Classic EverQuest GDC panel reflects on development, design, and nostalgia

    
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There are not many MMORPGs that have the well of 20 years of experience to draw from, which makes a game like EverQuest pretty special. A panel held at this year’s Game Developer’s Conference provided fans of the classic title a few behind-the-scenes looks from the game’s early years while musing on where it stands today in comparison.

As one would likely expect, a lot of those looks backward involved the advancement of online gaming tech from circa 1999; one story shared during the event explained that the cost of the game’s servers was $250,000 at launch. Naturally, those servers have since been replaced, but one still exists in the office as a keg.

Some things never change, however. The systems inherent in the game to entice co-operation are still in play, naturally, and Technical Director Jennifer Chan stated that the game still functions just as it did in 1999. That adherence to nostalgia, according to Assistant Lead Designer Alan VanCouvering, is the thing that keeps most people around. “It was designed with a specific vision in mind and we’ve stuck to that vision,” he noted.

source: Polygon, thanks wilhelm for the tip!
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Mark Werenczuk

Reading all of these comments just makes me loathe multiboxers even more. It was never an intended part of the game and it provides nothing but negative aspects to gameplay to the majority non-boxers.

There is a reason people are rude to you when you are multiboxing. It’s not the player base that is the problem, it is the multiboxers.

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Bruno Brito

That’s on the managers of the game to erradicate.

kjempff
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kjempff

Content may be mostly similar (they redesigned half the zones in classic, and not for the better). Some things function the same, but much was changed in the dynamica of the gameplay, power balance, and availability of things not in the original era – talking about tlp.
I have played most of the tlps since the first one, and besides the tlp game changing every time and moving hurther away from its core gameplay with a thousand small changes, I also noticed player are getting less friendly and certainly the new tlp follow that trend.
Also the krono trade (rmt) is the main problem with tlps, not by itself but it brings in all the nasty unwanted players and their mentality of hacking, ks’ing, monopolize resources (even more than someone just making plat as it used to be) – Obviously because real money has a much higher incentive than just being the nerdking of the server.

There was a time when cheaters were being dealt with (hacks, botting, exploiting), and now they only focus innocent helperware that makes life bearable in their stupid nonworking truebox bull. I am not saying it is healthy to have too many box, but there is a huge difference between a mage army (often with hacking software too, not to mention illegal software to control them) and then someone with a “pocket character”.

The truth is if people were actually forced to manually control every box, the soft limit for a very good player is 3 (and for a lesser 2), beyond that you are no longer playing but just dragging a character around. So as it was in the past (and this is the true truebox), if cheaters were being processed and banned as they should, boxing would have a natural limit that doesn’t harm the game. And btw truebox is a entirely made up concept, everyone was boxing on one machine as far back as 2000 (with eq windows, which became wineq), and the only reason to use two pc was if your main could not handle two instances because of ram/gfx limits.
Anyways, so yeah I box because to me one character in eq is just too inactive and I would get bored, not to say that a new player would because a lot is going on that needs learning, just saying that I can’t play eq without a box anymore (except possibly a shaman in classic because it is the most active playstyle of all classes if yo play it to the full potential).

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PanagiotisLial1

Some things never change, however. The systems inherent in the game to entice co-operation are still in play, naturally, and Technical Director Jennifer Chan stated that the game still functions just as it did in 1999. That adherence to nostalgia, according to Assistant Lead Designer Alan VanCouvering, is the thing that keeps most people around. “It was designed with a specific vision in mind and we’ve stuck to that vision,” he noted.

It would be true if there wasnt such an extent of MBers. People more multibox than team with each other I noticed and its pretty much one of the reasons new players who try the game dont stay long

kjempff
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kjempff

You focus on the wrong problem.. or rather you focus on the effect and not the cause. Why is multiboxing a problem now and it wasn’t in the past ? It is because the game itself and Daybreak make the conditions that encourage boxing.
Overpowered mages, tlp rulesets, unwillingness to ban hacks/cheats and multibox software, and the worst one krono (which is unfortunately also the one we will not get rid of because Daybreak make huge money on krono).
Without krono, if you want to box you would have to pay 17$ a month per box and that is a very efficient limitation that WILL limit boxing significantly (proof is in history).
Without these things, multiboxing has a natural level that in my opinion does not harm the game.. but then again I dislike p1999 and the entire purist agenda.

Obviously truebox has not fixed the “boxing problem”, and that is because boxing is not an actual problem, boxing is just a symptom worsened by the real problems.