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Information About

Everquest




  developer Sony Online Entertainment
  publisher Sony Online Entertainment
  released March 16 , 1999
  genre MMORPG
  modes Multiplayer
  ratings Teen (T)
  platforms Windows , Mac OS X
  media CD , download
  input Keyboard , Mouse


To play, one must initially pay for the game Software and then pay a recurring monthly fee; a free trial is also available for those who wish to experience the game before paying. ''EverQuest'' was, for a time, the most popular MMORPG in the industry.

In the game, players explore a whatever items they were carrying), doing "quests" (tasks and adventures given by non-player characters ( NPCs ) in which a reward is given upon success), or by gathering raw materials and then fashioning them, via numerous trade skills such as tailoring or blacksmithing, into useful (or not-so-useful, but nevertheless fun) items. In structure and rules, the game is a direct descendant of the famed '' Dungeons & Dragons '' role-playing game. Many of the elements from ''EverQuest'' have also been drawn from text-based MUD (multi-user dungeon) games, especially DikuMUD .

The game features a 3D environment set in the fictional world of Norrath, its moon Luclin and alternate planes of reality. The geography of the ''EverQuest'' Universe is vast—few have visited all of the nearly 400 Zones . Multiple instances of the world exist on various ''servers'', each one hosting between 1000 and 3000 simultaneous players online during peak times. After selecting a server, a player can create multiple characters by choosing from a variety of classes and races (e.g., humans, gnomes, trolls, halflings, elves, etc.). The main aspect of Gameplay involves grouping with fellow players to kill Monster s for experience and gear. Beyond that, a player can explore the large world, socialize, Role-play , join Player Guilds , master Trade Skills , and duel other players (in restricted situations — EQ only allows Player Versus Player (PvP) combat on the PvP-specific Server , in designated arenas, or in a consensual duel in a limited number of locations.

While some parts of ''EverQuest'' can be experienced alone, without the help of other players, EQ generally remains a very group-centric game. A single character, unless exceptionally well prepared (either by means of equipment or with spell enhancements, referred to in-game as 'buffs'), will be unable to complete many of the encounters in ''EverQuest''. Most parts of the game can be completed with small groups of up to six or so people, but the most challenging (and rewarding) encounters require the cooperation of many players, possibly totalling 72 players, although the trend in recent Expansions tends towards 54 as a maximum. A large force of gamers gathered together to perform one task, is referred to as a "raid". Normally the number of players range from 36 to 72, limiting factors being the maximum number of people allowed in a "raid window" (72) and the maximum number of people allowed in certain Instanced Zones in more recent expansions. Zerging (A term that comes from another popular computer game, Starcraft ) is when a raid's main strategy is to overwhelm an enemy by sheer force of numbers. As ''EverQuest'' has aged, tactics have become more and more involved. Some of the most complex 'modern' Raid events can take a very experienced guild dozens of attempts before they succeed. Less skilled guilds may take as many as a hundred tries to beat the same event, if they are able to accomplish it at all, due to the level of strategy and teamwork required to defeat modern EverQuest encounters.


DEVELOPMENT

While the original concept is credited to Brad McQuaid, Steve Clover, and Bill Trost, much of the original product design was done by Brian Canary, Ryan Palacio, Roger Uzun and Geoffrey "GZ" Zatkin. Many other people have worked on EverQuest through the many updates and Expansion Pack s that have been released as the service has operated continually since 1999. The idea of the " MMORPG " (Massive Multi-Player Online Role-Playing Game) is credited to Ultima Online , the first of its genre.

989 Studios funded development and initially Published the game, before Verant Interactive took management after 989 Studios unilaterally canceled all of its PC projects. Sony Online Entertainment later purchased Verant, and SOE runs and distributes ''EverQuest'' currently.

''EverQuest'' launched with some technical difficulties on March 16 , 1999 but quickly became successful. By the end of the year, it had surpassed the leading competitor, '' Ultima Online '' in number of subscriptions. Numbers continued rising at a steady rate until mid- 2001 when growth slowed. As Of 2004 , Sony reports subscription numbers close to 450,000.


ZONES


The ''EverQuest'' universe is divided into nearly 400 ''zones''. These zones represent a wide variety of geographical features, including plains, oceans, cities, deserts, and other planes of existence.


CONTROVERSIES AND SOCIAL ISSUES

''EverQuest'' has lived through its share of controversy, much of it shared by the entire MMORPG genre. One example involves the sale of in-game objects for real currency (often through EBay ). The developers of EQ have always forbidden the practice and in January 2001 asked eBay to stop listing such auctions. For a time, such auctions were immediately removed, which created market conditions that allowed a number of upstart auction sites to specialize in this new virtual economy. The game has always had problems with exploiting, cheating, and hacking. Patches have stopped some of the most serious cheats, but controversy also surrounds SOE's policies, once seen as heavy-handed and subjective, now generally perceived as lighter than deserved in many instances. Changes in management have caused changes in company-to-customer representatives who defend or promote said policies. Gordon Wrinn ("Abashi") was the spokesperson of Verant, followed by Alan VanCouvering ("Absor") for SOE; a team now presents plans to the players. Critics of EQ's overall design deride it as "simplistic", and this has led to a satirical game called '' Progress Quest '' to appear on the Internet . Some Gamer s have nicknamed it "LevelQuest", implying that the purpose of the game is to only acquire levels. Monotonous in-game-activities are referred to as Timesink s.

The game is renowned and berated (by some in 2002 , and brought this issue of ''EverQuest'' addiction to the forefront of many message boards across the Internet .

The sociological aspects of ''EverQuest'' (and other MMORPGs) are further explored in a series of online studies on a site known as "the HUB". {Link without Title} The studies make use of data gathered from player surveys and discuss topics like virtual relationships, player personalities, gender issues, and more.

As it enters its seventh year, there is a perception among some longtime players that Everquest's best days are behind it, and indeed many have abandoned EQ in favor of some of the newer MMORPGs on the market, such as City Of Heroes and World Of Warcraft . Although it is true that some formerly-busy zones are now deserted, SOE continues to release expansion packs, and certain zones continue to be crowded during peak game-playing hours.

A major controversy broke out following the release of the Depths of Darkhollow expansion (abbreviated DoD or DoDH). This expansion introduced Monster Missions (MMs), which allowed players to participate in short missions as a different character for gaining experience and equipment. Many MMs are deeply involved in the ongoing lore of the game; for example, one mission in Lavastorm Mountains enables a party to play as Nagafen, one of the two original "old world" dragons, and his henchmen, for purposes of repulsing a raid against them. MMs can be repeated as often as desired, although there is a lockout timer that must expire between missions. MMs were lauded by many casual players as a quick, effective, and easy way to "catch up" with the more hard-core players, without spending hours looking for a group. At the other end of the spectrum, MMs were heavily criticized by the more hard-core players, particularly those in the so-called "uber guilds," as being a cop-out and a mechanism for free, and risk-free, experience. Indeed, many players repeat certain MMs (for example, the Highpass Hold mission) over and over again, gaining large amounts of regular and/or AA experience. The more cynical critics of MMs label such players as "MM babies," an allegation that such players lack the skills crucial to playing their regular character. Upon the release of the Prophecy of Ro expansion, SOE dramatically reduced the experience gained from MMs and significantly increased their difficulty. Depending on the player's point of view, this could be viewed as either a "nerf" or a "fix;" the long-term effects of the changes remain to be seen.


REAL WORLD ECONOMICS

''EverQuest'' has many in-game items that are hard to produce and/or to find, and most can be traded among players via the game's currency (platinum pieces). Because these items are also sold on EBay , an actual Exchange Rate between platinum pieces and real life dollars can be calculated. This led some Economist s, among them Edward Castronova , to study the economics of ''EverQuest'' and other MMORPGs. The researchers discovered, to their surprise, that EQ's money was in fact more valuable than the Yen (although this is no longer the case; there are now about 2900 platinum to a U.S. dollar which is worth about 113 Yen), and its GDP per capita is higher than that of China and India .

This led some gamers to start playing professionally, as after some hours of play they could earn income by selling off in-game items. Black Snow Interactive was founded as a company that created characters, Leveled them to make them powerful, and then resold the characters. After some time, the firm moved to Mexico , as the salaries for Mexican players are far less. Other firms, such as the Gaming Open Market , specialized in exchanging money between games. A player could exchange a house in '' The Sims Online '' for ''EverQuest'' platinum pieces, depending solely on market laws of Supply And Demand .

Sony officially discouraged the payment of real-world money for online goods until July 2005, when they launched Station Exchange. 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. {Link without Title}

While Sony's official stance on ''EverQuest'' is still against real market transactions, any real enforcement of this faded years ago. It is now common to encounter an account on its second or third owner, especially in the higher end game.

Due to the difficulty in learning the role a specific class plays within a group, and of learning the best way to fulfil this role, individuals who purchase high level characters without prior playing experience with a similar character are considered sub-par to those who have developed characters normally. To a lesser extent this is also true of individuals who purchase equipment far stronger then they should reasonably have (known in-game as "twinks"), and pay for help from high level characters in order to raise a newly created character into high levels quickly with little risk (known as "power leveling" or simply "PL"). Referring to a character in EverQuest as an eBay character or to an individual as an eBayer are derogatory comments used to suggest both that an individual did not develop his own character and that he has not learned how to properly play it.


EVERQUEST EXPANSIONS

There have been several expansions to the original game since release. Expansions are purchased separately and add significant content to the game (for example, new races, classes, continents, quests, and equipment). Additionally, the game is updated regularly through downloadable patches. The EQ expansions to date:

# '' The Ruins Of Kunark '' (March 2000)
# '' The Scars Of Velious '' (December 2000)
# '' The Shadows Of Luclin '' (December 2001)
# '' The Planes Of Power '' (October 2002)
# '' The Legacy Of Ykesha '' (March 2003)
# '' Lost Dungeons Of Norrath '' (September 2003)
# '' Gates Of Discord '' (February 2004)
# '' Omens Of War '' (September 2004)
# '' Dragons Of Norrath '' (February 2005)
# '' Depths Of Darkhollow '' (September 2005)
# '' Prophecy Of Ro '' (February 2006)
''See also: EverQuest Timeline ''

There are many spin-off products from ''EverQuest''. Several servers have been introduced with alternate rule-sets, including one which allows Player Killing , another, ''Firiona Vie'', that has a set of rules more friendly to role-playing (although it also contained other rule changes that also made it attractive to non-role-players which some argue defeated the purpose), and a premium flagship server titled Stormhammer ''Legends'' server (which, for a higher fee provided a greater level of in-game customer service. Many players saw this as a way to charge players more money for a level of service which should have existed without the fee). After many months of the "Legends" community pleading for communication with Sony about its future, nothing was said until a sudden announcement in December '05 that Sony was closing the EQ flagship server. '' EverQuest Online Adventures '', released in February 2003 , is an MMORPG for the PlayStation 2 console. '' EverQuest II '', a sequel to ''EverQuest'', was launched in November 2004. '' Champions Of Norrath '', the D20 Tabletop RPG '' EverQuest Role-Playing Game '', several books, and player gatherings (''Fan Faires'') have also been spawned from ''EverQuest''.

Fans have created the Open Source server emulator EQEmu , allowing users to run their own servers with custom rules. Running such an emulator is a violation of EQ's end user license agreement and could result in a player being banned from Sony's ''EverQuest'' servers if caught doing so. It has not gained the same popularity as server emulators for ''Ultima Online''. Although technically against the EULA, it is unlikely that you will be banned or otherwise punished for playing on an EMU, unless you admit to it, ingame, in front of Sony support staff.


GAMEPLAY JARGON


''EverQuest'' carries an internal language and culture of its own, including a plethora of arcane abbreviations aiding communication between players. For example, SoW (which stands for Spirit Of Wolf , a popular spell which accelerates players' movement), and vernacular usages such as 'crack' or 'mind candy' which within the context of EQ refer to Mana regeneration spells such as Clarity or KEI (an acronym for ''Koadic's Endless Intellect''). While mostly consistent, there are also some differences in jargon between servers, and between the Asian, European and American gaming communities. For example, KEI is known on some servers as C3 (it is the third version of Clarity). In-game chatting can practically be a foreign language to anyone who has not played it extensively.

Most ingloriously, and reflective of the sometimes poor testing done before release, players coined the term '' Nerf (computer Gaming) '', which is probably just a reference to Nerf -brand swords being harmless, and has been around since the days of MUD s. Some have proposed that it means "New Enhancement Reduces Fun."

A number of terms used in-game have been coined by players from a wide variety of other MMORPG s or players of ''EverQuest'' specifically. One is the habit of calling monsters ''MOBs'' or ''mobs'' which is a contraction of Mobile Object s and stems from old text-based MUDs' use of the term. Some terms like these, while coined in ''EverQuest'', have migrated to other MMORPGs.

Some players use Leet , which is also referred to as "dewd" speak, and Internet Slang is quite common among users of the game.


DEITIES


There are several deities in ''EverQuest''. Like traditional deities, they each have a certain area of rule or responsibility.


REFERENCES

  • Parloff, Roger (Nov. 28, 2005). "From Megs to Riches". '' Fortune '', pp. 72–84.



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