Remembering EverQuest Next


Is it too soon — or perhaps too pointless — to wool-gather about EverQuest Next? After all, that MMO project is deader than dead, so dead in fact that it killed off Landmark just to be thorough.

YouTuber Daily Quests assembled a short video remembering the brief, hopeful, and ultimately disappointing saga that was EverQuest Next. It’s good as a refresher course if you forgot how this all went down or perhaps as a method to roil up the blood if you have achieved a state of perfect calm.

If you can stomach the pain, check out the video below!

Source: YouTube

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I almost bought the ‘founders pack’ like 5 times during the build up for this game. For some reason i kept backing out wanting to wait for more content before committing to $100+ .. hope people got their money back. What a shame.


Ridiculously uninformed video.
What happened is that Landmark as the world building spin off (think minecraft but without cubes) was rather soon showing, that the voxel engine that they had chosen, was not up to quite a few things they needed for a MMO that had a fully destructive world. Worst was that there was no working water besides water that had been placed as blocks. It could not flow or search its path. Imagine you have an engine all about interactivity and modification of the world and a solution to a quest could be that you block off a river by a landslide or you cut a dam … but nothing happens …
There were quite severe performance problems when you had the quest tracker open and attempted to terraform/mine.
The building tools turned out to be way more powerful than anticipated with micro-voxels and empty voxel discovered by players – but that soon meant that the complexity of the world builds at least by player became much higher for buildings and that could bring even good PC to its knees. Plus it was quite tediuous for quite a while to use the building tools. In the end they were working pretty well and intuitive in my opinion. But it drove away a lot of people early on. And the barebone systems for combat and spelunking they put in were really weak, making this no feasible product and questionable what the actual pre-made MMO EQN would look like. But Daybreak had so few people left at this point and bled money for such a while that they soon decided to cut their loses and focus on Landmark as the easier to release (not tons of premade content in Minecraft either). They either did misjudge or intentionally ran it into the wall at this point, as Landmark as laid out was way too weak, working water never came from Voxelfarm, barely any work was – visibly at least – done on it. So the motivation to log in or build as pretty much only gameplay element was not exactly high for the majority.


Just curious…what is there to remember about a game that never launched in any form?

Reginald Atkins

I was looking forward to it, but I had a nagging doubt that they had bitten off more than they could chew… then came the dead silence, after such a hype train to have absolutely nothing on a game rarely bodes well and in the end it didn’t. Oh well.. disappointing but hardly the first, nor likely to be the last, time.

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“– or perhaps too pointless –”

ding ding we have a winner!


In every ending lies the seeds of a new beginning… and if Daybreak is supremely uninterested in those seeds, there are others who are not.

Blood Ravens Gaming

I will shed a single tear for EQNever and then move on. Honestly it was so early in development it was mostly a large wishlist. Landmark never excited me and lacked solid performance to play much.

I miss and reminisce about David Gorgenson more than I will about EQN or Landmark.

Melissa McDonald

I guess I can’t resist lol. but I really need to Let It Go

Erik Malkavian

Pff.. If you had put Thousands upon Thousands of hours into creating masterpieces you wouldn’t be so dismissive and naive to create this meme (One that even isn’t of your own creation)

Pff..What an @sshole you are! @Melissa

Nathaniel Downes

This seems to be what happens to any big game which is announced early in development, yet publishes highly polished finished artwork. I hate to say that I’m not surprised.


There is nothing to remember.