The EverQuest team looks back on 16 years of bad ideas

    
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Power whelming. Power with just the right amount of whelm.

EverQuest has been running for a very long time, and the game’s successes are pretty transparent to anyone who has been playing the game for the whole run (or even a fraction of it). But what about the bad ideas? Executive producer Holly Longdale, lead designer Jonathan Caraker, and assistant lead designer Alan VanCouvering have looked back on the game’s 16-year history and talk about the bad ideas that never quite made it into the game.

Among the stories recounted are tales about the zone of immobile diarrhea, the clock zone, and an entire zone centered on a terrifying gingerbread man. Yes, all of these things were discussed, and some were even prototyped, but none of them ever made it into the live game. Read more about some bad ideas, including some that players got to see if not actively use, in the full article.

[Source: VentureBeat]
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nowrar

dorn2 Obviously there are many reasons, but EQ1 could never have the mass appeal that WoW has. It was designed for a different audience from the get go. Way too many changes would’ve had to have taken place (that would’ve completely alienated the current player base) to bring it anywhere near what WoW was about. Sure they hacked a few in down the road anyway but that’s a different story. 

EQ2 was supposed to be the competition for WoW and again there’s a lot that could be said as to why WoW was the success story. A strong IP, cracking engine and child friendly charm are what I would suggest are a few of the main reasons.

Nucleon
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Nucleon

The bad idea that they never talk about is why they stopped improving the game after Planes of Power. WoW came out and it was like they were shellshocked, and never did anything whatsoever to compete. They stuck their head in the sand and pretended that the industry had not changed.

There are still a lot of gamers today that want to play EQ had SOE done anything at all to keep it in line. WoW has upgraded their engine more times than you can count to keep pace, same with Eve. These games are still relevant a decade after they launched. A thousand small changes adds up over 10 years, but SOE just decided “meh, we’ve done all we could,” something like 8 years ago.

Tethyss
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Tethyss

The reversed Y ( or X?) axis on the maps.  It took navigating in the dark to a whole new level!

dorn2
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dorn2

I’d be more interested to see them talk about the bad ideas that did make it.  Even better if they’d talk about why they never improved the game.

EQ1 was the template for WoW.  Everyone talks about why WoW is such a big deal.  Nobody seems to talk about how why EQ1 didn’t get their first.

Ben Pielstick
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Ben Pielstick

Project M was one of my favorite memories of EQ, brief as it was.  I’m glad I’m finally getting a chance to put it in a game with CU in the depths.

jgauthier45
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jgauthier45

Golden_Girl AilsaN10 Figured they were just playing the repop alpha.  That would give anyone images of diarrhea.

Golden_Girl
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Golden_Girl

AilsaN10 They might have been playing Champions Online at the time.

Golden_Girl
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Golden_Girl

Number one would be being bought by asset-strippers ;-)

Dystopiq
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Dystopiq

Not too many devs have the balls to admit that. I doubt their owners would allow it.

BKone
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BKone

Greaterdivinity Esoteric Coyote Well,that one ended up in LOTRO as monsterplay.
Anyways, I would be really much interested which SOE producer didn’t see that EQ could be the game that’s played by millions. Just a little casualization and they could be the one printing money after 16 years. How does he feel now lol?