Everquest which came first
Interestingly, Meridian exists today as a free to play title that can be downloaded on Steam. Tibia was developed and published by CipSoft in Unlike The Realm or Meridian , the game was actually two dimensional, and utilizes pixel art.
Set in a fantasy world that has been expanding for several decades, Tibia has the benefit of being an open-world game where the players can continue leveling up as long as they want to. The game has a strong PvP focus, but those who want to avoid that can pick servers where that sort of gameplay is discouraged.
The Ultima franchise had been around for over a decade by the time Ultima Online launched courtesy of Origin Systems and Electronic Arts. The game underwent multiple expansions that added new content and new areas to the game, which came with new monsters and more in-depth PvP. The game is a largely 2D, avoiding the 3D being used in newer games and going for a sprite-based experience that allows players to visit three different kingdoms and nine different cities.
By the time EverQuest launched, Ultima Online had shattered expectations and sold , copies. But EverQuest was a cutting-edge game that required a computer with a 3D graphics card, a somewhat novel piece of hardware in The team would be excited if it sold even a quarter as many copies.
Andrew Sites, an assistant producer, remembers getting phone calls from friends telling him that EverQuest players were lined up out the door at retailers hoping to buy a copy. That was his first clue that EverQuest's servers were about to be destroyed by a flood of eager players.
We found if you pulled the little rubber feet off the bottom you could squeeze in one more row of PCs, which were the EverQuest worlds at the time. There was no remote administration hardware. It was literally serial cables to each of the worlds connected to one PC with a switch box and a monitor. When EverQuest's servers first went live, they quickly crashed. To keep EverQuest online, three employees would sit in that freezing cold network room wearing parkas and manually reboot the servers.
We were just making it up as we went along. Few, if anyone, could reliably play EverQuest that day. Smedley, Sites, and the networking team were left scratching their heads until they finally discovered the source of the problem. EverQuest was using a network managed by a local service provider called UUnet, also used by several major San Diego corporations.
But demand for EverQuest was so much greater than Verant Interactive had planned for that it was exceeding the physical limits of the internet pipeline into San Diego. As a result, not only could thousands of players not explore Norrath, several massive corporations had their networking operations accidentally sabotaged. Days ticked by as Smedley and crew desperately tried to assuage the growing frustrations of their players and negotiate for better internet access, but UUnet would have to physically lay more cable between San Diego and Los Angeles first.
That would take weeks. Meanwhile, a rotating team of three parka-wearing employees took eight hour shifts rebooting crashed servers for days on end. Fortunately, UUnet was able to reroute traffic and free up bandwidth as an interim solution while they expanded their physical pipeline, and players were finally reliably able to explore Norrath for the first time.
Despite how painful that initial week was, people quickly forgot. EverQuest was revolutionary. By April, EverQuest had sold 60, copies. Six months later: , copies, doubling Ultima Online's already record-breaking numbers in half the time.
Though brutally punishing and complex, EverQuest's blend of whimsical fantasy, grueling adventure, and gorgeous graphics encouraged players to bond and form online relationships that became more engaging than its tedious grind. They are the ones that made it what it was. Overnight, McQuaid and his team became celebrities not just to their fans but in the gaming industry at large.
At its height in , EverQuest had sold over 3 million copies and had released a whopping eight expansions another 17 would follow in the decades after. Blizzard Entertainment President J. Sony, quickly realizing that EverQuest wasn't doomed, re-acquired Verant Interactive and merged it with Sony Online Entertainment, forming an entirely new PC games division under Smedley's rule.
It was a triumphant moment for the "Ghouls and Goblins Guys," but there's no hard feelings about it. They paid for half the funding of the game, even if they were always hedging their bet. It was definitely vindicating, but when I think back, if it wasn't for Sony and the different executives there at the time, and John running interference and protecting the game, then there wouldn't have been an EverQuest.
But back then, no one was really thinking about it. Sure, they had achieved what seemed impossible, but Bill Trost and the other developers had pages filled with notes of new continents and stories that didn't make it into the initial launch to think about instead.
There was always more work to do. With over 7 years of experience with in-depth feature reporting, Steven's mission is to chronicle the fascinating ways that games intersect our lives. Whether it's colossal in-game wars in an MMO, or long-haul truckers who turn to games to protect them from the loneliness of the open road, Steven tries to unearth PC gaming's greatest untold stories.
His love of PC gaming started extremely early. Without money to spend, he spent an entire day watching the progress bar on a 25mb download of the Heroes of Might and Magic 2 demo that he then played for at least a hundred hours. It was a good demo. Image 1 of 6. Image 2 of 6. In , a true sequel was released, which takes place years after the events of the original. EverQuest II has since seen fourteen of its own expansion packs.
A third proper EverQuest game, known as EverQuest Next , was announced in August but was cancelled before release. Ultima Online came before it, but it was EverQuest that brought the pay-to-play concept to the mainstream. The game featured forteen playable classes, twelve playable races, and over one hundred unique zones to explore in the fantasy world of Norrath.
Many of the concepts introduced in the game have become standard in almost every MMO released afterward. The first expansion pack to EverQuest was met with rave reviews both critically and from the players. Among the highlights were the increase of the level cap from 50 to 60, the introduction of a new playable race with the Iksar , and a new continent Kunark to explore including over twenty new zones.
Arguably the most popular addition though was the class-based epic weapon quests. To complete these multi-step quests, a player had to invest large amounts of time, and seek out extensive assistance from other players.
The second expansion to EverQuest was intended almost exclusively for high level players. It introduced a new continent, Velious , including nineteen new zones to explore.
Also included were all-new armor designs that gave most of the equipment found in the expansion a unique look. The gameplay revolved around the players and guilds making a choice between three different factions Dwarves , Giants , or Dragons to join in an ongoing war for domination of the icy continent.
The third expansion to EverQuest brought new content to players of all levels. Travel to Luclin, one of two moons that revolve around Norrath , introduced twenty four new zones to explore. It also introduced a new playable race Vah Shir , a new playable class Beastlords , and player-owned horses. To entice level 60 players to keep grinding, Luclin introduced Alternate Advancement abilities which allowed players to toggle to a separate experience pool that would earn them points towards purchasing new skills.
The most notable change to the game was a completely overhauled graphics engine that included all new character models for all of the playable races. The fourth expansion for EverQuest took players to the realms of the gods. Although players had already experienced encounters with several of the game's gods , this expansion introduced over twenty new planar zones.
More so than any previous expansions, PoP had an overarching story that unfolded as players advanced through the different tiers of planes by defeating certain deities. The most notable, or infamous, addition was a zone called the Plane of Knowledge, which included portals to every city in the game, making travel throughout Norrath virtually trivial. The level cap also increased from 60 to The fifth expansion to EverQuest was smaller than the previous four, but added several new features that had long been requested by the player base.
A handful of new zones were added to the game in the way of the Broken Skull islands off the southern coast of Antonica. Frogloks , a race of frog-like people, were added as a playable race. Players who purchased the expansion also received an increased size in their bank space by double, the ability to purchase armor dye , and a new armor slot for Charms.
A new guild management system and a cartography feature that allowed players to have in-game maps for the first time were also implemented. It had 3D visuals and a massive world to explore. As the name implies, it was about living out a fantasy life, fighting monsters, finding loot and battling alongside or against other players.
Most of my time with it was during those early years. I spent countless hours watching my brother adventure through massive dungeons at night with his Paladin, a holy warrior. Eventually, I got an account of my own and the genre had its hooks in me for good. Norrath was interesting because it was a hostile place.
Instead of holding your hand and guiding you through a field of flowers and rainbows, this MMO was more interested in shanking you in a dark alley then shoving you into a lake without explaining how to swim. That meant a rival guild could show up while you were in the middle of looting a dungeon, or you could get ambushed in one of the open fields between towns.
That sort of risk sounds commonplace now, but in it was fresh, and it added an extra layer of anxiety to travel. There was no fast travel, no flying mounts or teleporting gates. You had to commit time to take a risky journey from one place to another. Anyone else who played in those early days remembers making the dangerous trek between Freeport and Qeynos.
All this hostility was compelling, but it also meant the players had to work together. It's all about helping. It's all about creating moments.
People talk about feeding the content beast but here it's about feeding players. Longdale has been around for about half the game's life. There have been 25 expansions since it first came out, so if you log in to EverQuest today, things may be very different.
I downloaded the free-to-play version on Steam recently and it felt both familiar and foreign at the same time. There are tons of menus in your face and the basic controls feel archaic by modern standards. I probably spent 10 minutes in the settings before my character moved an inch.
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