EverQuest Remembered is a multi-part series in which I look back on a game that meant a great deal to me, partially due to a matter of timing and circumstance. When tasked with the idea of blogging about something that I spent the better part of five years of my life actively playing it was difficult to nail down what to write about. Putting thoughts to paper I’m left with topics ranging from it’s cultural impact to individual relationships, shaping a fledgling genre to bringing out the nature of who we are as players. There’s a lot to cover here in regards to my personal retrospective of this 17 year old game… but if you’ve got the time, I’ve got the stories – and maybe by the end you’ll have a deeper understanding of how lines of codes shaped my world as much as theirs.
In the last entry of EverQuest Remembered I spoke a lot from my own personal introduction to the game. I’m gonna switch gears a bit with this one and speak a bit more on the broader impact it made on the industry as a whole. Conceptually, mechanically, and socially EQ set the rules and language for both RPGs and MMOs that still influences today. It’s been nearly two decades, but it’s impossible to see the modern landscape of either genres existing as they do if Verant Interactive hadn’t created the template for all that followed after 1999. Technically Ultima Online released two years prior as the first commercially successful MMORPG yet EverQuest’s 3D rendered world lead the charge for what we’d refer to now as an MMO. Enough with the generalities though, let’s dig into the specifics of what I’m talking about here.