June of the same year SOE removed the ability to buy game subscription time with Station Cash without any warning to players. SOE apologized for this abrupt change in policy and reinstated the option for an additional week, after which it was removed permanently.[27]
The sole Mac OS server Al'Kabor was closed on November 18, 2013.[28]
In February 2015 Sony sold its online entertainment division to private equity group Columbus Nova, with Sony Online Entertainment subsequently renamed Daybreak Game Company (DBG). An initial period of uncertainty followed, with all projects such as expansions and sequels put on hold and staff laid off. The situation stabilized around the game's 16th anniversary celebrations, and a new expansion was released nine months later.[29]
Expansions
There have been thirty expansions to the original game since release. Expansions are purchased separately and provide additional content to the game (for example: raising the maximum character level; adding new races, classes, zones, continents, quests, equipment, game features). When the players purchase the latest expansion they receive all previous expansions they may not have previously purchased. Additionally, the game is updated through downloaded patches. The EverQuest expansions are as follows:
# | Title | Release date | Level cap |
---|---|---|---|
1 | The Ruins of Kunark | April 24, 2000 | 60 |
2 | The Scars of Velious |
December 5, 2000 | 60 |
3 | The Shadows of Luclin |
December 4, 2001 | 60 |
4 | The Planes of Power |
October 29, 2002 | 65 |
5 | The Legacy of Ykesha |
February 25, 2003 | 65 |
6 | Lost Dungeons of Norrath |
September 9, 2003 | 65 |
7 | Gates of Discord |
February 10, 2004 | 65 |
8 | Omens of War |
September 14, 2004 | 70 |
9 | Dragons of Norrath |
February 15, 2005 | 70 |
10 | Depths of Darkhollow |
September 13, 2005 | 70 |
11 | Prophecy of Ro |
February 21, 2006 | 70 |
12 | The Serpent's Spine |
September 19, 2006 | 75 |
13 | The Buried Sea |
February 13, 2007 | 75 |
14 | Secrets of Faydwer |
November 13, 2007 | 80 |
15 | Seeds of Destruction |
October 21, 2008 | 85 |
16 | Underfoot |
December 15, 2009 | 85 |
17 | House of Thule |
October 12, 2010 | 90 |
18 | Veil of Alaris |
November 15, 2011 | 95 |
19 | Rain of Fear |
November 28, 2012 | 100 |
20 | Call of the Forsaken |
October 8, 2013 | 100 |
21 | The Darkened Sea |
October 28, 2014 | 105 |
22 | The Broken Mirror |
November 18, 2015 | 105 |
23 | Empires of Kunark |
November 16, 2016 | 105 |
24 | Ring of Scale |
December 12, 2017 | 110 |
25 | The Burning Lands |
December 11, 2018 | 110 |
26 | Torment of Velious |
December 18, 2019[30] | 115 |
27 | Claws of Veeshan |
December 8, 2020[31][32] | 115 |
28 | Terror of Luclin |
December 7, 2021[33] | 120 |
29 | Night of Shadows |
December 6, 2022[34] | 120 |
30 | Laurion's Song | December 6, 2023[35] | 125 |
31 | Expansion 31 | December 2024[36] | 125 |
Servers
The game runs on multiple game servers, each with a unique name for identification. These names were originally the deities of the world of Norrath. In technical terms, each game server is actually a cluster of server machines. Once a character is created, it can be played only on that server unless the character is transferred to a new server by the customer service staff, generally for a fee. Each server often has a unique community and people often include the server name when identifying their character outside of the game.
There is an official EverQuest server list,[37] as well as unofficial 3rd-party servers. For example, the Project 1999 EverQuest servers are intended to recreate EverQuest in the state it existed in the year it launched and the two subsequent expansions, referred to as the "Classic Trilogy".[38]
OS X
SOE devoted one server (Al'Kabor) to an OS X version of the game, which opened for beta testing in early 2003, and officially released on June 24 of the same year. The game was never developed beyond the Planes of Power expansion, and contained multiple features and bugs not seen on PC servers, as a side-effect of the codebase having been split from an early Planes of Power date but not updated with the PC codebase. In January 2012, SOE announced plans to shut down the server, but based on the passionate response of the player base, rescinded the decision and changed Al'Kabor to a free-to-play subscription model.[39] At about the same time, SOE revised the Macintosh client software to run natively on Intel processors. Players running on older, PowerPC-based systems lost access to the game at that point.[40] SOE closed Al'Kabor server in November 2013.[41]
European
Two SOE servers were set up to better support players in and around Europe: Antonius Bayle and Kane Bayle. Kane Bayle was merged into Antonius Bayle.
With the advent of the New Dawn promotion, three additional servers were set up and maintained by Ubisoft: Venril Sathir (British), Sebilis (French) and Kael Drakkal (German). The downside of the servers was that while it was possible to transfer to them, it was impossible to transfer off.
The servers were subsequently acquired by SOE and all three were merged into Antonius Bayle server.[42]
Reception
Aggregator | Score |
---|---|
AllGame | [44] |
Computer Games Magazine | [45] |
GamePro | 5 / 5[46] |
GameRevolution | A−[47] |
GameSpot | 8.4 / 10[48] |
IGN | 8.4 / 10[49] |
Next Generation | [50] |
PC Gamer (US) | 86%[51] |
Reviews of Everquest were mostly positive upon release in 1999, earning an 85 out of 100 score from aggregate review website
Despite server issues during the initial launch, reviewers felt that the game played well even on lower-end network cards, with Tal Blevins of IGN remarking that it rarely suffered from major lag issues.[49] The reviewer did feel that the title suffered from a lack of player customization aside from different face types, meaning all characters of the same race looked mostly the same, but its visual quality on the whole was "excellent" with "particularly impressive" spell, lighting, and particle effects.[49] Next Generation said that EverQuest set a high standards for its genre.[50] Computer Games Magazine commended the game's three-dimensional graphics, first-person perspective, environments, and simple combat system, remarking that EverQuest gave the players the first step towards to the true virtual world.[45]
Accolades
Everquest was named GameSpot's 1999 Game of the Year in its Best & Worst of 1999 awards, remarking that after the game's release in March, the whole gaming industry was grounded to a halt, that a least one prominent game developer blamed EverQuest for product delays, and that for several weeks GameSpot's editors were spending more time exploring Norrath than they were doing their jobs.
Editors of
Sales and subscriptions
EverQuest was the most pre-ordered PC title on
Controversies
Sale of in-game objects/real world economics
The sale of in-game objects for real currency is a controversial and lucrative industry with topics concerning issues practices of hacking/stealing accounts for profit. Critics often cite how it affects the virtual economy inside the game. In 2001, the sales of in-game items for real life currency was banned on eBay.[75]
A practice in the real-world trade economy is of companies creating characters,
Sony discourages the payment of real-world money for online goods, except on certain "Station Exchange" servers in EverQuest II, launched in July 2005. The program facilitates buying in-game items for real money from fellow players for a nominal fee. At this point this system only applies to select EverQuest II servers; none of the pre-Station Exchange EverQuest II or EverQuest servers are affected.[76]
In 2012, Sony added an in-game item called a "Krono", which adds 30 days of game membership throughout EverQuest and EverQuest II. The item can be initially bought starting at US$17.99. Up to 25 "Kronos" can be bought for US$424.99. Krono can be resold via player trading, which has allowed Krono to be frequently used in the real-world trade economy due to its inherent value.[77]
Intellectual property and role-playing
Mystere incident
In October 2000, Verant banned a player by the name of Mystere, allegedly for creating controversial fan fiction, causing outrage among some EverQuest players and sparking a debate about players' rights and the line between roleplaying and intellectual property infringement. The case was used by several academics in discussing such rights in the digital age.[78]
Addiction
Some argue the game has addictive qualities. Some players jokingly refer to it as "EverCrack" (a comparison to crack cocaine).[79][80] There was one well-publicized suicide of an EverQuest user named Shawn Woolley, that inspired his mother, Liz, to found Online Gamers Anonymous.[81][82] In November 2001, Shawn Woolley committed suicide. Although he had been diagnosed with depression and schizoid personality disorder,[80] Shawn's mother said the suicide was due to a rejection or betrayal in the game from a character Shawn called "iluvyou".[83]
Sociological aspects of MMORPGs
Massively multiplayer online role-playing games (MMORPGs) are described by some players[84] as "chat rooms with a graphical interface". The sociological aspects of EverQuest (and other MMORPGs) are explored in a series of online studies on a site known as "the HUB".[84] The studies make use of data gathered from player surveys and discuss topics like virtual relationships, player personalities, gender issues, and more.
Organized protests
In May 2004, Woody Hearn of GU Comics called for all EverQuest gamers to boycott the Omens of War expansion in an effort to force SOE to address existing issues with the game rather than release another "quick-fire" expansion.[85] The call to boycott was rescinded after SOE held a summit to address player concerns, improve (internal and external) communication, and correct specific issues within the game.
Prohibition in the state of Minas Gerais, Brazil
On 17 January 2008, the Judge of the 17th Federal Court of Minas Gerais State forbade the sales of the game in that Brazilian territory. The reason was that "the game leads the players to a loss of moral virtue and takes them into 'heavy' psychological conflicts because of the game quests".[86]
EverQuest franchise
Since EverQuest's release, Sony Online Entertainment has added several EverQuest-related games. These include:
- EverQuest Hero's Call (Pocket PC, January 2003)
- EverQuest Online Adventures (PlayStation 2, February 2003)
- EverQuest Online Adventures Frontiers (PlayStation 2, November 2003)
- Lords of EverQuest (PC, December 2003)
- Champions of Norrath (PlayStation 2, February 2004)
- EverQuest Hero's Call 2 (Pocket PC, April 2004)
- EverQuest War On Faydwer (Pocket PC, April 2004)
- EverQuest II (PC, November 2004)
- Champions: Return to Arms, sequel to Champions of Norrath (PlayStation 2, February 2005)
- d20 system).
- Legends of Norrath (a virtual card game which launched sometime in 2007 or early 2008 which also awards EverQuest and EverQuest II players with in-game items).
- EverQuest Next, newest story-based EverQuest game (cancelled)
- EverQuest Next Landmark, only world-building EverQuest game (cancelled)
A line of novels have been published in the world of EverQuest, including:
- Rogue's Hour, by Scott Ciencin (October 2004)
- Ocean of Tears, by Stewart Wieck (October 2005)
- Truth and Steel, by Thomas M. Reid (September 2006)
- The Blood Red Harp, by Elaine Cunningham (October 2006)
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Notes
- , and Mark MacBride.
General and cited references
- Malone, Krista-Lee (2007). "Dragon Kill Points: The Economics of Power Gamers". SSRN 1008035.
Further reading
- Goode, M.R. (July 1999). "On deck: EverQuest". InQuest Gamer. No. 50. Wizard Entertainment. p. 94.[1]
- Whitley, Peter (July 1999). "No sleep 'til Erudin!". The Duelist. No. 39. Wizards of the Coast. pp. 90–92.