As I mentioned before, Landuran and I returned to Everquest Two over the summer. In theory, so did Myclawz and Greldor, but we haven’t seen them online…at all. Anyways, over the past few months I have found myself wishing that Everquest Two was more popular than it is. The reality is that a success of an MMO is determined by its launch (and maybe the following month).
Everquest Two had a horrible launch. On top of that – the game was horrible. Sony spent so much time making sure that the trade skill system wasn’t trivial that they made it so complex it wasn’t even fun. The graphics were out of this world. The combat was ok, but it was lacking that EQ1 feeling we were all looking for.
Everquest Two, as it exists today is a completely different game than it was at launch. They completely redid the trade skill system to make it a little less painful, added guild housing, improved the solo and small group quests. Also, they actually go out of their way to have events and seasonal things in the game, which makes it fun. The graphics continue to improve as systems become more and more powerful. They even have in game voice chat that works (unlike WoW – which is horrible) …I haven’t seen any of the raid content yet, so I can’t comment on that.
The problem is no one wants to buy a game that is 5 years old and start playing it (unless you are an EQjunkie, of course). I understand that – I don’t blame you. This brings me to the point of this entire post – what about Everquest Three?
With all of the lessons learned from making Everquest One and EQ2 image what they could do with Everquest Three. I realize Verant actually made Everquest One, but Sony supported it long enough that they know the ropes.
Here is what I propose for EQ3:
OS independence:
With consoles basically acting as computers today I don’t think it is unreasonable to support EQ3 on the Playstation 3, OSX, Windows, and Linux. In reality, the first three I think could happen, but for whatever reason no one likes to develop games for Linux (Thankfully, there is Wine). With OS independence Sony would have a larger pool of people to buy their game – that is never a bad thing.
Graphics:
Keep the Everquest Two style. I really like the realism that comes with the graphics. I also like how the graphics evolve as hardware becomes better and better. I hate how cartoon like WoW is.
Basic Classes:
Steal this from Everquest One and WoW. The more classes and specialization you add into the game the more complex balancing, gearing, raiding…everything becomes. Go back to the original classes in Everquest One and try to revamp them. Make things more simple and straightforward.
Solo and Group Content:
Continue upon what Everquest Two is doing. Create solo and duo versions of the group dungeons so casual players will have a chance to experience most of the world.
Scale the loot and difficulty of dungeons dynamically based on how many people are in a group. This will make things reasonable no matter how many people are in their party, while encouraging people to group together to get better loot…this is an MMO after all.
Keep currency the same. Everquest one had LDONs and other dungeons that used special crystals to buy things. It was annoying that each time a new expansion came out your old currency was worth nothing. At the very least have an exchange NPC that will let you convert one currency to another.
Raid Content:
Make things difficult. Raiding is not for the casual player and never will be. Raiding is about putting in lots of time to develop a strategy and coordinate with many other people to defeat an epic monster. If the fight isn’t epic, it wouldn’t be believable.
Bring back open air raid content. Everquest One was well known for having dragons in the middle of a low level zone. This was really cool for a couple of reasons:
1. It brought us back to low level zones we haven’t seen in awhile.
2. It gave everyone a sense of community – the low level players needed us to kill the dragon to make the zone playable.
Quests:
Make quests change. Nothing makes an MMO more boring than following a guide from Alla or EQ2i. Imagine if quests were dynamically created and there was no guide. This is the most complex of all of the proposals, but it is still manageable. At the very least have a few thousand versions of a quest that are randomly assigned.
Zones:
Create a set of zones for each tier of players 1-10,10-20, etc. Once you have a set of zones stop. When you release expansions only release content for higher level players. Everyone will get a chance to work through the low level stuff if they keep plugging. By limiting what they can do you push more people towards the level cap which will make finding a group easier on everyone.
Trade skills:
I like the harvesting on Everquest Two. I would definitely keep that. I would add a request system into the game so players could create their own writ and place it on the auction house. Anyone with the right trade skill could fill the writ to earn coin and experience. I think this would relieve some of the repetitiveness of trades skilling as it exists today.
Events:
Have events going on in game as much as possible. Best of the Best tournaments, Seasonal quests, anything. Events are the polish that makes a good MMO great.
Difficulty:
Raids should be hard. They should make you want to pull your hair out. They should require lots of communication and dedication.
The solo and group content should be manageable. Things should be challenging (so it doesn’t get to boring), but not insanely hard.
What suggestions do you have for Everquest Three?