EverQuest and Game Design

Another long ramble on EverQuest and game design…

About a month ago my wife and I returned to EverQuest after a hiatus of about eighteen months (we’ve actually been free of the dread addiction for nearly two years if you discount coming back for about three evenings when Planes of Power was released).

EverQuest has (or until recently had) a very simple-minded content model. (Its new content model is merely simple-minded.) Almost everything seems to be one-off and hard-wired. For example, a weapon is essentially a name and a whole bunch of statistics. There’s no relationship between one shortsword, for example, and another. A “fine steel shortsword” may or may not be better than a “rusty shortsword” (it happens to be better, but there’s no actual constraint on it to be so). Similarly, in order to represent a vast pebbled plain with scattered trees they model a vast pebbled plain with scattered trees. They don’t, for example, re-use instances of trees or pebbles. For a game which leverages creative input so aggressively (see my earlier post on the subject) there’s very little “bang for the buck” here.

The latest addition to EverQuest, and the thing which attracted us back, is the Lost Dungeons of Norrath expansion, which promised to improve EverQuest by actually leveraging content in a way previously seen in rival games such as Anarchy Online and Diablo (I and II).

The model of adventuring in EverQuest used to be that some parts of the world looked a bit more like dungeons than others and that if you found some spot where a bunch of creatures “lived” (i.e. spawned repeatedly) from whose deaths you could benefit then you and a bunch of buddies would hang out there until you grew bored or exhausted, sometimes having to fight your way in and or out. The problem was that there are 5000 players on each server, EverQuest has very little creative input and leverages what creative input there is badly or not-at-all, and so there might be fifty desireable spots (add a new spot and some other spot ceases to be desireable…) to hang out in the entire world at any given time and split among 5000 players this makes for a lot of contention.

LDoN has “instanced dungeons”, i.e. when you and your buddies go to a dungeon, you visit an instance of a template dungeon and have it to yourselves. Almost all of these dungeons are highly desireable in that the loot, experience, and other rewards for hanging out in these dungeons is as good or better than the rewards for doing almost anything else in EverQuest. What’s more, these dungeons feature more variety than you tend to see in other dungeons, drop a random but reasonable assortment of goodies, and are actually fairly challenging to operate in. There’s really only a few things wrong with them:

(a) They’re incredibly repetitive;

(b) The missions you collect are simple-minded and alike;

(c) The more interesting missions are unreasonably arbitrary and hard;

(d) Missions have strict time-limits, even when it makes no sense;

(e) All missions require a pretty much balanced group to do, meaning that the problem of setting up a group (often the worst part of EQ) is if anything exacerbated.

One of the problems EverQuest has always had is that there’s no point in putting in clever content because 99% of players will read a spoiler site before attempting to deal with it.

It all comes down to leveraging player creativity (without just going PvP).