I'm terrified of what Elid would say if somebody asked him about his time in the raid guild we were apart of
Why?
Hah, well that was supposed to be a joke because you're roasting coworkers in these threads and I tended to rub people the wrong way in our little touchy-feely yet surprisingly capable guild. (don't get me wrong, I loved Hoss, but sometimes the guild needed the whip, hence the rubbing the wrong way stuff)
Holly was a Mythic Zergling? You deserved better Holly![]()
In a lot of ways, Utnayan is on the money. Early EQ development was very well funded. It was pretty much around the time EQ2 was near released though that the money stopped flowing into EQ, and almost ALL of the profit we generated went to make other projects happen. In fact, most upper management at SOE thought EQ1 was going to die the moment EQ2 was released. The entire time I was at SOE, we had to fight to get resources on EQ at all. People were constantly dragged off to other programs with little regard for how we were going to survive.
You are exactly right. They cut the legs out from under their own game (EQ1) and franchise with the purposeful strategy they took. If management had ever played either of the games, they would have know it was totally unnecessary because how different they were. It was a sequel only in name. There were not even trying to appeal to the same demographics.This is why I've always complained about the name and release strategy of EQ2.
They split up the EQ population, but EQ2 wasn't the same kind of (hardcore) game, so they ended up drawing EQ players into a game that didn't appeal to them for long.
You are exactly right. They cut the legs out from under their own game (EQ1) and franchise with the purposeful strategy they took. If management had ever played either of the games, they would have know it was totally unnecessary because how different the two games were. It was a sequel only in name. There were not even trying to appeal to the same demographics.
In 2004, the compounded the WoW problem by trying to get their young, competitive male audience to move over to EQ2 hat was made for stay-at-home mom's and Soy Boys.
EQ 1 was a game that was dominated by males 14 to 35 years old. It was highly competitive, harsh, but rewarding. It required guilds with a military type structure, with leaders, officers, and grunts. It had a tremendous amount of long-game, incremental progression. It had depth, it had hidden game mechanics, it had layers of abilities and ways to go at any given encounter.
EQ 2 was a casual game that appealed to as many females as it did males. They wanted to play the game in a more alternative fashion, focusing on trade-skills, collections, and filling up a virtual house with more and more pixels. I played EQ2 for a month and I think I ran into mostly role-players that liked the fantasy environment. They were people that came from other games like Second Life or Sims Online. The biggest failing, in my mind, was the mob encounters and game mechanics were stripped down to a predictable, you can win this or you can't. Mobs come in packs, and they leash. There aren't alternate methods to go at encounters. You either have the levels at the right about of damage buttons to smash and win, or you don't. All the classes were over-balanced to the point everyone simply had 3 bars of damage abilities on rotating cool downs. Same shit, different names and sparkling pixels. The whole game was wide as an ocean, shallow as a puddle.
At this point I'm just not sure why they did it.
Didn't they understand the difference between the games, or is it one of the very first examples of a franchise being weakened because they wanted to widen the target audience?
The idea of a game that runs for decades and maintains, let alone grows? Inconceivable. Eq would reach its high point and decline and die, as is the way of all games and especially video game rpgs.
The solution therefore is simple: like other successful games, you franchise it. Final fantasy or zelda, Baldur's Gate or Quest for Glory, even that rts that wants to enter the market Warcraft... they all released a 2, and maybe a 3...
The idea that you could just take one game and beat subs out of it for years and years with endless expansions and without sequel comes with hindsight (and wow doing it). The eq devs lacked that foresight, and the sony suits were looking for a successful game to franchise into a sequel. Their vision likely involved years if eq2 success before a Next sequel in the everquest franchise series.
If wow hadn't run roughshod through the mmo market there would probably be 4+ eqs right now, not to mention the handful of eves and runescapes and lord knows how many cashgrabbing neverwinters.
This sounds pretty accurate.
The players believed in the possibility of One Game to Play Forever, too bad Sony didn't.
Seems hard to understand Sony, when you had players as fanatical as a good lot of the forum posters were.
I can't understand how they didn't see the dedication / addiction / sunken cost fallacy players were experiencing.
I mean its 20 years after the fact, and people are paying rappers money to shit talk the opposing raid guild. Classic EQ really is a phenomenon.
If you think that eq2 was for casuals, you were not in a competitive guild. There was a lot of contested content until they got rid of the avatars. eq2 was brutal in its own way, if you went that route. So saying eq2 was baby mode is just showing you didn't really play that game competitively. Server xfers, worldwide stats, races to be in the first 10 guilds to kill an encounter ded --- I just do not agree it was ez mode.
Seems hard to understand Sony, when you had players as fanatical as a good lot of the forum posters were.
I can't understand how they didn't see the dedication / addiction / sunken cost fallacy players were experiencing.
I mean its 20 years after the fact, and people are paying rappers money to shit talk the opposing raid guild. Classic EQ really is a phenomenon.