Introducing EverQuest Next

Scott Hawkes takes us through SOE's incredible new MMO

Grail 3: A Life of Consequence

It’s been a complaint aimed at MMOs for a long time: I can’t really change the world I play in. There are some exceptions to the rule—such as EVE Online—but it’s generally true that if you clear a pack of mobs, you can soon swing by and see the identical pack standing happily where you had just been.

EverQuest Next is attempting to change that concept through the use of more emergent and dynamic AI.

Instead of a static spawn point of Orcs—such as the millions killed in the same spots in the original Crushbone—the NPCs in EQ Next have a bit more independence. The orcs are spawned into the world and they find the kind of environment that appeals to them, which might lead to them congregating in similarly isolated areas that would be dangerous for unaware passers-by.

Though this seems a negligible difference, the use of self determining AI for the characters means that they can change their location due to their interaction with the player and the world.

If you were living in a place where you were being attacked on a daily basis, what would you do? I hope the answer is that you would move to somewhere else, which is exactly what the orcs of EverQuest Next will do.

Inform the guards of a local town of orc ambushes and they might start patrolling that area. Not wanting to tangle with the burly law enforcement, the orcs decide to relocate and find a new area to live in.

In other words, the days of spawn camping seem to be at an end.

Another example given was that the Combine Accord might ask you to go clear some enemy infestations from a forest. In any other MMO you would see the same mobs there within minutes of slaying them. In EQ Next, those same mobs figure “Forget this, these trees aren’t that great to put up with being killed on a regular basis” so they move off.

Your actions really do have an effect on the world around you, NPCs react to you in ways that finally make sense in a world that’s suppose to be immersive.

The AI works on a more granular level too; the enemies will even adapt to your combat style. Keep bashing the same attacks and you will be predictable and the NPCs will begin to counter you—making weapon switching highly important in order to keep them on their toes.

NPCs will react different to you socially; an example given was that if you help orcs kill humans, the local humans will start responding to you negatively.

Though this all sounds wonderful, the most mind-blowing example of changing the world is through its physical structure.

Our plucky kerran and human were up against an ominously large earth elemental which unleashed a barrage of flashy attacks. One of them left a crater in the ground. I looked for where the player characters would be standing, but they weren’t there.

They had fallen through the earth.

EQ Next’s Norrath is much more than it first appears. Not only can you travel across and over it, you can also travel through it.

The elemental’s ability had hit a thin spot in Norrath’s crust, revealing a subterranean cavern which could have held more mobs, more quests, more adventure.

The world is multi-tiered and based on a timeline stretching from the ancient Keldan to the current Combine Era. With each epoch comes a buried area for you to unearth, with its own distinct environment and challenges.

They are procedurally generated, meaning that, for example, if the devs set off an earthquake it could collapse one of the caverns, which would be automatically created elsewhere below Norrath’s surface.

Players will have abilities allowing them to phase through the ground—or just grab a shove and dig—to find these hidden areas. The potential for exploration is absolutely massive and it can happen on the fly as an unexpected, dangerous and exciting by-product of exerting the great powers you can wield in combat.

Imagine getting into a standard fight with a local creature and accidentally destroying a weak spot in the ground. Suddenly, you find yourself in a completely new area below, with new mobs that aren’t happy about the unexpected visitor in their midst.

Doesn’t that sound pretty bloody great?

Grail 4. Permanent Change

So even if you do see some change in your MMO, it rarely feels like you had a great hand in it or that it will last for very long. Dave and the rest of the team want to make that kind of experience a remnant of the past.

Rallying Calls are like public events but more. Much more.

Lasting for months, Rallying Calls, when initiated, automatically flag every player in the world and allow them to contribute.

The example that Georgeson fleshed out was the overarching task to build a city called Halas. At first players would just set up tents in the area while they found resources to build better structures.

This could lead to them interacting with NPCs and, due to the dynamic AI, lay out in ever expanding ways. Imagine the local Goblin King being displeased with the new interlopers on his lands. He decides to send in raiding parties to wipe out the annoyance.

Players with a crafting mindset could help build new defenses to fend off the attacks while the more muscular adventurers try to rout the goblins.

As the fledgling Halas’ defenses improve and the strength of force of the townspeople increases, the Goblin King decides he can’t handle the situation alone, so forms alliance with other NPC races to really bring the pain.

Under this new threat, the settlers dig into the ground, creating a quarry to hew stone for a more permanent defensible structure. Unfortunately, digging deep into Norrath unleashes strange creatures that attack indiscriminately, killing both players and enemy NPCs alike.

Breaking the siege of Halas would complete the victory scenario and end the Rallying Call. So would Halas soon go away, its lands cleared ready to set up the long term public quest once more?

No. Halas would stand, a new city for players to visit, one that they helped build themselves, a permanent mark left on the game.

The team would then start a new Rallying Call elsewhere; a new indelible change to the world begins to take shape.

I’m delighted with the concept, I think it’s something that makes a ton of sense and brings an interaction with an MMO world that’s been sorely lacking.

So that’s EQ Next then. Nothing more to see here.

Well, except for the other game.

After watching a iron golem smash a building in a way no other MMO has the capability to show—the massive fist smashed debris apart in precisely the way it physically should, not in some pre-ordained approximation—the throng present at the presentation were told just how powerful the voxel tools the team has are.

They’re so powerful, the development team would spend time one-upping each other until the question was asked “What if we let the players do this?”

And so EverQuest Next Landmark was born.

A playground for creators, EverQuest Next Landmark is powered by all of the tools that are being used to develop EverQuest Next. A multitude of procedurally generated worlds are spun up for players to jump into and begin to build objects.

A player, through a character that resembles one from EverQuest Next, simply has to find a free spot of land and plant a flag in the ground, claiming the land. Then it’s up to the imagination of the individual to make best use of the tools at hand; which seemed to have an impressive scope of creation.

The voxel tool used to create blocks is resizable, meaning a very precise power to build. Added to this are a bevel and a smoothing option which can have quite startling effects, to sculpt pretty much any shape conceivable.

Obviously, Minecraft will immediately spring to mind, but the tools that players in EverQuest Next will wield have much more refinement available. A sphere was shown which had the appearance of a typical Minecraft object: a series of blocks in a step formation that forms the basis of an identifiable, but imperfect, sphere.

Then, with obvious contrast, an EverQuest Next Landmark version with its smoothing tool was revealed; the sphere was perfect in shape.

Enter the Player Studio; all objects built in the game can be bundled and sold. Not only will the object bring cash to the creator from the original conception, if it is incorporated into another player’s larger construction, it will generate further royalties.

The example used was of a tower, created by the first player, which is incorporated in a castle designed by the second. Each time the castle sells, both players receive cash.

There are some limitations. Of course, what you build must adhere to certain common sense restrictions—sorry, no giant genitalia allowed—and must befit the concept of Norrath.

Make something that is tremendous. That would look good even in the world of EverQuest Next and that could be the outcome: the best builds will be included in EverQuest Next at launch.

To end the presentation after more Steve Jobs “one more thing” endings than a Peter Jackson movie, John Smedley returned to introduce the evolution of PlanetSide 2’s Roadmap.

PS2 gives the community the chance to have a say in how things are developed for Auraxis, with voting determining priority and comments giving feedback to developer choices.

This has been the testing ground for EverQuest Next and EverQuest Next Landmark’s approach to hivemind design.

Roundtable, which will launch immediately, promises to make the two games the most openly developed in MMO history.

“We will show everything” but the overly complex nitty gritty Smedley promised, with the community being brought in to discuss everything with the developers.

The concept of “It’s our world now” sums up an intended, involved partnership between the developers and the fans of the games.  SOE hopes the result will be something that has never been seen before, from conception, to development to realization.

And that was that.

Frankly, I was a little stunned by the events that transpired today.

This wasn’t what I expected, which, as a slightly jaded MMO gamer, is a simply marvelous feeling. For as many surprises and treats that were garnered a dozen questions spring to mind.

I still have no idea about the “heart” of the game. What kind of MMO will this be? Are these incredible tools, an amazing environment and incredible options there to add depth to the kind of theme park MMO that players might be used to?

Or are there sandbox crafting systems and PvP—not mentioned once—waiting to just explode all of these fascinating developments into something mind-bogglingly expansive?

Those questions will be answered very shortly. I’ll be pestering the developers like a rabid dog for the rest of this week here in Las Vegas to get more answers. But, everyone will be able to find out very soon as SOE promises that we will be hearing a lot from them through an open dialogue with the gaming community at large as development moves forward.

Take a look around. Consider what MMOs mean to you.

If SOE delivers, today could be when the game truly changed.

Scott “Jarimor” Hawkes, Editor in Chief

Follow me on Twitter @Jarimor

 

 

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Comments

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shaping and using the lore
# Aug 27 2013 at 9:19 AM Rating: Decent
Well if you are going in to build a city called New Halas, wouldn't it stand to reason the the timeline of this is pre EQ and EQ2? As an EQ and EQ2 player, the ability to flesh out the lore of both games really excites me, toss in all the new game-play features, I'm stoked. In order to build the lore leaves a lot of room open for the player events to build and shape the world using already released expansion story-lines from both previous franchises to build this mmo world.
Being Able to Dig and Explore
# Aug 05 2013 at 7:36 PM Rating: Decent
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Smiley: nodAside from the cartoonish looking characters, I like most of the rest of the concepts:
1. Being able to dig, mine, and explore *down.* Very cool. Halflings could eventually, I hope, dig their own hobbitholes, er, halfling holes, dwellings. You know what I meant, don't snicker. Dwarves could delve deep and rebuild Kaladim.
2. Destroy the stone bridge to kill the pursuers.....Can you say...."You shall not pass!!!!" Again, very cool.
3. Falling into a dungeon accidentally.....very, very cool.
4. Rallying calls, cooperating to build a city, with realistic consequences from nearby hostiles...extremely cool.
4. NPCs remembering what you do to them.....it's about time. If you go around killing the named guards of a city for that little extra xp, yeah, you should get chased off. Players who roleplay as good characters should be treated as good characters by the NPCs, evil as evil by the NPCs, and griefers as pariahs by all.
Makes sense to me.
5. The Roundtable -- Being able to contribute to the direction the game will take --- this is probably the smartest thing SOE is doing. Want to keep your paying customers (of which I am one )? Try listening to them.
Again, this makes good sense.

Except for the characters look, I like almost everything I'm hearing.
I hope my computer can handle it.
Smiley: nod
Being Able to Dig and Explore
# Aug 08 2013 at 1:23 PM Rating: Decent
Cept Halflings are not Hobbits.
EQnext
# Aug 05 2013 at 12:14 PM Rating: Decent
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I will try it, but I don't think it can hold me for long. I like vertical progression and would feel lost without it. I don't think horizontal progression will not be enough to satisfy me. We'll see.
____________________________
Rylaar - 100 Ranger - Bristlebane - EQ1
Trylon - 100 Cleric
Iamken - 92 Enchanter

Fyfe - 95 Troubador - Unrest - EQ2
Rylaar - 95 Ranger
Quinleigh - 95 Fury
Dalarn - 95 Inquisitor

Rylaar - 90 NE Hunter - Khaz Modan - WoW
Rhylaar - 90 Troll Hunter - Shadow Council - WoW
EQnext
# Aug 08 2013 at 1:27 PM Rating: Decent
Impressive toons except the ones on "EQ1" since there is no such thing. It is called just Everquest not Everquest 1.
My take
# Aug 04 2013 at 7:46 PM Rating: Default
EQ WoW.
I will stick with orginal eq.
# Aug 04 2013 at 7:00 PM Rating: Decent
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I will stick with orginal eq.
I will stick with orginal eq.
# Aug 04 2013 at 7:00 PM Rating: Decent
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Let me add some detail why I will stick with original eq. as someone else stated the pc power needed to play will most likely require a new setup which I do not have the luxury of money to do so right now. I believe if you were to rate eq, eq 2, vanguard, and now eq next. It would be eq #1, eq 2 close 2nd and vanguard 3 will see where eq next falls in. I know some people will enjoy it and please do. I am just afraid some people will leave eq 1 for it and make the severs just that more empty. I am like some people I have spoken to we thought eq next was going to be a rehashing of eq 1 with no load zones, updated graphics, bug fixes, maybe expansions once every 12 or 18 months. I think if soe did release a new version of the original everquest with what I just mentioned maybe with some other things it would be more successful than eq 2, vanguard or eq next could ever hope to be. What is it that keeps people on eq 1 some is being familiar with the mechanics of the game, nostalgia, simple game with simple graphics, thus simple machine required, if it isn’t broke don’t fix it, friendships, and other things I may not of mentioned. I will admit I will give it a try however thus far the way it looks most likely going to stay with eq 1.

Just my simple 2 cents worth.

Edited, Aug 5th 2013 1:14am by cjguy
Travel
# Aug 04 2013 at 2:45 PM Rating: Decent
21 posts
I've only seen a little bit of it too just like the rest of you,, but it looks like to me that there might only be a few path to travel on to get across the whole zone. Guild Wars is like that, instead of being able to run anywhere and everywhere in the zone, you only got a few certain paths in the whole zone, I think that sucks. Here it looks like they got to much trees, rocks, building, ruins, mountains that you got to run around instead of over like in EQ. Just my thoights.
Baumer
Travel
# Aug 04 2013 at 7:58 PM Rating: Decent
I did not get the same impression as you. Granted, they were running along the marked trails, but I wouldn't read anything into that.

If that IS the case though, it would be a giant step backwards, given the extensive work with other terrain features and the construct/destruct capabilities.
Candy Land, err EQ Next
# Aug 04 2013 at 2:43 PM Rating: Decent
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It's candy land. That is all.

No corpse runs.

No rusty axes at level 1, with the rusy axe look.

Nothing earned...

All fed.

It's all about $$$$$$$$$$$$$$$$$

I don't blame them though.
EQNext
# Aug 04 2013 at 11:28 AM Rating: Decent
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159 posts
I believe we have enough content up to the latest Plane of Fear Addition. I am happy for those that want to make the switch to EQnext, but I will stay with POF EQ until I tire of it or it gets dumped for the space age EQ that is being introduced.
EQNext looks great....
# Aug 04 2013 at 9:43 AM Rating: Decent
But right now, I am really unwilling to spring for the probable computer upgrades to properly render it at a playable rate. That said, experience has proven to me over and over again; it IS my gaming that drives my decisions about upgrading my computers. So you can take my first sentence with a grain of salt. I applied for the Beta and will see if my rig can handle the load or not. If SOE has the game that sucks me in and immerses me in it; I will eventually get the upgrades necessary to play.
Nope.
# Aug 03 2013 at 11:26 PM Rating: Decent
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"As you read this, EverQuest Next is being unveiled to the world at large."

In my opinion, as it currently stands with the information I have read, this game is not worthy of the Everquest title.
Like the graphics
# Aug 03 2013 at 5:26 PM Rating: Good
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My gosh, the environments are terrific. I've spent time in both desert and topical jungle areas and the graphics look very comfortable. Mucking around ruins is also in my past and the ruins in EQN bring back not only visual memories but also descriptive memories from some outstanding writers. Kudos to the artists.

Other forums are yakking about the 'Madagascar Lion' appearance. Well, I really didn't see enough to agree or disagree. What I did see was the split second change from 2 foot to 4 foot movement that looked dang realistic. Very cool.

What I'm really working on is not comparing EQN to the previous games. It's so self defeating to keep saying 'it's not... it's not...is doesn't look like... etc., etc., I KNOW the game will be different in all ways.

I generally like change and need to embrace the change that is EQN.

Great write up by the way )
Lion looks like Madagascar lion
# Aug 05 2013 at 6:22 PM Rating: Decent
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87 posts
Maybe the circus tiger Vitaly had a point in that Madagascar 3, where he disses Alex the lion with a heavy accent,
"Stefano, we do not invite trouble into our circus. I don't trust lion, hair too big and glossy. Not lion, lioness with a beehive! "
The armor looks cartoonish -- seems a waste of buying a more expensive graphics card if the landscape looks awesome but my character looks like his armor was pulled out of a Disney coloring book.
Like the graphics
# Aug 03 2013 at 7:12 PM Rating: Decent
I'm guessing the references to the "Madagascar Lion" relate to the cartoon-like characters (and the specific reference is to the cartoon feature Madagascar, which I did not see).

They did show some of the interesting new automatic movement changes, like the lion's leap (can't quite bring myself to call it a Kerran yet), sliding down hills, vaulting low walls and objects, etc. This is part of their new movement paradigm, and it is built-in to the character movement. Nice touch.

But you will really have to see how well you can identify with or take seriously a bunch of cartoons moving through the great looking environment.

There are still a lot of unanswered questions regarding the game. The "voxels" sound interesting, yet I'm not sure that I want a world where a bunch of vandals (you KNOW there are such in all games) can go through the towns and wreak havoc on them. I'm guessing that SOE is not unaware of this likely event, and has some plans for it (maybe the gradual reset of the default terrain. Can't keep too much of whatever happens, because then my little change and your little change and HIS little change all keep adding up. Pretty soon the "Valley of the Gwangi" becomes the "Hill of the Gwangi" and the Sahara Forest becomes the Sahara Desert. Not something I'd mind in a geologic timeframe, but this game isn't that.
EQNext Presentation
# Aug 03 2013 at 11:04 AM Rating: Decent
Good write-up. I enjoyed their presentation (even the lengthy sand-art intro) and Georgeson did seem very pleased with himself as he presented the new concepts. Everything looks good, although I absolutely HATE the character appearances and the accompanying "plastic toy" appearances of the weapons and armor.

I hate first-person shooters, and disliked the "guess my secret word" style of dungeons that preceded EQ. And I was never into graphics on my computer, preferring spreadsheet-style 4X space games.

My first MMO was EQ2 close to when it started, drawn in by a friend who thought it would be a neat way to keep in touch across the country. It worked well for us, we made some friends along the way, joined a guild, and ultimately were handed the reins for it when the founders decided to move on.

Since then I've tried a number of MMOs (WoW, Vanguard, DDO, LOTR, Rift) but have always come back to EQ2, in large part because of the realism. I can suspend belief in the EQ2 world and take it seriously in a way I never could for any of the others (Rift being a possible exception, as my computer was NOT powerful enough to render it beyond the lowest graphic level). Now, with the flying mount ability at the top levels, it is a pleasure to just wander around sometimes and enjoy the environment. EQ Next looks like it could have that same kind of environment.

So I was anticipating EQ Next with somewhat baited breath. I don't think that I'll be able to get past the cartoonish characters and equipment though. SOEmote is a neat idea, and works OK in EQ2, but to let it drive the design of the characters in EQNext is to let a technical tail wag the game dog. It's a deal breaker for me, I'm afraid, and I don't anticipate moving to EQNext because of it.
great but....
# Aug 02 2013 at 9:38 PM Rating: Decent
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there is also news about a new EQ expansion... that would be nice to hear about on an EQ site... right???
great but....
# Aug 06 2013 at 9:21 AM Rating: Excellent
Empress of News
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2,350 posts
great but....
# Aug 03 2013 at 4:36 PM Rating: Good
here is the threads about EQ1

https://forums.station.sony.com/eq/index.php?threads/everquest-call-of-the-forsaken.201988/#post-2976278

EverQuest & EverQuest II Keynotes
http://www.twitch.tv/soe/c/2677435
great but....
# Aug 03 2013 at 4:54 PM Rating: Decent
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i already knew about those threads... my whole point was that THIS is a EQ1 site... and still no article about the new expansion.... only a different game... this is a great article... but still..

ok my apologies ...this article is being seen on all SOE game pages.. wasnt aware of that at the time of my postings since i only play and look at the EQ1 part of zam... however i do still stand behind my original statement... where is the news about the new expansions for EQ1 and EQ2 on zam..


Edited, Aug 3rd 2013 7:18pm by kajazz
great but....
# Aug 08 2013 at 1:38 PM Rating: Decent
This is not an "EQ1" site as EQ1 dose not exist, it is simply EQ or Everquest. No where on any EQ boxes or DDL discriptions dose it ever say EQ1 or Everquest one. BTW I am viewing this on Zam's EQ2 tab.
great but....
# Aug 03 2013 at 8:05 AM Rating: Good
Maybe because this article is about EQNext. A different game.

That aside, I enjoyed the great article and I look forward to reading more about the new MMO in development.

Edited, Aug 3rd 2013 9:08am by Borrhavan
EQnext
# Aug 02 2013 at 2:33 PM Rating: Good
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Great article --you've got me interested.
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