Daily Archives: March 11, 2016

EverQuest Next and the End of the Classic MMORPG

Well, that didn’t take long.

Just a couple weeks back I was on the Couch Podtatoes Podcast where we were talking about Daybreak’s first year.  Izlain and I were both very happy with how things seemed to be going with the classic Norrath team, EverQuest and EverQuest II.  They seemed to have had a great first year, even with a couple of initial stumbles.

However, we were both concerned about EverQuest Next.  We hadn’t heard anything about it lately.  Certainly nothing of note had come up since I marked the passing of the five year anniversary of the title’s initial announcement back in September.

Firiona Vie makes it to 2013

The Firiona Vie we’ll never know…

Well, the silence is over.  Just a few days shy of EverQuest’s 17th anniversary, Daybreak has a post up from Russell Shanks, the President of Daybreak Games, announcing the demise of EverQuest Next.  Quoted for posterity:

To Our Daybreak Community,

I’m writing today to let you know that, after much review and consideration, Daybreak is discontinuing development of EverQuest Next.

For the past 20 years EverQuest has been a labor of love. What started as a deep passion of ours, as game creators, grew into a much larger passion shared by you, millions of players and Daybreakers alike. Watching EverQuest’s ability to entertain and bring people together has inspired and humbled us. It’s shaped our culture and has emboldened us to take aggressive risks with our game ideas and products. When we decided to create the next chapter in the EverQuest journey, we didn’t aim low. We set out to make something revolutionary.

For those familiar with the internals of game development, you know that cancellations are a reality we must face from time to time. Inherent to the creative process are dreaming big, pushing hard and being brutally honest with where you land. In the case of EverQuest Next, we accomplished incredible feats that astonished industry insiders. Unfortunately, as we put together the pieces, we found that it wasn’t fun. We know you have high standards when it comes to Norrath and we do too. In final review, we had to face the fact that EverQuest Next would not meet the expectations we – and all of you – have for the worlds of Norrath.

The future of the EverQuest franchise as a whole is important to us here at Daybreak. EverQuest in all its forms is near and dear to our hearts. EverQuest and EverQuest II are going strong. Rest assured that our passion to grow the world of EverQuest remains undiminished.

Yours truly,

Russell Shanks
President, Daybreak Games

And so it goes.

EverQuest Next follows The Agency into SOE history, games that were shown and hyped and which got people excited, but which never got there.

The irony here is that I could swear at one point that Smed said, after the launch and rather tepid response to EQII, that MMO sequels were a mistake.  And yet there was EverQuest Next, a placeholder name that became the real name for the game that never was.

I know what I wanted out of it, what a lot of people wanted out of it.  I wanted classic Norrath, lore and places and things I knew and loved, mixed in with some new dynamic that would make the genre feel fresh again.  That’s it, just an impossibly perfect mix of the new and the unknown, the fresh and the familiar.  That’s all we wanted.

And SOE seemed to be on the case at times with a story about a dynamic world and voxels and that whole Storybricks AI thing and updated stylized graphics.  People were excited after a couple of those SOE Live presentations.  I know I was.

Then, in that SOE way, things would go quiet, all the hype would peter out and we would be left wondering what was happening.  As with The Agency, the quiet turned out to be for a reason.

So what happens now?  Is this the end of the road for the classic Western PvE focused fantasy MMORPG?  Is the lineage of Diku MUD dead now?  Should we be happy or mourn its passing?

Because, as I mentioned in my previous post, it isn’t like EverQuest itself is gone.  It and EverQuest II are still there and chugging along and keeping the core fans happy and generally refusing to die… which is part of the problem when you want to introduce a replacement.  That was certainly what happened with EverQuest II.  The genre may be in jeopardy, and there may now be nothing in the pipeline that really represents how we got here, but the individual MMORPG is a tough beast to kill.

So, to sum up the life of EverQuest Next, here is the tale as I have traced it over the last five and a half years:

At least I will never have to see the UI they had in mind to run the game on both Windows and PlayStation 4.  Dodged that bullet.  But what will I spend all that Station Cash on now?

Of course, this announcement is kind of a big deal in our little corner of the web.  So here are some other people posting about the EverQuest Next news:

I will add more as I see them.

Market Saturation and the Cash Shop

In which I prove I can be both cranky and cynical at the same time.

I seem to have two standard sort of Friday posts.  One is a set of succinct bullet points.  The other is a rambling wall of words that never quite gets to a real conclusion.  This is Friday post is the latter.  You have been warned.

So the topic du jour lately has been Black Something Online.  I honestly cannot remember as I write this, and I have probably read the name five dozen times over the last two weeks.  So I suppose you can add “jaded” to the my blogging super powers.  (The missing word is “Desert,” but I had to tab out and look Feedly to find it.  Black Desert Online.  I kept wanting to write Black Diamond Online.)

Anyway, since it is free to play, the cash shop became an issue… once everybody was done gushing about the character creator at least… though there is some contention as to what the actual issue is.  Is it that the cash shop is too expensive or that people are too cheap or that the whole thing lacks ethics or what?

I think only Bhagpuss has spent much time talking about actual game play, and even he seemed to be tiring a bit.

But game play isn’t where I want to go.  I want to join in on the cash shop fun.

Random internet picture captures the morality...

Random internet picture captures the morality…

I have my own view on cash shops and free to play, which I generally sum up as tired resignation.  They are the reality of the MMORPG market today.  What started as an attempt to by troubled titles like Anarchy Online, Silk Road Online, and eventually Dungeons & Dragons Online and Lord of the Rings Online, to grab some sort of competitive advantage over their monthly  subscription based rivals quickly became the default method of operation.

Remember back during the pre-launch hype around Warhammer Online when Mark Jacobs said he was considering charging MORE than the then industry standard $14.99 a month for the game’s subscription?  Those not caught up in the hype dismissed the idea while even those who were looking forward to the game seemed to think that Mark had better have something pretty fucking special up his sleeve in order to go that route.

He didn’t and that whole idea sank quietly into the swamp, foreshadowing the story of the game itself.

But that is sort of how things are today.  If somebody comes along and says they want to launch a fantasy MMORPG with a $14.99 a month subscription as the only option, you would be right to dismiss that as crazy talk.  The Edler Scrolls Online and WildStar certainly got schooled on that front, both admitting defeat in under a year.

Only three games seem to be good enough for that route, Final Fantasy XIV: A Realm Reborn, World of Warcraft, and EVE Online.  Basically, the new champion of the fanatsy MMO experience, the old favorite, and the odd-ball that doesn’t fit nicely into the genre.  And the latter two have the WoW Token and PLEX, so you can play for free so long as you can get somebody else to pay.

As a business model the “monthly subscription only” idea is nearly extinct.

But now the cash shop is the market default.  Free is no long a competitive advantage, it is now a requirement to even sit at the table.  Everybody is free.  Everybody has a cash shop.  And most MMORPGs seem to be able to eke out some sort of livelihood in that market… which is a problem in and of itself.

MMOs don’t die very easily.  They linger on and on.  They don’t necessarily attract new players or grow, but they figure out how to hold onto their core players and get them to cough up enough money to keep the servers on and development going.  EverQuest and EverQuest II still have expansions for their core base.  Star Wars: The Old Republic has gotten past hot bars and seems to be doing okay selling content… and the forcing people to subscribe to access it. (But a new Star Wars movie probably helped a lot as well.)  Hey man, whatever you have to do.  DDO still have levels to add and new classes to sell.  LOTRO has… erm… let me think about that… no more expansions… no more Euro data center… oh, yeah, Tolkien!

But the market has grown, there are a lot more MMOs out there than back in 2004 when WoW and EQII launched.  Go look at the list of games that launched back in 2004.  It feels like ancient history.  Battlefield: Vietnam! Half-Life 2!  Halo 2!  Katamari Damancy!  Pokemon FireRed & LeafGreen… on the GameBoy Advance!

Imagine a market when you wanted to launch a new shooter but people wouldn’t stop playing something that went live 12 years ago?  And not just a few cranky hold outs on old hardware who couldn’t run your game even if they wanted to, but the mainstream of your market.  This is sort of what SWTOR launched into and for all of its faults, it was in large part fighting for market share of an audience that tends to stay fairly loyal to their favored game for years.

We’ve heard and dismissed past estimates of how big the potential MMO market is.  People thought it was 100,000 players big or 500,000 or a million or five million or whatever.  Those estimates turned out to be far too low.  But there was an effective upper limit out there somewhere, a hard stop where the genre simply ran out of players willing to commit the time and effort that MMOs demand.  I don’t know how big that number is, but it feels like it has stopped growing and may even have begun to shrink.

This was another Mark Jabobs thing, that the MMO market was going to be bigger than anybody thought… which was true enough.  But maybe not as true as he hoped, as he has gone from ironically saying “MMOs are a niche market” to making a niche title because the market isn’t all that big after all.

So in a genre where there are only so many people who will even hear about any new MMO coming out (MMOs are no longer news unless EVE Online has another big space battle or WoW launches an expansion), a subset of which would be willing to commit the time that an MMO requires, and where a good number of those players are already in a long term relationship with their favored MMO, any new title shows up has a steep hill to climb for success.

I am therefore not surprised that any new MMO that comes along goes straight for the cash shop antics that piss a lot of people off.  Any MMO that launches eventually has to buy into the trifecta of annoyance with over-priced items (to harvest whales), lock boxes or random card packs (to prey on those with poor self control), and constant reminders about the cash shop and sales and what is new and hot (to cajole the rest of us to buy and keep buying) because that is what it takes to survive and they don’t yet have the luxury of a core audience that would buy things like expansions.

What does surprise me is that anybody thinks they can wander into the MMO market with a game that is a rehash of WoW (2004)… which itself was just a rehash of EQ (1999)… with a few cosmetic differences (as I noted, most of the non-cash shop things I have seen about BDO has been about character models) and some slightly different game play (which is true to anybody besides the connoisseur) and expect market success.  It boggles the mind.

Of course, there is no doubt a message in the fact that the last few attempts have been Asian imports warmed over for the western market.  Nobody who has to pay salaries in US Dollars or Euros seems interested in going there from scratch.  (And just on cue, EverQuest Next has been cancelled.  More on that in another post.)

The right move seems to be to go niche, stay small, and build a following around a specific vision, as with Shroud of the Avatar, Project: Gorgon, Camelot Unchained, Crowfall, or Star Citizen…  and then maybe gouge the whales on the real estate or spaceship market.  Even Pantheon: Rise of the Fallen and its plan to farm the failed mechanics of the past seems to be a better plan in today’s MMO market than going for a release with broad appeal.

Of course, we have yet to see any of those titles… aside from Project: Gorgon, which may be the smallest of the lot… actually deliver on their vision in any substantial way yet.  We shall see if that ends up being a good path forward when… and if… those titles reach a salable product state.

So that was about a twelve hundred word stream of consciousness ramble.  But at least I linked out to a few people.  Hi blog neighbors!

I suppose I need a point of some sort to sum up now.  Let me see… here are a few.  Pick one you like.

(There is an oh-so-clever poll below this, which sometimes gets eaten by AdBlock, in case you don’t see it.)


I look forward to a few angry comments about completely tangential items that I brought up briefly along the way.  Early guesses include “BDO isn’t like WoW,” “LOTRO is doing great,” “Game X has changed/will change everything,” and something about Star Citizen.

Now when is WoW Legion going to ship?