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.

Welcome back. Hopefully you’ve enjoyed the series up to this point and are still on board as we dig in even further to what exactly made EverQuest so special to so many people, particularly myself. The first of the series covered my introduction and awe to this new unknown experience, and the second addressed a bit more of the design and technical feats accomplished that laid the groundwork for both MMOs and RPGs from that point onward. We have a lot of expectations on what best describes an MMO – The tropes and mechanisms usually found within those games. Really what defines an MMO though shouldn’t be limited by any of those. At its core the defining characteristic is it’s a massively multiplayer game. You can’t have an MMO with it’s people. Today I want to focus on talking about that, more specifically the mass-scale of interacting with others playing the same game as you in real time. The community was large given the requirements and nature of the game back then, boasting over a half million players broken up into clusters of 1500-3500 chunks identified as servers. Each server was named after an important figure within EverQuest’s lore… Primarily deities and primal forces, with the occasional iconic NPC such as Firiona Vie who graces the cover of nearly every release of the game. Those servers would effectively be your home from creation until you quit. Years later I still easily remember my server and it’s history. I started on Saryrn (Goddess of Torment), which was a splinter off of Veeshan (Dragon God) and Bristlebane (God of Mischief) after they became overpopulated in the first year of it’s life. Eventually as the years went by and players left, worlds were collapsed, and my home of Saryrn was swallowed up by Bertoxxulous (God of Disease) sometime around 2012. This may seem like a bunch of random names but I’ll get back to the importance of this a bit later. For now though just known within each server there was it’s own unique community, with it’s own culture, it’s own player heroes, and it’s own list of wicked scoundrels. These all added up to create an identity for each server, which bled out into forums or message boards to further solidify the impression created by the experience of being enraptured in EverQuest.

Continue reading