EverQuest
The 3D MMORPG that defined a genre.
EverQuest, a 3D fantasy massively multiplayer online role-playing game, debuted on Windows in March 1999 from Sony Online Entertainment, originally built by Verant Interactive and 989 Studios. It became the first commercially successful MMORPG with a 3D engine, achieving an unmatched level of success. Its influence on later games was widespread, securing it a key place in the history of online multiplayer titles.
Quick Facts
- Developer
- Verant Interactive; 989 Studios
- Publisher
- Sony Online Entertainment (NA); Ubi Soft (EU)
- Producer
- Brad McQuaid
- Designer
- Steve Clover
- Brad McQuaid
- William Trost
- Programmer
- Steve Clover
- Artist
- Rosie Rappaport
- Engine
- True3D
- Genre
- Massively multiplayer online role-playing game
Facts from the source article.
Did You Know?
- Project 1999 servers recreate EverQuest in the state it existed at launch and its two subsequent expansions, known as the "Classic Trilogy".
- A line of novels has been published in the world of EverQuest.
History
EverQuest was first imagined by John Smedley in 1996, with the core design shaped by Brad McQuaid, Steve Clover, and Bill Trost. Development started at Sony's 989 Studios and its offshoot Verant Interactive, which formed in early 1999. Sony Online Entertainment published the game and, after buying Verant later that year, took over development. The project had a $15 million budget. The game draws heavily from text-based MUDs, especially DikuMUD, and is seen as a 3D version of that genre, similar to earlier online games like Meridian 59 and The Realm Online. The four creators have often credited their time playing MUDs such as Sojourn and TorilMUD as direct inspiration. Keith Parkinson, known for his fantasy book covers, painted the box art for the early releases. Work began in 1996 after Smedley, an executive at Sony Interactive Studios America, got funding for a 3D MUD-like game following the success of Meridian 59 the year before. He hired McQuaid and Clover after noticing their work on the single-player RPG Warwizard. McQuaid later became the franchise's executive producer and gained a following among players through his in-game character, Aradune. Bill Trost wrote the history, lore, and major figures of the world of Norrath, including the character Firiona Vie. Geoffrey "GZ" Zatkin designed the spell system, and artist Milo D. Cooper created the original character models. Brad McQuaid announced the start of beta testing in November 1997.
Reception
When EverQuest launched in 1999, it received largely favorable reviews, landing an 85 out of 100 on Metacritic. Critics at the time called it the top game in its category and the most absorbing and habit-forming online role-playing game yet. Dan Amrich of GamePro wrote that the standard for online gaming had been destroyed, not just raised, and that the developers had made the first true online killer app. He did point out that early levels felt repetitive and that new players lacked proper guidance, suggesting they rely on fan sites. Greg Kasavin of GameSpot found the combat dull but noted the game let players choose servers without forced player-versus-player conflict, which encouraged teamwork. He described the combat as boring, the manual as terrible, the quest system as incomplete, and the game as buggy, yet still called it one of his most unforgettable gaming experiences. Baldric of Game Revolution said it was more cooperative than Ultima Online but offered less interaction with the world, focusing more on players than on the environment. Edge magazine called it the best online role-playing game to date but warned it was harsh on beginners. Despite early server problems, reviewers found it ran smoothly even on modest network hardware; Tal Blevins of IGN noted it rarely had major lag. He criticized the limited character customization—only different face types made characters of the same race look alike—but praised the visuals as excellent, especially the spell, lighting, and particle effects. Next Generation stated the game set a high bar for its genre. Computer Games Magazine highlighted its 3D graphics, first-person view, environments, and straightforward combat system.
Controversies
The real-money trade of in-game items is both controversial and profitable, often criticized for disrupting virtual economies. In 2001, eBay banned such sales. Some companies create and power-level characters to sell for cash or items in other games. Sony generally discourages real-money transactions but made an exception with "Station Exchange" servers for EverQuest II, launched in July 2005, where players can buy items from each other for a fee. This system only applies to certain EverQuest II servers; older EverQuest and pre-Station Exchange servers remain unaffected. In 2012, Sony introduced "Krono," an item granting 30 days of membership in both EverQuest and EverQuest II. A single Krono costs US$17.99, with a bulk pack of 25 available for US$424.99. Krono can be traded between players, making it a common currency in real-world trade due to its stable value. In October 2000, Verant banned a player named Mystere for allegedly writing controversial fan fiction, sparking outrage and debate over player rights and intellectual property. Some consider the game addictive, with players nicknaming it "EverCrack." The suicide of Shawn Woolley in November 2001 led his mother, Liz, to found Online Gamers Anonymous. Though Woolley had been diagnosed with depression and schizoid personality disorder, his mother attributed his death to a rejection in the game from a character named "iluvyou."
Frequently Asked Questions
Who published EverQuest?
EverQuest was published by Sony Online Entertainment (NA) and Ubi Soft (EU).
What platforms is EverQuest available on?
EverQuest was released for Windows (1999–) and Mac OS X (2003–2013).
Who designed EverQuest?
EverQuest was designed by Steve Clover, Brad McQuaid and William Trost.
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