well think one of the sad thing is we all love to see popular titles have sequels . its the nature of gaming sadly this is it for everquest but at least it had a sequel good or bad.same goes for asheron's call ultima online never got that
This may not be the end of Everquest as far as a new game being developed.
It is highly unlikely that Daybreak will be given the funding to do another Everquest game, but Columbus Nova will most likely do something with the Everquest intellectual proptery. They might sell all the existing games and IP's to a new company or just license out the EQ name to a new developer.
My hope is that somehow the Brad McQuaids team somehow ends up with the rights to use EQ and revamps their game with the lore, etc. It bet that would resolve any worries about raising funds for development. One can dream I guess.
If its truly not the death of EQ's future and they do make an new EQ, I hope they listen to the fans and return to the roots of EQ. This market needs a triple A trinity MMO. Its been too long!
Why make MMORPGs that might break even in many years, when companies like Supercell makes 3+ billion dollars pure profit per year for simple mobile games?
You know why those games make so much money?
Because they have a very well designed and defined game play hook. Easy to pick up, accomplish meaningful goals in a short amount of time, highly interactive and immediately entertaining, yet focus on long-term investment and a slow introduction of new features... and then RIGHT when you get to a point where you are at a stop, you can pay just a little but to get past it and keep going...
MMOs could learn a lot about the process and game flow from companies like Supercell.
I think one of the biggest problems in the MMO genre is that they are trying to follow the financial model without even trying to learn any lessons from the game play, because they too write it off as simplistic before they really take a hard look at what make it work.
Why make MMORPGs that might break even in many years, when companies like Supercell makes 3+ billion dollars pure profit per year for simple mobile games?
You know why those games make so much money?
Because they have a very well designed and defined game play hook. Easy to pick up, accomplish meaningful goals in a short amount of time, highly interactive and immediately entertaining, yet focus on long-term investment and a slow introduction of new features... and then RIGHT when you get to a point where you are at a stop, you can pay just a little but to get past it and keep going...
MMOs could learn a lot about the process and game flow from companies like Supercell.
I think one of the biggest problems in the MMO genre is that they are trying to follow the financial model without even trying to learn any lessons from the game play, because they too write it off as simplistic before they really take a hard look at what make it work.
Personally I hate whack a mole games that appeal to the lowest common denominator. These types of drip feed 'insert another quarter to continue' games just do not interest me and I grew out of them back in the 80's when arcades were popular and I reached puberty.
For me, online gaming was all about participation in a story. I always thought of playing MMORPGS as being an actor in a massive stage play having a full and complete story revolving around me that is but a very small part of a very large story that the whole server/world was telling.
As far as I can tell, for about the last 10 years that story has been...
"You start at A. Proceed to B and hit things. Go to C and collect things. Procced to D and kill more things. Congratulations you saved the world by supplying 10 pieces of wood to a farmer who has so far received 12, 490, 685 pieces of wood...and has still not built a house!".
If any game company now wants me to pay for that story...well they can go F themselves.
But there are games out there trying to make games (and not online slot machines) and I will stick to those ones even if they do not have the big budgets or big revenues.
Not too happy about the news. That is not to say I wasn't expecting this, however I was really hoping that EQN would come out. Even if you don't like their graphics, they had a lot of really good ideas. I think right now a lot of companies are wary about entering the MMORPG space. There is too much competition and no one is sure on how to move forward. You could easily say that taking a gamble like EQN is the way to go, but if it blows up in your face you just lost millions.
If its truly not the death of EQ's future and they do make an new EQ, I hope they listen to the fans and return to the roots of EQ. This market needs a triple A trinity MMO. Its been too long!
I seriously can't see that ever happening unless some indie outlier buys the IP for mega bucks. There aren't enough hardcore p99 fans that want a vanilla reboot to make spending tens of millions of dollars on an mmo viable.
There are tons of triple A trinity mmos on the market. Almost every game made is in that mold. There aren't enough triple A trinity mmos made custom tailored to the specific needs of every individual that bills themselves as a true 1st gen vet. It's an impossible scenario. Just read the Pantheon discussion threads.
Why would any AAA game developer risk that money on such a small demographic that is so hard to please?
But why waste the money? EQ1 fans knew that if EQN ever saw the light of day it was nothing like the original.....It was Minecraft II in Everquest's name.
Cynicals are people that were once ideological. Feels like all the mmorpg fanbase as fallen into it and rightly so.
If making MMOs was easy and available at large, you would see a LOT of good games, because the players have great ideas I keep reading about, but you never see them done. Those are risky concepts for large budget games and as sad as reality is, the industry goes for whats safe and racks in money.
My only hope now is to see a very good conceptual (maybe indie, maybe kickstarter) MMO that goes boom and from there can cash in and expand into something big.
Last thing to note, Asians do come up with a lot of new style MMO but they all lack a je-ne-sais-quoi to become legendary. Invisible walls, casino mechanics, gender locks, very few classes all stuck with one weapon type, no variety, all spells may look different but all end up doing the same and so many other things that just never hooked me up to their games even though they looked nice.
At least a few single players games can still entertain me, but I know I'll never get a feel like stepping into Queynos the very first minute killing rats and totally loving it. (no rose tinted glass, a basic rpg with a lot of players was a bold concept back then and we embraced it, I know I would find something coming out like that nowaday, even with the best graphics, totally boring).
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BAHAHAHAHAHA
This may not be the end of Everquest as far as a new game being developed.
It is highly unlikely that Daybreak will be given the funding to do another Everquest game, but Columbus Nova will most likely do something with the Everquest intellectual proptery. They might sell all the existing games and IP's to a new company or just license out the EQ name to a new developer.
My hope is that somehow the Brad McQuaids team somehow ends up with the rights to use EQ and revamps their game with the lore, etc. It bet that would resolve any worries about raising funds for development. One can dream I guess.
Because they have a very well designed and defined game play hook. Easy to pick up, accomplish meaningful goals in a short amount of time, highly interactive and immediately entertaining, yet focus on long-term investment and a slow introduction of new features... and then RIGHT when you get to a point where you are at a stop, you can pay just a little but to get past it and keep going...
MMOs could learn a lot about the process and game flow from companies like Supercell.
I think one of the biggest problems in the MMO genre is that they are trying to follow the financial model without even trying to learn any lessons from the game play, because they too write it off as simplistic before they really take a hard look at what make it work.
"classification of games into MMOs is not by rational reasoning" - nariusseldon
Love Minecraft. And check out my Youtube channel OhCanadaGamer
Try a MUD today at http://www.mudconnect.com/Originally posted by Arskaaa
"when players learned tacticks in dungeon/raids, its bread".
For me, online gaming was all about participation in a story. I always thought of playing MMORPGS as being an actor in a massive stage play having a full and complete story revolving around me that is but a very small part of a very large story that the whole server/world was telling.
As far as I can tell, for about the last 10 years that story has been...
"You start at A. Proceed to B and hit things. Go to C and collect things. Procced to D and kill more things. Congratulations you saved the world by supplying 10 pieces of wood to a farmer who has so far received 12, 490, 685 pieces of wood...and has still not built a house!".
If any game company now wants me to pay for that story...well they can go F themselves.
But there are games out there trying to make games (and not online slot machines) and I will stick to those ones even if they do not have the big budgets or big revenues.
If making MMOs was easy and available at large, you would see a LOT of good games, because the players have great ideas I keep reading about, but you never see them done. Those are risky concepts for large budget games and as sad as reality is, the industry goes for whats safe and racks in money.
My only hope now is to see a very good conceptual (maybe indie, maybe kickstarter) MMO that goes boom and from there can cash in and expand into something big.
Last thing to note, Asians do come up with a lot of new style MMO but they all lack a je-ne-sais-quoi to become legendary. Invisible walls, casino mechanics, gender locks, very few classes all stuck with one weapon type, no variety, all spells may look different but all end up doing the same and so many other things that just never hooked me up to their games even though they looked nice.
At least a few single players games can still entertain me, but I know I'll never get a feel like stepping into Queynos the very first minute killing rats and totally loving it. (no rose tinted glass, a basic rpg with a lot of players was a bold concept back then and we embraced it, I know I would find something coming out like that nowaday, even with the best graphics, totally boring).