Join Sony Online Entertainment as it reimagines EverQuest with content being controlled by the players, and built from scratch with a new generation of MMOs in mind.
Publisher: Sony Online Entertainment
Playerbase: N/A (Development)
EXP Rate: N/A (Development)
Filesize: N/A (Development)
Pros: +Multi-classing. +Destructible environments. +Sandbox-style world.
Cons: -Limited information available.
EverQuest Next Overview
EverQuest Next is a complete reimagining of the EverQuest universe – from lore to the very technical bones of gameplay. Featuring a sandbox world where player stories evolve uniquely, an enemy AI that reacts in new emergent ways, and completely destructible environments that let players choose where to explore. In addition, over 40 distinct professions (classes) will be available at launch, with a non-linear progression system and the ability to mix and match class abilities.
Multi-Classing - EQN will offer players the ability to explore and interact with the world according to their individual style of play. There are no levels in EQN, but there will be more than 40 distinct classes (or professions) at launch, with multi-tiered abilities and specialized weapon skills to collect and master. Players will even mix and match abilities from each class, creating truly custom characters that feel distinct and powerful.
Destructible Environments - No modern MMO has successfully implemented destructible environments that stretch across an entire seamless game world — this changes forever with EQN. Every piece of the world is fully destructible and players will have the ability to manipulate almost all of it. They will interact with and explore the world in amazing ways; venturing down into the deep bedrock beneath the surface and using powerful combat abilities to blow gaping holes into the ground. The EQN world will extend far into the heavens and deep into the procedurally-generated earth through 10,000 years of known lore and history.
Permanent Change - Players will also have the ability to cause the world to change around them, permanently, in dramatic ways. Through the concerted effort of the world’s inhabitants, including players, creatures, and non-player characters (NPCs), city walls will be built and destroyed, large-scale wars will be fought and won, and epic stories will unfold over months and years.
Emergent AI - In EQN, NPCs will have specific motivations and preferences that direct behavior in nuanced and unpredictable ways. Players will find themselves in a world where NPC decisions are based on core values, not dictated by static spawn points. For example, Orcs may attack opportunistically because they want an adventurer’s gold, not simply because a careless hero wanders into an attack radius.
A Life of Consequence - Finally, each character in EQN will have a unique story; they will not follow a predetermined path. Instead, they will seek out adventure, fame and fortune in a constantly changing sandbox world. The game will remember every choice and action that players make and will organically deliver increasing opportunities to do more of the things players like to do … from crafting armor and exploring the wilderness to purging goblins from the forests.
EverQuest Next Screenshots
EverQuest Next Featured Video
EverQuest Next Review
EverQuest Next & The Holy Grails
Today marks the day the EverQuest developers and the entire team at SOE can stop burying their excitement about the highly anticipated EverQuest Next, a game they say will reset the way MMORPGs work… again!
Dave Georgeson, Director of Development for EQ, EQII, and now EQNext explained how EverQuest Next has been in development since 2009. The game had been scrapped two times, the first scrap was because they felt like, “Once again we are remaking our same game, using our own original template.” They decided they need a fresh start but still incorporate all of the passion, lore, and feeling of Norath, into something similar to what J.J. Abrams did with Star Trek that will provide players with EQ nostalgia but with new stories, player driven stories. “EverQuest Next is not the continuation of a familiar story. It represents the fundamental reimagining of the characters, lore and environments of the EverQuest universe,” said Georgeson
Yeah sure, every MMORPG wants to be the grand master so you’re probably wondering, “What makes them think they can be any different than anyone else?” Well that’s where Georgeson’s Holy Grails come into play and put a better understanding on why it’s called EverQuest Next instead of EQIII.
The first Holy Grail will offer players complete freedom of play style through Multi – Classing where players start with a distinct class (over 40 at launch) and change that class into a more individualized version through specialized weapon skills and multi-tiered abilities. Each of the characters abilities change based around the weapon of choice and even tweaks to those weapons via crafting.
This first Grail ties into the next Grail, A Life of Consequence. This grail has a lot to do with the sand box aspect, (reminds me of ArcheAge). Players will not follow a pre-determined path as their characters but instead seek adventure as they wish. (Players might approach an NPC out of curiosity for quests) This system tracks the choices and actions made by the players and naturally continues to reintroduce opportunities back onto the player. For example if you like building walls and the game can see that, well you might expect you needing to repair walls in an epic battle a few months down the road.
This next one is a big one, something we haven’t seen in an MMORPG before and that’s 100% Destructible Environments. Using a deeply modified version of the Forgelight Engine (same as PlanetSide 2) they’ve made the world entirely out of tiny blocks called Voxels that not only make the world really unique from a creative aspect (we’ll talk more about that later) but lets everything be destroyed. The best part about this is players have the abilities to literally tear the place to bits, creating huge holes, (imagine TNT in MineCraft) break down walls, and even use several abilities to create structures (physical ice walls as example, ones that enemies have to use abilities to break through).
On top of the destructible environments you have another element in the game that moves away from the single surface areas and allows for a truly layered game world, and what I mean by that is you may be fighting an enemy and come across and area with a thin layer of ground and fall through that layer only to land in a subterranean environment or you might have the urge to explore and pick up a pickax and start exploring only to find several huge caverns to explore. (Again think exploring in minecraft, even the randomly generated worlds part).
This next Grail is my absolute favorite aspect of the game so far (It’s the epic within the awesome) this is a completely new approach on PVE AI, called Emergent AI. This completely eliminates the need for spawn camps and players knowing exactly where NPCs (enemies included) will be in the world. The do this by constantly polling the world and tagging everything in the world for what it is (Sorta like putting tags in a YouTube video). Then all of the creatures and NPCs have special interests, likes, dislikes, etc. that coincide with the tags in the environment. Example: Orcs may have specific likes and dislikes, they may like to camp alongside roads were they know that only a few adventurers travel and are looking for their gold. They don’t like cities due to the guards, and they don’t like highly populated areas where they get their faces smashed in constantly. Well what this means is, these creatures get introduced into the world and they go out and find areas that they like and fit their needs. Their likes and needs maybe right next door to your village or it might be somewhere you’re not. If these various creatures are becoming a threat or problem it’s up to player to find means of pushing them away by changing the area so that these intruders no longer like the area they’re in. Hence they pick up camp and find a new area they like. This creates an AI environment where players have a much harder time predicting what they may face next.
The final Holy Grail is, from what I can assume, developmentally scary. This one is none other than Permanent Change. This gives players a world where they can influence, literally, permanent change in the world around them and in very dramatic and dynamic ways. Screw just having dynamic events, based on this concept they want the dynamic events to forever make an impact on the world and players experience forever. To do this the setup rallying calls that may have players setup a camp, as an example (similar to public quests, just to start things off, but the rally call may take months to complete) hundreds to thousands of quest opportunities present themselves during these rally call because on event might trigger another or one event may start another. This is a little hard to explain without direct examples but it’s designed to create numerous dynamic quest opportunities that have permanent change on the world. (Hopefully I’ll be able to explain this better as I learn more).
So that’s the fundamental elements that make up EverQuest next but there is more… a lot more. After the development team worked with the very elaborate, yet intuitive tools to make the environments in EverQuest Next, they decided why not give these tools to the players so that they could truly help make the game they want to play. Well they did just that with EverQuest Next Landmark, a new title we can expect to see by the end of this year that lets player build on plots with specific biomes, collecting resources similar to Minecraft and make amazing structures that plan to be incorporated into the launch of EQNext and going forward.
Not only will players be able to create their original content for the game but the developers will direct players into building what they need help building. Just like CEO John Smedley said last year with Player Studio, “You guys can design some assets even better than we can!” Just like Player Studio, if creations by players get submitted they receive a cut of the revenue made off that item but in this case, for example, if someone makes a tower and someone else comes along and makes a castle out of 8 of those towers, that tower creator gets loyalties based on a percentage that the tower was used in the castle. And yeah, this may be a way of having the players do all the work for them, but I suppose the healthy way of looking at it is, these guys are dedicated and that only tells me that it will allow them to focus on all the new features that truly make the game unique.
I know I only touched on this overwhelming title briefly, there is so much more to know and ask, all in all the game has some very interesting elements that spark a warm feeling inside for modern MMORPGs so we defiantly have something worth the wait so far and a huge new contender for the Next generation of MMORPGs.
EverQuest Next Videos
Let’s Talk – EverQuest Next – 4 Reasons to Get Pumped!
EverQuest Next World Debut – SOE Live Highlights
EverQuest Next Links
EverQuest Next System Requirements
EverQuest Next Articles
- EverQuest Next and Landmark Team Discuss F2P Option - Posted on February 23, 2015
In a recent Q&A, Daybreak (formerly Sony Online Entertainment) has addressed some concerns about the future of EverQuest Next and Landmark.
- Everquest Next Development to Continue Despite Layoffs - Posted on February 13, 2015
Despite the recent string of layoffs at Daybreak Games and just announced resignation of Matt Hiby, former creative director for Planetside 2, President Smedley has sent out a message on twitter that their flagship title, Everquest Next is still safe and sound.
- Daybreak Games Releases Key Managers from Everquest Franchise - Posted on February 11, 2015
The layoff confirmations continue to rise by the moment including Lead Content Designer for Everquest Next, Steve Danuser. As our Most Anticipated game two years running, this is deeply troubling news to learn of.
- 2015 MMO Predictions – The Rise of Buy to Play Sandboxes - Posted on January 15, 2015
2014 was, for me, the year of failed games and lost hope. Maybe 2015 will prove to be the year of great buy-to-play sandbox MMOs. My predictions are: ESO will continue to lose its player-base until it's forced to reconsider its payment model and will hopefully switch to the Buy-to-Play model.
- Evequest Next Landmark: Flying and New Armor Available - Posted on November 26, 2014
Recently, SOE has released new updates for their sandbox creation MMORPG, Everquest Next. You can now fly on your claim or any claim you have permission on. Just head to the workshop and craft “Builder’s Bauble of Flight".