EverQuest Next Officially Cancelled

EverQuest Next Cancelled

Unfortunately, this day has been coming for a long, long time.

The reasons for failure are many.

  • Losing Dave Georgeson, Steve Danuser, and the heart of SOE to form Daybreak was the day EverQuest Next officially died.
  • EverQuest (Next) Landmark and EverQuest Next brand confusion and crossover were a huge detriment to development and brand hype.
  • EverQuest Landmark’s failure foretold EverQuest Next’s failure. The same team worked on both titles.
  • Omeed Dariani and embracing the Twitch mentality destroyed the early days of EQ Next’s marketing hype and building a MMORPG community.
  • Destructible environments aren’t necessary and are indicative of a phased and ‘reset-able’ world. Voxels and tech demos aren’t what true MMORPG gamers want. We don’t need the gimmicks. We’re looking for substance and heart.
  • “Dynamic” events will never, ever, yield a world that feels immersive.

EverQuest Next was always treated as a tech demo. They weren’t talking about theĀ heart and soul of the game, but always focusing on the superficial surface. They weren’t talking about the gameplay. We saw tech ideas and voxels. We were fed teaspoons of information about Landmark like it was supposed to make any sense at all. Every time they brought up Landmark and Next — even a few days ago in the video I just watched of them sitting in a conference room — it was this weird disjointed and awkward conversation of how the two would make sense together. Reality: They never did, and never would.

Just like you can’t take a huge budget and ridiculous themepark ideas and throw them together expecting a successful AAA launch, you can’t take an idea based in technology with zero gameplay vision and expect the successor to EverQuest.

Some people are praising them for trying something “bold.” I’m shaking my head wondering why they were so foolish. The recipe for success never included they ingredients they were tossing into this one. Oh well.

Hopefully the team working on the game can at least be assigned elsewhere and stay employed, and the people who were overseeing the project and came up with the foundation will learn from their mistakes and move forward making something better. Hint: Not H1Z1.

I’ll continue to support EverQuest. I am an EverQuest fanboy at heart, and will continue to actively play EverQuest. My subscription is current, and I am enjoying Kunark on the Phinigel server.

“I haven’t seen that in a decade…”

Had an interesting experience in EverQuest last night. I was healing the Unrest Fireplace on my Halfling Cleric and everything was going as you might expect. We had two rangers, a rogue, a mage, a shaman and me. Obviously with no tank things can get dicey, but being EverQuest people are typically a little more careful. Bad pulls still happen like the one we had last night. Puller brought in way too many ghouls and skeletons from the top floor and we ended being being rooted all over the place with no CC.

I found myself having to take a few hits, which is typically not a problem for a plate-wearing healer, but it can only last so long. I noticed the tank (the ranger with better gear) was rooted, so I ran over to him for him to be able to peel the mobs off me. He did, we lived, and all was well. I then received quite a shock: The tank was praising me for how well the fight went saying he hasn’t seen a healer run to the tank for over 10 years, and how I managed to maintain my mana pool with no gear (my cleric’s gear sucks) was a shock to him. I received a few other praises and we continued on for a few more hours.

Nothing I did was particularly worthy of praise. I used the right heals on the right people at the right time. I knew the mobs and what they were capable of, so I wasn’t healing people who had a mob I knew they could tank on them while someone else was risking death. I moved where I needed to be to let the classes do their job. I played correctly.

Their reaction stuck with me. I think they reacted the way they did because people, for the most part, aren’t used to games where people need to think. Modern games tell us where to move (out of the red circles) and UI mods tell us what to heal — or we have infinite mana and just mass heal everyone. Most groups in most games can just AOE everything down and death is unheard of while leveling up.

Playing my class well mattered last night. I liked that feeling. The praise was nice too, but it was knowing I was good at what I did and that very fact influenced what we were capable of doing as a team. I’d like to see that matter more these days.

EverQuest Main Theme Piano Cover Arranged By My Wife

My wife has been on a roll with these video game arrangements. This time she arranged a version of my absolute all-time favorite song from any video game: EverQuest’s Main Theme.

I told her to take the original EverQuest midi theme and put her own personal twist on it. Now you have to realize, she has never played EverQuest. She knows it’s my favorite game, and she knows I certainly play a lot and tell her all about it, but she doesn’t have the same emotional ties to the game like I do. That said, I think she nailed the sense of adventure and feel behind the game. Makes me want to go play right now! šŸ˜€

Subscribe to her Musical Bri Youtube channel and let her know what you think. If you have any requests, she reads these comments and will be happy to add your game to her list. I think I’ll get her to arrange The Elder Scrolls III: Morrowind theme next!

Adventure Log Update on Games I’m Playing

I’m slacking hard on blogging. Honest truth here is that I have a lot of games I’m enjoying right now. So let’s dive into an adventure log update!

Keen’s Adventure Log, stardate 2/10/2016.

Final Fantasy Explorers

I’m really drawn into FFE. Graev and I are having a good time taking out Eidolons and building up our characters. This is one of those weird situations where I know there’s no story, I know there’s not true ‘end’ to the game. Things just end when I feel like I’ve gotten the most out of making a character and I want to quit. I’m playing a Dark Knight right now, but I think I want to switch over to Red Mage. Something about chain casting and doing more magic with a balanced sword-wielding class seems fun. I’d feel more useful and less one-trick pony, though a DK’s one trick is to do a ton of damage.

A few of you asked about multiplayer. The multiplayer work where you turn on multiplayer mode in your singleplayer game. You then can choose local co-op or multiplayer co-op. You can make a room and have others join it, or join someone else’s room. These are like lobbies. You can password your room and let your friends join — that’s what we do.

Albion Online Closed Beta InviteAlbion Online

Really, really falling hard for Albion Online. Despite so much about the game being centered around GvG combat and taking territories, I find myself harvesting and crafting. What I’m worried about is the benefit of zerging. Zergs will win everything. Zergs will control the map, and despite it being huge it’ll still be that way. Zergs will feed crafters and outperform a solo crafter, or even a crafter backed by a group of friends or group of 10-15. It’s all about numbers.

The more I play, the more I realize there’s still a ton left to do to fix the balance. I think the devs know this. For example, crafting really is borked. To truly master one line of crafting would take like 2 years, but to get that far in combat takes 2 months. While needing to make crafting easier, they can’t make it something anything can just do on the side, otherwise they’ve ruined crafting. The entire game hinges upon how they balance this out. Please, PLEASE, get this right.

I’m about to upgrade my house and add more laborers. I’ll write up on those sometime here soon.


Every day I come home from work, go to the gym, and then log into EverQuest. It’s my routine. I think to myself, “I’m going to get a group and play!” Then I can’t find a group for 20-30 minutes. I get frustrated. I log off. None of this changes my desire to group. I -WANT- to group. I’m playing a Cleric FFS… It must be my schedule. I’m trying to play around 5:30pm Pacific time. Am I too late? Too early? It’s becoming frustrating enough that soon I’ll come home and go straight to Albion Online or FFE.

EverQuest Upping EXP Rates for Progression Servers


Daybreak announced the details of the upcoming February EverQUest update. Most notably, experience rates are going to improve.

So, Experience Is Better?

Yes. After this patch, the overall experience gains on Phinigel, Ragefire, and Lockjaw will be better, while making leveling up via fueling Lokar To`Biath’s alcoholism or Xelha Nevagon’s coleoptericide less effective.

Ragefire and Lockjaw experience will still be slower than live servers, but faster than Phinigel.

The references to alcoholism and coleoptericide are for quest turn-ins. People have been amassing quest turn-in items and finding it’s faster to shoot up in levels by buying your way than playing your war. Clearly not in the spirit of EverQuest, unless we’re talking about belts.

I won’t complain about the increase to exp. Although I’m definitely not among the group who feels the exp is unplayably slow, I do wish I could get a little bit more progress each night in order to make my pre-kunark goals. I know one of my friends felt less inclined to log in because of the exp rates — that’s exactly the opposite experience Daybreak wants people to have, though it does make me curious to see their profit maximization calculations for potion sales vs theĀ subscriber curve.

My fingers are crossed that this change will make finding a group easier. That’s really all I care about.