It's not. It's been said many times in this thread that it's not.
Even if it is, this could turn out to look completely different and more realistic in engine with Forge Light's shaders.
Speaking of Forge Light I hope we get to see a beautiful Day/Night cycle, Forge Light has one of the best lighting systems I've ever seen.
At GDC last week, you also talked about how quickly traditional MMO content is consumed and how that plays into your decision to adopt a philosophy toward emergent gameplay. The question comes up about how that affects the future of raid content -- something that takes a lot of time to design and is usually played by only a portion of the community. What are your thoughts on that?
We absolutely need to build that style of content into every game we make because players want that. We're not talking about the end of raids, the end of this incredibly high-level content. We're talking about changing the nature of the world around it so that there's a lot more to do "in between" expansions. But imagine the entire world as part of the interaction. Imagine seasons changing. Imagine if you're a Druid and you need to literally seek out reagents for your spells or worship your deity in a glade somewhere off in the wilderness, but you don't know where. Or image forests growing back after they're burned to the ground by invading forces. What we want is a dynamic world that gives all those other possibilities and doesn't just say OK, go to raid X with group composition of X, Y, Z, and kill the dragon for the 52nd time to get the tier 800 gear. It's this rinse-and-repeat gameplay that's got to change, and so we're changing it.
Our opinion is that today's MMOs, and I'd include ours in that mix, are stagnant and stuck in this model that we frankly helped create with EverQuest, where we put new content in the game, and they go through it at an incredibly fast rate because of sites like Thottbot and that kind of stuff," Smedley said.
"We need to change the way we do this," Smedley said. "We're building a sandbox and giving players the tools to help shape the world that they're in. That's the direction we're going in with EverQuest Next; trying to make a world that players create while being a living, breathing world around them. It's not just a prop for them to walk around in, which is really what all of today's MMOs are. Their worlds are nothing more than a movie set."
You’ll be able to destroy, massive, massive parts of this world, almost all of it. You can light the forest on fire; we have ambition with this thing. We want it to be something where the world you log into, might not be the world you log into in five days. What you saw in WoW’s Cataclysm could take place because someone cast a spell that is powerful enough to do something major. We want it to be meaningful. And that’s what we’re building. It’s actually what we’ve built, because we’ve got this now. It just isn’t quite at the level where we’re OK [to reveal it to the public]. We have a story that we want to tell for the announcement of it, we want it that you’re seeing every aspect of the gameplay, we’re one aspect short of that until we’re ready to show, so we’re close now.
That sounds absolutely amazing.
I really hope they are not showing this game too early. I hate when a big mmo reveals itself then takes 2-3 years to release...totally kills my hype.
I really hope they are not showing this game too early. I hate when a big mmo reveals itself then takes 2-3 years to release...totally kills my hype.
I really hope they are not showing this game too early. I hate when a big mmo reveals itself then takes 2-3 years to release...totally kills my hype.
http://www.youtube.com/watch?feature=player_detailpage&v=wVIIIZ6ETtY#t=28s
They're in a "black box" because they don't want to show the game too soon and have their competitors steal their ideas before they can release EQN, according to Georgeson.
They've been working on the game as far back as 2008 (that we know of).
DIDN'T they scrap the old eqn and completely start over? So who knows how long they've been working on this incarnation.
DIDN'T they scrap the old eqn and completely start over? So who knows how long they've been working on this incarnation.
just the art i think. Pretty sure they kept the mechanics they had developed.
opposite of what you said. =p
They changed the gameplay and made a change from themepark to sandbox.
oh, whoops. Remember when they showcased EQ2?
Not very practical armor but it looked cool. And dont forget this is from 13-14 years ago.
oh, whoops. Remember when they showcased EQ2?
Not very practical armor but it looked cool. And dont forget this is from 13-14 years ago.
I think they learned from the mistakes of EQ2.
That game had some terrible ideas at launch, the worst was shared xp debt.
I joined a group in Antonica (or whatever the old Qeynos Hills was, renamed). They were on the other side of the zone, so I began the run to them. The idiots kept dying to bad pulls, and by the time I got to them, they disbanded. Leaving me with an hours worth of xp debt, and i hadn't even attacked anything.
Another one was the whack-a-mole combat. My Bruiser had something like 6 different attacks for kick, 4 different variations of punch, and a bunch of other stuff I can't even remember. I must have had about 4 skill bars filled with crap that could easily have been consolidated down. The developers clearly wanted to get away from EQ1's auto-attack-and-grab-a-sandwich approach to combat, which I understand. But the pendulum swung too far in the opposite direction, and what you ended up with was pure busy work as you mashed each button whenever it came off cool down. You'd set up a rotation, and just click 1, 2, 3, 4, 5, 6, 7, 1, 2, 3, 4, 5, 6, 7 for each fight.
I dont think shared exp debt made it to launch.
However the whackamole was out of control. I tried a few years ago to start playing again with my 50 pally but my GOD SO MANY FREAKING BUTTONS.
Yeah, they're going for the D&D/Pathfinder new art direction (that kobold is a dead giveaway).
The Keith Parkinsons Larry Elmore influenced style fits EQ so much better.
From the EQ Next Facebook Page
oh, whoops. Remember when they showcased EQ2?
![]()
Not very practical armor but it looked cool. And dont forget this is from 13-14 years ago.
Ugh there's nothing Pathfinder about that abortion.
Pathfinder art (specifically the Iconics by Wayne Reynolds are gorgeous, and inspired by those fantasy artists before him.)
You really don't see the similarities between that art you just posted and the reimagined EQ1 art?
They both share the same derpy looking facial structures and the awkward stances. I greatly dislike both of those... but of course, art direction is subjective.
Reynolds is amazing. I think the fairest criticism of his early work was the huge swords..but that always struck me as more JRPG influenced art style then anything. I really like the intricate details he includes in his designs
his newer stuff for Paizo..just awesome, character art like this..so good
No I don't at all. They share nothing of note.
Reynolds art is considered comparable to Parkinson/Elmore in most fantasy art circles. On design alone he trumps most working in the field.
There is nothing WoW about his designs, while that abortion was just WoW fanart.
I guess we'll agree to disagree, because the faces in the art you're posting from Reynolds are just flat out bad to me... just compare the faces in that with the one from the redone EQ1 image of Firiona Vie.
I also don't see really any correlation between that reimagined EQ1 art and WoW whatsoever. The armor they're wearing... sure? I guess? But the actual characters themselves and the overall style are absolutely nothing like WoW. WoW has some beautiful art direction and great base character models.
Stylized is WoW like to everyone. That's untrue though. WoW's didn't invent it and their stuff is more comic booky anyway.Some people see WoW influence, I just see Warhammer influence.
Reynolds is amazing. I think the fairest criticism of his early work was the huge swords..but that always struck me as more JRPG influenced art style then anything. I really like the intricate details he includes in his designs
his newer stuff for Paizo..just awesome, character art like this..so good
Did he get Tetsuya Nomura'ed?
Some people see WoW influence, I just see Warhammer influence.
Yeah, that's practically straight from the 3.5e Monster Manual.
Warhammer is where Blizzard got their inspiration for massive shoulderpads, gauntlets, and boots, but Warhammer stuff was always a lot more gritty. Blizzard kind of pioneered, or at least popularized, the cartoon or comic-like rendition of Warhammer's style.
hmm little bit maybe
Thinking of rounding up the pards and heading down to Vegas for this. Anyone been to SOE Live before?
I want to ask about the Oculus Rift in the QA![]()