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The History of EverQuest II - A story about EverQuest's spiritual successor and it's struggle against competitor World of WarCraft.
For those that don't know me, I'm Nickadimoose and I'm an amateur video game historian who makes videos every now and again about video games. After my original EverQuest video came out, I began to do a bit more research around EverQuest II and it's story. Although I wasn't able to find much information about development decisions (hardly any at all) I managed to dig up a lot of interesting information about the rivalry between EverQuest II & World of WarCraft.
In case you would rather watch a video about the History of EverQuest II, you can check it out here:
If you'd rather read about the history between the two games, I'm copy/pasting my CC script. If you have any questions about the game, anything extra you can tell me or anything you want to see potentially covered in the future, let me know. Below is the full script:
It’s difficult to pinpoint the inspiration for why EverQuest II was made, something even the game’s creators had a hard time answering in their own documentary.
Its fascinating listening to some of their responses, as they correctly identified a major issue right off the bat: EverQuest II would have to be different enough to cause players to switch over from the original, yet improve on a winning formula that made the original EverQuest so beloved.
See, EverQuest was the aged king, sitting on the throne of the entire MMO genre, but it couldn’t stay on top forever, the seventh expansion - Gates of Discord - dropped in February 2004 to lukewarm reception. Fans just couldn’t deal with the massive issues caused by the game’s new graphics engine, broken raids and lackluster content. It was all stuff that they’d seen before and that Sony would push again and again. The eighth expansion - Omens of War - would fix a lot of the problems that popped up from Gates, but it was painfully clear to the community and to the world, it was time for EverQuest to abdicate.
This is purely speculation on my part, but I think Sony realized just how bad off their game was, how aged and broken EverQuest had become; a total revamp would be out of the question, so why not push for something new using an IP that was beloved and recognised the world over? I think it was this train of thought that got Smedley thinking about striking gold again with another MMO.
November 2004 was one of the most fascinating months in MMO history; in one corner you had EverQuest II, a spiritual successor to a beloved and iconic classic.
In the other corner you had World of WarCraft, a new franchise, but not a new world. It had name recognition, not only because of the popular RTS franchise, WarCraft, but because of who it was being made by.
Blizzard had been crushing the video-game market since the release of WarCraft II: Tides of Darkness in 1995 and this would be followed by hit-after-hit: Diablo in 1997, StarCraft and its expansion Brood War in 1998, Diablo II in 2000, WarCraft III: Reign of Chaos and its expansion, Frozen Throne, in 2002/2003.
Blizzard was in its golden age and they could do no wrong.
In 2004, you can easily see why the EverQuest community might be split between the two games: the war for the top of the MMO crown would be hard fought.
Surprisingly though the release day for EverQuest 2 came pretty quietly. EverQuest II was a moderate success, a game with a lot of passion and love behind it; the character models and the world were beautifully crafted, the background tracks composed by Laura Karpman were incredible, and the work on the audio narration of the game was almost revolutionary; EverQuest II featured the voice talents of Christopher Lee, Heather Graham, Minnie Driver & Wil Wheaton just to throw out a few names.
It really was impressive and quite ambitious! Overall though, EverQuest II received an aggregate score of 83/100 for presentation, audio experience, narrative and gameplay.
There were a few minor bumps in the road though, critics began to harp on the game’s odd optimization and graphics quality, which was nigh impossible to achieve on most computers at the time - those that did manage to play on high quality settings reported hefty frame drops due to poor optimization.
That didn’t stop EverQuest II from reaching over 100,000 subscribers within 24 hours on release, definitely a strong showing and one that would make the EverQuest name proud. Norrath was alive and well.
14 days later World of WarCraft was released to overwhelmingly positive reviews, accruing an aggregate score of 93/100 on metacritic, with the game being praised for its atmosphere, optimization, quests, and gameplay. The visuals were a point of contention for a lot of players, as many people felt the cartoony graphics weren’t up to par. However, they did lower the technological bar for entry, enabling a much broader subscriber base to begin playing right out of the gate.
Within 24 hours World of WarCraft had achieved over 200,000 subscribers and by the end of the week won a number of gaming awards, ranging from best PC game of the year, to best MMO of the year in 2004.
The tight release window between the two games made them instant rivals. The real test would be how Blizzard and Sony handled individual expansions and I have to say [[The Bloodline Chronicles]]* was a pretty good expansion. It improved upon and added a lot of new features to the game and made it diverse enough that new users would definitely enjoy the new content. However, on the flip side you had World of WarCraft’s Burning Crusade expansion, which improved massively on the critiques of the original vanilla game, adding in new features, a new level cap and an entire new range of quests and zones that players absolutely fell in love with.
[[note from the above]]* The Bloodline Chronicles as Plastic_sporkz pointed out is not an expansion but rather an adventurer's pack. I didn't catch this in my fact vetting process. The first expansion was Desert of Flames, which released a ton of new areas, raised the level cap, included the climb ability, let you fight a boss called the God King and pvp arenas. Thank you for the correction and i'm sorry for missing this one.
EverQuest II would come second to World of WarCraft for nearly every award, subscriber number count, updates, even press: the amount of buzz around World of WarCraft was impossible to escape from and I’m afraid between EverQuest’s failing quality and World of WarCraft’s meteoric rise, EverQuest II would be lost in between in the transition and honestly it’s a real shame.
Instead of sticking to what EverQuest did best, they would slowly morph, expansion after expansion, into their biggest rival, only worse, since they never had the foundation of World of WarCraft to begin with.
EverQuest II would eventually go free to play in 2011, it originally reached its peak of 325,000 subscribers by 2005 and never soared beyond that marker, where-as World of WarCraft would climb and grow to a massive 10 million subscribers by 2010.
EverQuest II lived in the shadow of the EverQuest and then it released in the bigger shadow of the commercial juggernaut, World of WarCraft, and the magic of how that game was made and what inspired it fell by the wayside.
It isn't much and I'm a bit mad I wasn't able to find more. Originally I had a lot more information about the SE Emote facial recognition system, /pizza delivery and a breakdown of the individual expansions and what they brought to the game, but after about the fifth expansion breakdown in my original script, I decided to scrap the concept entirely and just focus on the first expansion releases for each individual game; World of WarCraft & EverQuest II respectively and how the MMO community fragmented into the two camps, with a third, smaller camp containing the original EverQuest crowd.
I'd love to know more information about the game, but aside from a few behind the scenes moments started in 2011/2012 on their EverQuest II YouTube channel, EQ2Wire news fragments & the EQ 2 dev team running their own documentary, I could find noooothinnnnnggggggggggggggggg.
Game benchmarks for M1 Mac mini with 8gb ram inside!
I picked this up and am now busy running various games. I will be posting my thoughts, results, screenshots, and settings used below. When I test games, I strive to reach a balance of reasonable FPS for the genre with decent graphics settings. I don't strive for 60 FPS lock, unless it's FPS, MOBA, or an Action game. One more thing, In most cases I recommend turning on v-sync, especially if your FPS is north of your monitor's refresh rate (typically 60 hz). It makes things a lot smoother from my experience. Finally, the built-in screenshot tool accounted for 1-5 FPS depending on the game, so your actual FPS will be slightly higher.submitted by KiPhish to macgaming
<11/23> I have some bad news. I decided to pull the plug on this project. Being a detail oriented person, I noticed I spend very high amounts of time in my benchmark and optimization process. And that's not even taking editing and narrating into account for the YouTube thing. And being a perfectionist, I won't settle for subpar content. To keep this up, along with other multiple real life activities I partake in, is simply unrealistic. In fact, I'm already quite burnt out, which is starting to affect my real life responsibilities. Apologies for the disappointment - I hope you eventually find what you're looking for! And thank you for all your support and kind words. They really helped me with this CVS receipt of a post.
iOS Apps: unable to resize or fullscreen windows. Default size is tiny on my desktop (3840 x 1600). For some apps, this means practically unusable. I can't imagine running iOS Civ 6 or XCOM 2 like this. Screenshot on Roll for the Galaxy attached for reference.
Steam: Runs...laggy via Rosetta. If you have a lot of games, scrolling your library has significant lagginess involved and also jumps around. Not sure if Valve will address this. Edit: tried “Disable GPU acceleration and smooth scrolling” and it's fixed!
Civ 6 (Steam): This mini is a silent beast! Fan didn't even kick on wow... Late game using built in benchmark gives me 30 fps minimum 54 fps maximum. Detailed settings used attached. Onto next game!
This War of Mine (Steam): Starts loading then crashes to desktop...
Offworld Trading Company (Steam): This game is a niche favorite of mine. Notorious for being poorly optimized and hard to run. Averaged 23-24 FPS using decent settings - which I consider really good for the game. Fan dead silent. Is my fan broken?? I'm very impressed.
The Long Dark (Steam): Minimum 46 FPS, maximum 76 FPS indoors. Settings and resolution in attachment. Fan still silent. I touched my Mac and some parts of it are cold??? Post FX settings and resolution had the biggest effect on performance. V-Sync doesn't seem to cap FPS...
League of Legends: Runs extremely well. Although v-sync is turned on, it doesn't seem to cap the FPS. Also noticed it in The Long Dark. I was getting FPS in the 60's. Settings posted below. Also, built in screenshot tool wasn't working, so it's via phone. The lobby client doesn't seem to detect that you finished a game when you exit. You may have to restart client between games.
Dota 2: This was actually tricky to find the optimal settings. I was aiming for 60+ FPS with some eye candy during moderate action. Although it can play higher resolutions with more sparkle, the FPS suffers. In the end I resorted to the settings attached in the screenshot. Also, use of the Vulcan API seems to still make a positive difference over the OpenGL in the game settings.
Cities: Skylines: I didn't have an already built city to test and it was taking forever to grow my village to a decent size - so only early game testing was done. Also, there was only one 21:9 resolution available, which means I couldn't tune down resolutions in the 21:9 ratio. I did three separate tests on this, one on 16:9 resolution and two on 21:9. Game ran decently well on the fastest game speed, but I assume late game will bog it down somewhat. Detailed stats below.
Stellaris: Starts loading but hard freezes at 5%. Music still plays and mouse movable, but Command Q and Command tab were both not working. I had to force restart the mini to exit. Edit: apparently this is a known issue. I will retest next week on MacBook m1 /16 gb (already uninstalled. This machine is temporary)
World of Warcraft: Ran natively. Performance was insane! Screenshot tool had some impact on this game, but I made note of it in the comments. It also hard froze once while changing settings. I'm level 5 so I didn't get to bench massive fights. One of the few games I can max pretty much everything at 3840 x 1600 and still get 70+ FPS. I actually turned that down in benchmark images to account for bigger fights. Best part? Dead silent. Cold to the touch at some parts. :)
CS:GO: Does not make it to the main screen. Entire screen is black.
FTL: Runs! No screenshots or FPS testing - was strictly for compatibility.
Into the Breach: Runs! No screenshots or FPS testing - was strictly for compatibility.
Starcraft 2: The performance difference between medium and low shaders was dramatic. I tried to keep medium because it was notably better (realistic shadows, lighting, etc). In the end, given the game's competitive nature and propensity for bigger engagements, I lowered down the settings. In very early stages of 2v2 I averaged 90-110 FPS. Medium stage was in the 60's. Brief dips to 40-50's occur sometimes. I imagine late game will run mostly near high 40s to 50s. I also noticed M1 has some sensitivity to post fx more than most graphics cards. During the time I used medium shaders, looking at Protoss spawning graphics took away 10-20 FPS. I also read that online play against real people will force 16:9 ratio for 'fairness.' I feel Blizzard's logic is a bit flawed, but I can see how they arrived at this. (reminder: screens are now on Imgur due to Reddit image limit)
Diablo 3: Low 60 to High 80 FPS depending on activity. Again, I recommend turning on V-Sync, it'll make your gameplay smoother. Images posted on Imgur. Settings weren't maxed, but they were still decent. Settings were turned down because I was aiming for 60 + FPS regardless of activity level
CK2: Getting the error message, 'You do not have permission to open the application' despite being an admin user. The googled solution of manually changing executable read/write setting did not resolve the issue. Edit: Information is flying around that a beta Mac update fixes the issue. I will reinvestigate!
Hollow Knight: 3840 x 1600, maxed everything and runs at 100 FPS without v-sync. I recommend leaving v-sync on when playing. The excessive FPS (my monitor is 60 hz) was causing choppy gameplay if I left it off.
Kerbal Space Program: I don't have much experience with KSP, but after seeing how playable this was, I'm going to address that. First, I wanted to see how it would run with default settings and from orbit. The resulting graphics were gorgeous with acceptable FPS, but I knew it wouldn't cut it for all scenarios. I still took a picture because it was amazing. Second scenario I loaded confirmed my suspicions, so I worked on fine tuning the settings. After much tinkering, I found a setting I was happy with that worked with above decent frames for most (all?) scenarios. Screens were taken of these too. Even if you don't play KSP, please check the first picture - it's amazing.
Minecraft: Ran extremely well at full resolution (3840 x 1600) with high settings. I could not set the graphics to 'fabulous' because the game would crash. I increased the render distance to 14 chunks because it was performing so well. Low's were in the 60's and high's were in the 80's. This was from flying high above and zooming around to see if I could tax the system. It didn't turn on the fan. In fact, I still don't know what my fan sounds like. I expected the Mac to download java, but it seems like it was already installed. I haven't tried to fancify it further via 3rd party graphics plugins yet. Screens on Imgur, as noted below.
Minecraft with fancy shaders:
Factorio: Game was benched using a 'megabase' (extremely large factory) with no mods. Default settings ran decently considering the huge amount of things going on. Lowering the sprite resolution from high to normal was necessary to hit average FPS of high 30's. Resolution was set to 3840 x 1600 and view was zoomed all the way out. I tried to set the view on a busy part of the map. Images are on Imgur (find Waldo!) and save file is here (Reminder: you have to right click image on Imgur and open in new tab to view the full resolution): https://www.reddit.com/factorio/comments/gely3v/20000_science_per_minute_hybrid_modular_megabase/
------In an effort to reduce redundancy, games below this line will only receive previews before its video counterpart-----
Crossover Performance: I made a separate section for Crossover, because this requires additional tinkering of the wine environment - sometimes on a per game basis. Afaik, this is currently the only way to run x86 Windows games. I will try to explain what settings I used on all fronts to guide new users.
iOS app Roll for the Galaxy. Unable to resize or fullscreen
Civ 6 - minimum 30 FPS
Civ 6 Tried to catch Max. Saw 54 FPS
Detailed settings used via fullscreen
Offworld Trading Company - early/Mid game, averaged 23 FPS
Detailed settings. Changing them didn't matter much for this game. (Game known for being unoptimized and hard to run)
The Long Dark - indoors FPS 76 FPS
Outdoors FPS 46 FPS
Settings part 1
Settings part 2
League of Legends - Screenshot tool unresponsive. FPS in the 60's. V-Sync doesn't seem to cap FPS.
Detailed settings. V-Sync was turned on. If you get a black screen while changing settings, tabbing out and back in seems to fix it.
Dota 2 - Had to lower quality to achieve near 60 FPS stable during significant action.
Detailed settings. Note the Vulcan API.
Cities: Skylines - early game. Don't mind my village lol
Detailed 21:9 settings. Only one 21:9 resolution available so I had to lower most other settings down to keep the resolution.
2nd try with even lower settings. Not much difference - at least on the early game stage
Setting used for 2nd try
3rd try, this time using 1920 x 1080. It is ran on windowed mode because fullscreen would stretch to fill my entire screen. Windowed mode may have a slight negative effect on performance.
Detailed 16:9 settings
Ran into Reddit image limit. Rest of the images are posted on Imgur. Also, using mobile to access Imgur user post page does not work... You need a computer browser unfortunately.
If you want the full experience of every pixel count (I run high resolution), you'll have to right click the image on Imgur and open in new tab.
Edit: Also, thank you for the gold and all the awards! And a plat??? Wow, what do I do with all these?