Development EverQuest Next

Your Next: Subversive Elements

The world is such an unfathomable place, and people populate the heart of its endless mystery. In my country, a political party that represents the interests of less than ten percent of the people got about a third of us to vote for them and now they’re running the show. Never underestimate the importance of selling an idea

In the brutal political landscape of MMO forum PvP we are known for flapping our gums about the need for new approaches and ideas in the medium, and we also know anything that deviates from established models is met with major resistance. It’s a fascinating quirk of the human brain that we seem to be able to hold these two positions simultaneously.

Yes, 1984 is one of my favorite books, why do you ask?

While innovation is important to keep things fresh, keeping design and presentation within a cultural context that players can understand is equally important. If you go too far off the script, the product can be too unconventional to appeal to the established market. I’m not advocating that everything stay the same, but while it’s certainly not impossible to break through with something unique there’s an upper limit of ‘uniqueness’, after which it loses attractiveness.

With a new game, it seems that shooting for different but still recognizable is the best bet. If you’re setting out to create something that feels very different, such as EverQuest Next, how can this be reconciled?

EQN is positioned as a reaction to the entrenched norms of MMORPGs; the desire for the game to be different has been put front and centre from day one. So how does it balance this desire with the need to be approachable and culturally resonant?

If you wanted to make a subversive MMO, what would it look like? 

Your Next: Creative Mode

As I write this, my country is finishing sorting out who gets to form a government, the Landmark servers are still down, it’s the 70th anniversary of VE Day and I’m less than an hour away from playing Black Desert for the first time. It’s been a real rollercoaster of emotions already and I haven’t finished my first cup of tea.

Maybe it’s the raw emotion of the situation, the fact I’m still getting over a stomach bug or some manner of delirium caused by lack of tea, but as I sit here in my dressing gown a feeling is creeping over me, a thought I never believed I would entertain.

Daybreak Game Company unveiled its new logo and website last week, giving a fresh face as it looks toward the future. We chatted with Daybreak President John Smedley and the Senior Vice President of Global Sales and Marketing Laura Naviaux yesterday evening about the origins of the company's new name and logo, Columbus Nova, the future of its fan convention, and more.

Your Next: Just a Building Game

If you’ve read this column before, you probably know I prefer to be optimistic, to look on the bright side when it comes to the future and deal with problems as they arise. I’d rather not waste energy worrying about things I can’t change. You may have even worked out this column is meant to be about EverQuest Next and Landmark, though I hide it well sometimes.

So it takes a lot for me to say that for my personal relationship with Landmark as a player, this is a low point, and I can’t see it swinging back in the near future.

As people who write about these things are so fond of saying—Big Changes are coming to Landmark. If you haven’t heard, you can catch up with the official forum post.

The changes have been presented as dialing back the overlap with EverQuest Next to make room for something that works better for Landmark. Personally, I don’t buy this at all; these changes show a marked change in direction when it comes to how Landmark operates as a multiplayer experience.

Here’s a quick list of what I’m specifically referring to:

  • Making basic building resources free and removing some higher tier crafting materials entirely
  • Allowing all resources to be harvested with any tier of equipment
  • Streamlining or removing most material refining and processing
  • Decoupling weapon and armor crafting from tool crafting
  • Removal of the Ether Stone, and Ether Shards for most recipes
  • Removal of Salvaging
  • Removal of variation on crafted items, upgrading and relics

The way I see it, this is a change designed to bring in those people interested in the building aspects of the game when the game soft launches into open beta, they are currently the game’s core audience, so it makes sense to build on that foundation (puns everywhere). However, this is at the expense of any feature that ‘gets in the way’ of the building systems.

In the past I’ve made no secret of my personal dislike of The Elder Scrolls Online, so it was only as a product of some misplaced sense of duty I found myself downloading the newly dubbed Tamriel Unlimited this week. I actually let out an involuntary sarcastic chuckle at the thirty gigabyte download size, as if the game was somehow insisting upon my valuable time. It was my intention to give the game a fair shot, but apparently my self-righteous subconscious was having none of it.

With that in mind, I went in to the game determined to notice improvement, and happily I did. The new player experience has been subtly reworked into a shape less bloated, and the characters now move like they’re held together with organic matter. These are two things I always pay attention to at the start of a game, and while their value is subjective, it’s usually an indication of quality throughout.

It’s a pity then, that these features were fixed after the fact. To me, it’s a demonstration of the problem with ESO—massive amounts of effort spent creating the entertainment equivalent of beige paint: functional precisely because it’s so unremarkable. Or maybe something like artisanal porridge would be a better analogy, because no matter the skill and love that went into it, the outcome was never going to carry that passion with it.

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