Qhue
Tranny Chaser
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Everquest came out in the infancy of the internet as a real consumer entity. There were a couple of news sites with forums (like Noows...) but it was no where near the sort of environment that you have now where dedicated fansites datamine every single detail about a new patch as soon as it hits the test server. At best there was Lucy which at least gave you hints of spells and spell-like abilities.
We collectively had no idea what to expect when we first encountered the Plane of Fear. We walked in expecting it to be like walking into the courtyard of Cazic-Thule and instead we got our collective asses handed to us by mobs that seemed to literally come out of the walls. It was chaotic, it was poorly rendered, it was stressful and it was all communicated via chat-window text.
In many ways the players created Everquest as much as the original developers did. The way in which the players adjusted to the content in order to beat it formed the basis of MMORPG strategy for years which was in turn used to create new content in a perpetual feedback loop. One or two changes in the content of those early days (no mez, or feign death, or complete heal, or if the original Fiery Avenger quest had worked) would have resulted in the game evolving in a very different way.
The echoes of those original design elements are with us still today. Mobs in modern MMOs are myopic and forgetful in order to prevent massive trains, both 'pulling' and 'mezzing' are castrated game concepts to the point of no longer even being relevant in current games.
Everyone went into EQ thinking they knew what a MMO game would be based on their experience with Neverwinter Nights, or Ultima Online, or Diku Muds of various flavors and we were all wrong. I suspect that if the end product of EQNext is anything like what was presented last week then we will all be surprised at how the paradigm shifts.
We collectively had no idea what to expect when we first encountered the Plane of Fear. We walked in expecting it to be like walking into the courtyard of Cazic-Thule and instead we got our collective asses handed to us by mobs that seemed to literally come out of the walls. It was chaotic, it was poorly rendered, it was stressful and it was all communicated via chat-window text.
In many ways the players created Everquest as much as the original developers did. The way in which the players adjusted to the content in order to beat it formed the basis of MMORPG strategy for years which was in turn used to create new content in a perpetual feedback loop. One or two changes in the content of those early days (no mez, or feign death, or complete heal, or if the original Fiery Avenger quest had worked) would have resulted in the game evolving in a very different way.
The echoes of those original design elements are with us still today. Mobs in modern MMOs are myopic and forgetful in order to prevent massive trains, both 'pulling' and 'mezzing' are castrated game concepts to the point of no longer even being relevant in current games.
Everyone went into EQ thinking they knew what a MMO game would be based on their experience with Neverwinter Nights, or Ultima Online, or Diku Muds of various flavors and we were all wrong. I suspect that if the end product of EQNext is anything like what was presented last week then we will all be surprised at how the paradigm shifts.