Wilhelm has a good piece up right now detailing the ins and outs of doing a progression server for EQ2, and how that probably would not, generally speaking, really be all that fun for anyone. The salient points, for me, were primarily that EQ2 was a very different animal back then, and the changes to the landscape and to the way characters are built have changed significantly since launch. This poses problems with progression mechanics and just what, exactly, you would be enacting.
However, if going back creates problems and lacks interest, maybe you’re just not going far enough back. Don’t turn back the dial to 2004. Turn it back by one thousand years, to Norrath as it was before even the original. Norrath as it was in Everquest Online Adventures.
EQOA was in some ways the little brother of EQ2. Launching nearly two full years before, some of the flavor of EQOA resides in EQ2, though whether by accident or design I couldn’t tell you, I assume its by design. Both games at one time featured progression through classes as well as levels. Much as EQ2 simplified some of the controls and difficulties of EQ, EQOA was also catered to a more casual crowd, perhaps because of console limitations at the time. Many of the skills also overlap, or perhaps were tested in EQOA and later used fully in EQ2.
But two hurdles are fairly obvious from the outset: would anyone play, and how much work would it really be?
The first is easier to answer, using polls and other metrics, but I think the answer would be “yes” provided the opportunity was branded correctly. Billed as an opportunity to play your ancestor, perhaps with appropriate tie ins to the main game via account unlocks, it would provide some interest from role players and achievers alike. Not to mention explorers get a whole new world to roam, and raiders have a whole new set of boss mobs and locations to trash. And while EQOA’s fanbase was admittedly small, they were loyal enough to keep a dead PS2 game going for 9 years – including years well after anyone even continued to sell PS2, much less make new games for them.
The second question (“how difficult would this be?”) I can’t really answer. SOE was game for the unusual and down to take risks at times. But now that they are not calling the shots, this is probably a pipe dream. Still, if you wanted to do it in an efficient manner, you could. Classes did not really have all that many abilities – taking the same simplification approach that EQ2 has – not giving each level’s identical spell new names, then most classes really had few spells (the toolbar in EQOA was 4 or 5 slots if I remember correctly – a very modern approach). If I remember correctly, my magician had light and heavy versions of cold and fire direct damage spells, a pet, and a couple of utilities available at any given time.
Quests were streamlined and small in nature. After starter quests each level to get you to 5, quests were spread out after that, with several levels passing at a time before a new one would open up. And quests (with few exceptions) were not class or race specific. The world itself had quite a bit of open space, but textures and animations could be reused from EQ2, and some of the locations would probably just need minor editing as opposed to full blown overhauls.
Its a pipe dream, and I know it. But I still think it would be a lot of fun to do. Who among the EQ2 crowd even knows what Fayspire is, much less having ever visited it? To open up even a few zones of recreated, thousand year old Norrath, for current characters would make for great nostalgia of a different sort in the game, and provide opportunities for some interesting quest lines and stories to be told. Its not the first time that an MMO has turned to time travel to explain zone changes, new zones, or expand storylines, am I right?
Well, in any case, I guy can dream. And if Smed drops by, maybe he can look into making it a reality.
#mmos, #everquest, #2015