http://www.rockpapershotgun.com/2013/08/02/first-look-everquest-next/
http://ca.ign.com/articles/2013/08/02/everquest-next-is-real-and-its-amazing
I was mildly excited about this game when I first heard murmurs it stole the show when sneak previewed to journalists a month or two ago, but I never really expected anything on this level.
Some bits and bobs...
For those who hate MMOs, would a game like this interest you?
http://ca.ign.com/articles/2013/08/02/everquest-next-is-real-and-its-amazing
I was mildly excited about this game when I first heard murmurs it stole the show when sneak previewed to journalists a month or two ago, but I never really expected anything on this level.
Some bits and bobs...
Rather than relying on the functional blocks of Minecraft, Next is capable of breaking environments down at the smallest level, leaving jagged scars in the side of hills and allowing for earthquakes that can splinter entire regions, revealing the ancient things below. Some of those ancient things may wake up and emerge, creating new problems and new opportunities.
When a new entity arrives in the world, whether at the developer?s bidding or due to player interference, its behaviour is driven by a series of objectives, needs and desires. Whether an orc bandit or an enormous demon from the depths, a creature is not the product of a spawn point, mindlessly wandering until the proximity of a hero activates its basic functions. It?s an AI entity that functions as part of a world.
A gang of orcs, for example, won?t simply appear at a specific point in the world, replenishing shortly after they have been eliminated. Instead, when they appear, they react to the changing world. They act as bandits, and their purpose is to steal and murder. Therefore, they?ll lurk near settlements, finding good positions to carry out roadside ambushes as goods and people travel from village to village.
If a group of players start to patrol that road, clashing with the orcs, the parameters change. The AI reinterprets the situation, checking if the threat level is too high and possibly deciding to move on, wandering until it discovers a new suitable location. Or perhaps not. It?s possible that a particular group of players won?t present a strong enough threat, in which case the orcs could become more confident, preparing an assault. Or maybe they have a leader who will call for reinforcements.
Thoughts on this? For those who never experienced it, EQ was WoW before WoW was WoW...it was the original king of the genre. In many ways, WoW was a refinement of EQ. It would be very, very interesting and somewhat fitting if it was EQ that finally thundered back onto the scene and gave the genre it's next big revolution.There?s a final addition to the game?s structure that ties everything else together. Keeping with the blank slate approach to the genre, which involves jettisoning a great deal of jargon, larger quests aren?t defined as ?raids? or ?instances?. There will, at any one time, be an over-riding, worldwide mission, which SOE describe as a ?Rallying Call?. Every single player is part of a Call, although they are free to ignore its objectives. Each one will last for around three months and they will alter the world in a more directed fashion, creating enormous structural changes or new alliances and enmities.
The example described involved the founding of a city. A location is chosen, true to Everquest lore, and the plans for a new settlement are drawn up. The first players to arrive at the spot can set up camp, a few tents, vulnerable in the wilderness. Because people are idiots, they?ve decided to build in goblin country, so the camp will be in immediate danger. Now, every player knows about the quest, and if the attacks become severe, they will be told that help is needed. Quests come with rewards, so heroes may well converge from every corner of the world to assist in the defence and expansion of the camp, eventually making a village, to which NPCs will move. That village will eventually become a city, permanently established in the world, but before that can happen, the goblins must be driven out of the area for good.
Hunting parties could set out into the woods and wilderness, discovering goblin settlements and destroying them, but the nascent settlement will also require a militia to defend its people. Crafters could work in tandem with the hunters, asking them to bring back resources to aid in the construction of sturdier walls, and while the players react, so does the AI, planning counterattacks and possibly gathering all its forces under one ruler to lay siege.
For those who hate MMOs, would a game like this interest you?