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EverQuest

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EverQuest
EverQuest box art.
EverQuest box art.
Developer: Sony Online Entertainment
Publisher: Sony Online Entertainment
Release date: March 16, 1999
Genre: MMORPG
Game modes: multiplayer
ESRB rating: Teen (T)
Platform: PC
Media: CD

EverQuest (EQ) is a massively multiplayer online role-playing game (MMORPG) released in March 1999. The original design is credited to Brad McQuaid, Steve Clover, and Bill Trost. 989 Studios funded development and initially published the game, before Verant Interactive took management. Sony Online Entertainment later purchased Verant, and SOE runs and distributes EverQuest currently. To play, one must initially pay for the game software and then pay a recurring monthly fee; a free trial is also available for those who wish to experience the game before paying.

Overview

In the game, players explore a Tolkienesque fantasy world of sword and sorcery, fighting monsters and enemies for treasure and experience points and interacting with other players. As they progress, players advance in level, gaining power, prestige and abilities. Players can also procure powerful items for their characters in a variety of ways: through slaying monsters (and then "looting" whatever items they were carrying), doing "quests" (tasks and adventures given by other characters in which a reward is given upon success), or by gathering raw materials and then fashioning them, via numerous trade skills such as tailoring or blacksmithing, into useful (or not-so-useful, but nevertheless fun) items. In structure and rules, the game is a direct descendant of the famed Dungeons & Dragons role-playing game. Many of the elements from EverQuest have also been drawn from text-based MUD (multi-user dungeon) games, especially DikuMUD.

The game features a rich 3D environment set in the fictional world of Norrath, its moon Luclin and alternate planes of reality. The geography of the EverQuest universe is vast—few have visited all of the 230 zones. Multiple instances of the world exist on various servers, each one hosting between 1000 and 3000 simultaneous players online during peak times. After selecting a server, a player can create multiple characters by choosing from a variety of classes and races (e.g., humans, gnomes, trolls, halflings, elves, etc.). The main aspect of gameplay involves grouping with fellow players to kill monsters for experience points. Beyond that, a player can explore the large world, socialize, role-play, join player guilds, master trade skills, and duel other players (in restricted situations — EQ does not allow player-versus-player (PvP) combat, except on special PvP-specific servers).

While some parts of EverQuest can be experienced alone, without the help of other players, EQ generally remains a very group-centric game. A single character will be unable to complete many of the encounters in EverQuest. Most parts of the game can be completed with small groups of up to six or so people, but the most challenging (and rewarding) encounters require the cooperation of many players, sometimes even several guilds, totalling more than 100 players.

File:EverQuest - The Temple of Solusek Ro.jpg
The Temple of Solusek Ro was added as a free download in October 1999.

EverQuest launched with some technical difficulties on March 16, 1999 but quickly became successful. By the end of the year, it had surpassed the leading competitor, Ultima Online in number of subscriptions. Numbers continued rising at a steady rate until mid-2001 when growth slowed. As of 2004, Sony reports subscription numbers close to 450,000. It is now the most popular MMORPG in North America and Europe, but is far behind the global leader Lineage, which counts millions of subscribers, most of them in South Korea.

Controversies and social issues

EverQuest has lived through its share of controversy, much of it shared by the entire MMORPG genre. One example involves the sale of in-game objects for real currency (often through eBay). The developers of EQ have always forbidden the practice and in January 2001 asked eBay to stop listing such auctions, although such auctions still persist. The game has always had problems with exploiting, cheating, and hacking. Patches have stopped the most serious cheats, but controversy also lies in Verant and SOE's policies when seen by players as heavy-handed or subjective. Changes in management have caused changes in company-to-customer representatives who defend or promote said policies. Gordon Wrinn ("Abashi") was the spokesperson of Verant, followed by Alan VanCouvering ("Absor") for SOE; a team now presents plans to the players. Critics of EQ's gameplay deride it as "simplistic", and a satirical hoax 'game' called Progress Quest has appeared on the Internet. Some gamers have nicknamed it "LevelQuest", implying that the purpose of the game is to only acquire levels. Monotonous in-game-activities are refered to as timesinks.

The game is renowned and berated (by some psychologists specializing in computer addiction) for its addictive qualities. Many refer to it half-jokingly as "NeverRest" and "EverCrack" (a reference to crack cocaine, an addictive recreational drug). EQ is very time-consuming for many people, and there have been some well-publicized suicides of EverQuest users, such as that of Shawn Woolley. Relationships broken because of obsessive playing resulted in the creation of an online support group called EverQuest Widows. The capacity of the game to absorb time and money, and to distract players from a possibly-dull life on the other side of the screen, are appealing features to its users. However, the same could be said for any other addictive and obsessive activity. Sony has tried to combat cash trading and cheating, but continues to advertise the game's addictive nature. An infamous rant titled EQ: What You Really Get From An Online Game appeared on Slashdot in 2002, and brought this issue of EverQuest addiction to the forefront of many message boards across the Internet.

The sociological aspects of EverQuest (and other MMORPGs) are further explored in a series of online studies on a site known as "the HUB". The studies make use of data gathered from player surveys and discuss topics like virtual relationships, player personalities, gender issues, and more.

Real world economics

EverQuest has many in-game items that are hard to produce and or to find, and most can be traded among players via the game's currency (platinum pieces). Because these items are also sold on eBay, an actual exchange rate between platinum and real dollars can be calculated. This led some economists, among them Edward Castronova, to study the economics of EverQuest and other MMORPGs. The researchers discovered, to their surprise, that EQ's money was in fact more valuable than the Yen, and its GDP per capita is higher than that of China and India.

This led some gamers to start playing professionally, as after some hours of play they could sell in-game items on eBay. Black Snow Interactive was founded as a company that created characters, leveled them to make them powerful, and then resold the characters. After some time, the firm moved to Mexico, as the salaries for Mexican players are far less. Other firms, such as the Gaming Open Market, specialized in exchanging money between games. A player could exchange a house in The Sims Online for EverQuest platinum pieces, depending solely on market laws of supply and demand.

The company UOTreasures profits on selling and buying goods in online games, and serving as a courier to deliver them among the country (virtual and real). Another company, IGE, was known as the Wal-Mart of virtual worlds.


The monetary issue gave the EverQuest virtual world problems similar to the real world. In South Korea, where the number of computer game players is massive, some have reported the emergence of gangs and mafia, where powerful players would threaten beginners to give money for their "protection", and actually steal and rob. Other similar problems arise in other virtual economies: in the game The Sims Online a 17-year old girl nicknamed Evangeline, was discovered to have built a cyber-brothel, where customers would pay sim-money for minutes of cybersex. Maxis cancelled Evangeline's account, but had she deposited her fortune in the gaming open market she would be able to keep a part of it, as if deposited in an overseas bank.

In fact, the real monetary exchange being made is for time. Anyone can buy some hours of someone else, to achieve a level of importance in the game he would only get after many hours playing. But as the money someone in America or Europe is able to give for two hours of game is worth sometimes many weeks of work of a player in Latin America or Asia, this difference leads to those absurdities.

Officially, Sony discourages the payment of real-world money for on-line goods. That is not the philosophy of rival company MindArk however. In their MMORG Project Entropia, they not only encourage a connection between virtual goods and real-world money, they foster it themselves. Users are able to pay cash directly to MindArk, where it is converted into the on-line currentcy called Project Entropia Dollars or PED. The exchange rate is pegged at 10 PED = 1 US$. So far, the highest price reported to be paid for an item in Project Entropis is PED $265,000 (US$ 26,500) paid for a virtual island.

EverQuest products

There have been several expansions to the original game since release. Expansions are purchased separately and add significant content to the game (for example, new races, classes, and continents). Additionally, the game is updated regularly through downloadable patches. The EQ expansions to date:

File:EverQuest - East Commonlands tunnel.jpg
The East Commonlands tunnel was the most frequently used area for trading before the Bazaar was added in The Shadows of Luclin.
  1. The Ruins of Kunark (March 2000)
  2. The Scars of Velious (December 2000)
  3. The Shadows of Luclin (December 2001)
  4. The Planes of Power (October 2002)
  5. The Legacy of Ykesha (March 2003)
  6. Lost Dungeons of Norrath (September 2003)
  7. Gates of Discord (February 2004)
  8. Omens of War (September 2004)

There are many spin-off products from EverQuest. Several servers have been introduced with alternate rule-sets, including ones which allow player killing, another that has stricter role-playing guidelines, and a premium Legends server (for a premium price). EverQuest Online Adventures, released in February 2003, is an MMORPG for the PlayStation 2 console. EverQuest II, a sequel to EverQuest, was launched in November 2004. Champions of Norrath, the d20 tabletop RPG EverQuest Role-Playing Game, several books, and player gatherings (Fan Faires) have also been spawned from EverQuest.

Fans have created an open source server emulator [1], allowing users to run their own servers with custom rules. Running such an emulator is a violation of EQ's end user license agreement and could result in a player being banned from Sony's EverQuest servers if caught doing so. It has not gained the same popularity of server emulators for Ultima Online.

Gameplay jargon

EverQuest carries an internal language and culture of its own, including a plethora of arcane abbreviations aiding communication between players. For example, SoW (which stands for Spirit of Wolf, a popular spell which accelerates players' movement), and vernacular usages such as 'crack' which within the context of EQ refer to mana regeneration spells such as Clarity or KEI (an abbreviation for Koadic's Endless Intellect). In-game chatting can practically be a foreign language to anyone who has not played it extensively.

A number of terms used in-game have been coined by role players from a wide variety of other MMORPGs or players of EverQuest specifically. One is the habit of calling monsters MOBs which is a contraction of Mobile Objects and stems from old text-based MUDs.

Some players also use leet, which is infrequently referred to as "dewd" speak, and Internet slang is quite common among users of the game.

List of common EQ abbreviations

A number of abbreviations and acronyms are common timesaving currency for communication amongst players in a primarily text-based communication medium (primarily, since some players are capable of communicating in real-time by use of mechanisms such as TeamSpeak). Here is a list of the common ones particular to EQ (see Internet slang for general online abbreviations):

  • AA — Alternate Advancement. This is a system of gaining experience points (separate from regular levels) that can be used to purchase skills or abilities.
  • bio — biological break, user ablutions
  • buff — (as a noun) an enhancing spell; (verb) to cast an enhancing spell on someone
  • C1 — Clarity, a low level enchanter mana regeneration buff
  • crack — Term originally used to refer to clarity, but now used for any spell in enchanter mana regeneration buff line.
  • DD — Direct Damage, as in a direct damage spell
  • debuff — to cast a deletorious spell, usually on a mob
  • ding — an abbreviated way of saying 'I've just gained a level.' May be followed by a number to indicate what level the player has just achieved.
  • dot — either Damage over Time, a spell which inflicts chronic damage to a mob or player over time, or an abbreviation for the jewel peridot which is used as a reagent in certain spells such as Rune V.
  • inc — incoming
  • IVU — Invisibility vs. Undead, allows player to pass undead mobs unseen
  • HoS — Harnessing of Spirits, a shaman buff
  • KEI — Kodiak's Endless Intellect, a improved mana regeneration buff introduced with the Shadows of Luclin expansion
  • Mez — Mesmerize - prevents a mob from doing any action until attacked or wears off
  • MGB — Mass Group Buff - a situation where a player with a suitable AA can buff a large number of people in a raid or a crowd
  • PST — ("please send /tell") please respond via private message
  • Rez — Resurrection - a cleric spell that is cast on a corpse. The player is brought back to his corpse and some experience is restored.
  • SoW — Spirit of Wolf, a druid/shaman/beastlord/ranger buff allowing a character to run faster
  • temp — Temperance, a long duration cleric buff that increases player hitpoints and AC
  • train — (noun) a number of monsters chasing a fleeing player; (verb) running past other players while a train is chasing you causing the monsters to attack the other players
  • V — Virtue, a cleric cast hit point enhancing buff for higher level characters

See "The Everquest Speech Community" for a conference paper on the topic of EverQuest speech.

Zones

EverQuest is divided into more than 100 zones. These zones represent a wide variety of geographical features, including plains, oceans, cities, deserts, and other planes of existence. See Zones of EverQuest

Economy