Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

EverQuest in Unreal engine (fan project)

Mortmal

Arcane
Joined
Jun 15, 2009
Messages
9,435
EverQuest was successful because it was one of the pioneers, although it was just a MUD with a graphic interface. But they hardly added content besides paid expansions, which often didn’t cater to new players and sometimes only catered to the top 1% of raid players, like Planes of Power and its follow-ups. It was clearly not a viable model. Worse, it was completely group-centric, and you couldn’t do anything solo, or you were stuck in very tedious solo spots. A new player starting would find themselves alone and unable to do anything at all. Then there was all the user-unfriendly stuff, like corpse recoveries and such. In retrospect, it was not worth spending so much time on it.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom