Everquest Next Detailed, Has Holy Grails Of Gameplay

Written by Andrew Moynihan on Mon, Aug 5, 2013 2:30 PM
System Requirements Optimum 1080p PC Build Low vs Ultra Screenshots GPU Performance Chart CPU List That Meet System Requirements GPU List That Meet System Requirements

Everquest Next has been confirmed as in development for four years now, with almost nothing being said about it for the duration, leading many to think the game isn't actually coming.

Sony Online Entertainment have pulled back the cover a little, talking about the upcoming MMO and what makes it different from the rest of the market...

It seems that so much of the MMO world today is based around the World of Warcraft model: there are cities, there are vendors, there are monsters, there are quests. Although there may be a lot of impressive content in the quests, none of it is unique; every player will experience the same thing.

Everquest Next is seeking to push the boundaries of what an MMO is, and has made a list of the "holy grails" that they want to implement; things too difficult to work into current MMO's.

SOE Design Director David Georgeson talked about the game in a recent interview, saying:

"What we need to deliver with EverQuest Next is something really original, so what we did was tear it down to the bedrock. We pick what we liked, what we didn't like, and we came up with a list of holy grails that we as designers had always wanted to do, but never had the time or the intestinal fortitude to try before."

These holy grails include things that seem almost unworkable in an MMO environment, like modifiable terrain, intelligent enemies who react to the changing world around them, and cities created by the players. Although there have been attempts to overcome some of these challenges in the past (Wyrm Online has player built towns), none of it has been done on the scale that Everquest Next will be approaching.

"It's intimidating, but we've been breaking these things down into categories and attacking them one at a time, so that we can polish up what needs polishing before moving on. We've also prioritized all of our heaviest risks at the earliest stage to prove that we can get them done. Now we're past all of the R&D hurtles, and we're at the point where we're doing what we know how to do, which is build an MMORPG."

SOE have a history in large MMO's, most recently games like Planetside 2 and Tribes: Ascend, so they can almost certainly handle the back end of the game. Still, it's not clear how they'll manage to balance all of the creative and destructive aspects of the game.

The aim is to let servers have their individuality, with cities naturally arising where the players want them, some areas being destroyed utterly whilst others remain untouched. Monsters will have their own aims in the game; for example, Orcs will do anything to get more gold, and so will frequently end up in fights with players for it. Completely destroying a group of enemies could let another set grow in strength, where previously they held each other in check.

This level of dynamic movement and thought extends to the quest system too, allowing you to actually have an impact with your adventuring.

Georgeson hopes that players will gather their own story from the world, as it is these tales that truly make a character feel real. Currently, when you complete an impressive quest, your friend has already seen it; with randomised an generated content, your fight will be unique, and your stand with the rest of the village to stop the Orc horde will live on. The desperate fight that isn't scripted; a fight where you can't rest easy, knowing you're "supposed " to win.

Everquest Next sounds like it's really ticking the boxes to be the MMO that really shows World of Warcraft what it should be doing, but it's not here yet. Do you guys think Everquest Next can pull it off? Will Blizzards WOW sequel beat it? Tell us your thoughts below!

Login or Register to join the debate

Rep
3
Offline
09:35 Aug-06-2013

LOL i just hope it is not a let down like gw2 was to me. Promising many similar things like player impact on environment and molding the area etc etc. As for F2P i dont mind a monthly fee as long as it isnt like $30 or maybe a one time buy the game fee and each expansion would work well imo

0
Rep
30
Offline
15:57 Aug-05-2013

Is this going to be a free to play?

0
Rep
108
Offline
16:27 Aug-05-2013

I hope not. F2P is making RIFT an unplayable crap bag.

0
Rep
30
Offline
17:31 Aug-05-2013

Yeah that's the case with most f2p mmo's, but if this game is f2p I might give it a shot.

0
Rep
0
Offline
11:32 Aug-07-2013

Trust me, You do not want it to be F2P. Subscriptions are not good either. Paying once and then again for expansion (provided they have enough content to be played for 1-2 years) is much more worthy IMO.

0

Can They Run... |

Core i7-10750H 6-Core 2.60GHz GeForce RTX 2060 Mobile 16GB
| 60FPS, Medium, 720p
Core i5-4440 3.1GHz Radeon HD 6670 v2 Gigabyte OC 1GB Edition 16GB