It has been a while since the dust settled on late, lamentable EverQuest Next, and even longer since the sandbox MMORPG acquired and then ditched Storybricks for one of its core game systems. Recently, Storybricks CEO Rodolfo Rosini rediscovered a couple of early documents of his company’s work on EverQuest Next, and as these were produced in 2012 before an NDA was signed, he decided that they were fair game to share with the internet at large.
“The first document is the initial pitch after we were told the scope of the game that is now public and it wasn’t clear how many features we would have to develop for the final product,” Rosini said. “As you can see magic was a huge influence on the prototyping stage. The second document was our proposal for a demo of the AI combat system, and that was what helped us advance the discussion for our involvement in EQN.”
It’s certainly interesting to get a glimpse into the fabled MMORPG’s development from Storybricks’ perspective and to once again tantalize our minds with the thought of “what if it had happened this way.” The documents talk about Storybricks creating the “illusion of life” with its flexible scripting program, especially in combat, and how it would be used to adapt and counter players’ fighting styles.
If you were hoping that another title would pick up the idea of a voxel world and run with it, you’re getting your wish. I met with Jean-Christophe Baillie, the president and founder of NovaQuark, at PAX West. He showed off the pre-alpha build of his company’s voxel sandbox, Dual Universe. After zooming across the planet, building a ship, terraforming, and then blasting off to the moon to do it all again, I believe this subscription-based game (which begins its pre-alpha for backers on September 30th) may very well be the home that players who’ve been wishing for a voxel-based world have waited for.
Baillie defines Dual Universe: “We give more creativity freedom to the players: They can build the ships they want, the environment they want, the houses they want. It’s about freedon to create anything you like.”
Every MMO tells a story through the run of its life. A lot of those stories are pretty happy, too. Ultima Online may not be the most happening place in the world right now, but its story is about launching a genre and then running for two solid decades. That’s a pretty great story. However much it’s become a tale of mismanaged expectations, World of Warcraft kind of became the most popular thing for a long while and brought in tons of new people to the hobby. Even titles with sad endings often have bright stories; the end bit for City of Heroes sucks, but everything leading up to that was a gas.
And then you have these 10 titles. These are titles where the whole story is a tragedy, start to finish, and in many cases the tragedy isn’t necessarily over, but the story is still just plain sad. There are reasons, of course, maybe even good ones, but the result is that the narrative for these titles is pretty sad all the way through.
On Tuesday, Daybreak formally announced that the neglected PvE half of H1Z1, Just Survive, would be shedding its H1Z1 branding once and for all. The reveal couldn’t help but remind me of the way Daybreak did the same thing for Landmark, deleting the “EverQuest Next” and then the EverQuest IP altogether from the title and marketing before ultimately scrapping the entire game not long after launch.
I don’t think Just Survive is necessarily doomed without the branding, however. In fact, I can think of several MMOs that I wish could have dumped their IPs or changed their names to rid themselves of the proverbial albatross ’round their necks. Star Wars Galaxies leaps immediately to mind.
What MMO would you like to see dump its branding or IP?
In the pantheon of SOE’s (now Daybreak) flagship EverQuest franchise, there used to be a whole family of MMOs gathered around the table every evening. There was Papa EverQuest, looking a little wrinkled and worn but also radiating fame and authority. Next to him was Mama EverQuest II, a powerful matron of entertainment. And EverQuest Next used to be a twinkle in their eyes before it was extinguished.
Then, in the next room over was a cabinet. The cabinet was locked. Inside that cabinet used to be a weird abnormality that certainly looks like a member of the family, but one that hadn’t seen the light of day in quite some time. This member subsisted on the scraps of an aging console and the fading loyalty of fans, hoping against odds that one day he’d be allowed out for a stroll or something. His name was EverQuest Online Adventures, the EverQuest MMO nobody mentions.
EQOA was a strange abnormality in SOE’s lineup. While it was one of the very first console MMOs and heir to the EverQuest name, it was quickly eclipsed in both areas by other games and left alone. Yet, against all odds, it continued to operate on the PlayStation 2 for the better part of a decade before its lights were turned off. Today, let’s look at this interesting experiment and the small cult following it created.
Ever pause during your day and find yourself wondering, “What ever happened to that game?” With hundreds upon hundreds of online titles these days, it’s surprisingly easy for MMOs to fall through the cracks and become buried as more aggressive or active games take the spotlight.
Well, every so often we here at Massively Overpowered find ourselves curious what has transpired with certain MMOs that we haven’t heard from in quite a while. Have we missed the action and notices? Has the game gone into stealth maintenance mode? What’s the deal? What has it been up to lately?
That’s when we put on our detective hats and go sleuthing. Today we look at whatever happened to PlanetSide 2, A Tale in the Desert, and Istaria (witness protection program name: Horizons).
When Daybreak announced last year that it was cancelling the highly anticipated EverQuest Next project, the series’ forward momentum lurched to a halt. This wasn’t helped by other EverQuest entities that have been retired over the past few years, leaving only the two aging flagship MMOs to carry on the legacy of the franchise.
For franchise it is. It might be fuzzy in people’s memories (or simply absent from them), but there was an era where EverQuest was the MMORPG at the top of everything, and Sony Online Entertainment wasted no time in capitalizing on its popularity. Spin-offs, sequels, and alternative versions spawned into being, creating a library of EverQuest games.
In fact, there are more than enough to fill up a full list of 10 titles — and then some! So today let’s look at some of the lesser-known entries in EverQuest’s ever-expanding franchise and muse about what might come to this series in the future.
Your favorite game is going to die. I wrote about that. Some games are never even going to get to launching in the first place, unfortunately. But then there are these titles: games that went the distance when it came to development, marketing, promotion, testing… but somehow didn’t quite manage to stick the landing past that. These are the games that, in Transformers terms, are the hi-then-die cast of the MMO space.
That doesn’t always mean the games are bad, mind you. Some of these games were great fun. But through a combination of business model issues, publisher issues, player population, and just general weirdness, these titles couldn’t make it to a year and a half in the wild. Heck, some of them couldn’t even make it to a year and a quarter. And if you want to peruse this list and wonder why all of these titles are gone but Alganon is somehow still operating… well, we’re just as confused as you are.
Amazon Game Studios continues to lure talented developers away for its new multiplayer projects. Sebastian Strzalkowski became the latest to defect to the new studio, saying that he is joining the San Diego team after 13 years of work at SOE and Daybreak.
Strzalkowski’s portfolio covers a wide swath of Daybreak projects, including being art director for H1Z1 and having worked on Free Realms, EverQuest Next, and Star Wars: Clone Wars Adventures.
“Grateful for 13 rewarding yrs at SOE/Daybreak, honored to work with such talented folks,” Strzalkowski posted on Twitter. “Starting new job @AMZNGameStudios later this month!”
Ever since the tone-deaf SOE proclamation that nobody wanted to play Uncle Owen in an MMORPG, contrary me has consciously fought that very stupid idea. A whole lot of people wanted to play Uncle Owen, then and now, there and elsewhere. Star Wars Galaxies was a game half full of Uncle Owens. I spent a lot of time literally becoming a moisture farmer as my own form of rebellion. And yet, as I realized while debating with my husband a few weeks ago, the person I really wanted to be was freakin’ Lando. And most MMORPGs don’t allow that either — it’s Luke or GTFO.
Such is the argument made by a recent PC Gamer article, which in its own precious mainstream way argues that “MMOs need to let you be an average Joe” to get out of the clear “creative slump” they’re in.
“With their scale and permanence, MMOs give us the chance to be citizens in a make-believe world we create with the help of our fellow players. When it’s left up to us what kind of role we want to fill in that world, everybody’s immersion benefits from being surrounded by all types of characters with vastly different stories.”
For this week’s Overthinking, I asked the staff to chime in on the concept of Uncle Owen in MMORPGs. Do you play this way? Do you wish you could? And is it the way forward?
The other day, Bree was complaining about how so many screenshots from modern MMORPGs suffer from a bland and monochrome palette. Coming to the rescue, then, is our team of expert One Shotters, scouring online games for vibrant looks and colors!
Zulika Mi-Nam kicks us off with this delectable piece of Portal Knights scenery: “The last few days I have been playing Portal Knights. I guess it is like a Stargate/Minecraft combo? It scratches the same itch that EQ Next did for me, not that I was a builder. I just like exploring and some type of progression. This is more combat oriented though.”
How’s that doggy going to get down, Zulika? Throw that dog a bone already!
This week’s Massively Overthinking comes to us from Xijit — and I think you’ll agree it’s quite timely.
“In light of The Secret World getting reworked into more of a single-player or online-but-not-actually-an-MMO title, what other MMOs would you like to see downgraded from the full MMO format and turned into a single-player-focused or limited multiplayer title?”
I’d like to say I can speak for everyone and say NONE ZERO NEVER STOPPIT. But I bet our staff — and you — can probably think of a few MMOs that might be better suited for a different format. Let’s dive in to this pool full of poop jello and fight it out.
The graveyard of Sony Online Entertainment and Daybreak Game Company is certainly full enough to be considered a threat if there was ever a zombie uprising among MMORPGs. From PlanetSide to Free Realms, there are plenty of live games that were disposed of in this grim fictional burial ground. But there are also those stillborn titles that never had the change to make or break in a live environment. EverQuest Next might be the most fresh in our minds, but go back a handful of years and you might have seen players lamenting the loss of a different promising SOE game: The Agency.
The Agency seems like a natural fit for the studio’s focus on first-person shooters and a willingness to branch out from strictly fantasy territory. Instead of dragons or stormtroopers, players in this game were to face off against terrorist organizations and dastardly spy agencies, all in the pursuit of living out the ultimate James Bond fantasy.
But instead of sitting on our desktop, The Agency exists only in a forgotten corner of this imaginary cemetery. Today, let us tenderly brush off its worn tombstone and remember what we can about this canceled spy shooter.