Mourn said:Wrong.
Everquest was, and still is, a niche game. At it's highest, it never featured more than 750k active users. It was never prominently featured in several TV shows, unlike WoW (in fact, the South Park episode won an Emmy). It hasn't featured several commercials played on prominent networks. It doesn't have a world tournament for it's PvP. It doesn't have dozens of spin-off products, including novels, board games, card games, roleplaying games (it had one, but that seems to be inactive right now), comic books, action figures, collectible dioramas. It was never optioned for a movie, nor does it come up in the blogs of tons of industry luminaries (both videogame and normal RPG). Based on it's popularity alone, Blizzard was able to hold a rather large convention (twice!) that was bigger than the Everquest meets that Sony held (I live in San Diego, I've seen them).
Hell, in one month's time, WoW had a higher user base than EQ did at it's peak, and this was after 5 years of EQ being dominant.
So, no, Everquest never ever made it to the mainstream.
Counterspin said:Regardless of what the paladin in WOW is like, you've got your causality inverted. The early version WOW paladin you had experience with is an explicit homage to the cleric in D&D. The data flows from D&D to WOW, not the other way around.
Skaven_13 said:I'm not trying to say that everquest is better than wow.
Everquest did have spin-off material though including toys, a simpsons spoof, and a film slated for 2009/2010.
A lot of wow's popularity came from the fact that blizzard's warcraft rts games were insanely popular.
But, I'll go back to my original statement, a graphical interface and increased internet access brought the muds/mush systems into the mainstream.
Gearjammer said:Explain to me why a paladin needs to buff party members in order to be considered a leader.
I kinda see your point. You could just rely on roleplaying for making a character feel like a leader.Gearjammer said:*Shakes head sadly*
Roleplaying, where art thou? No offense meant, but this line of thought is precisely what is turning me off from the latest incarnations of D&D.
ainatan said:Because it does happen in real life.
In real life leaders give psychological "buffs" to everybody.
People that are motivated and with good morale work better and fight better, they can do almost everything more effectively.
I don't remember where, but I'm almost positive they've said they are getting rid of "positive" and "negative" damage and just using "Healing" and "Damage."Skaven_13 said:Actually, the damaging of my enemies is only going to happen when facing undead, and that is because of how healing is considered positive energy and the fact that undead take damage from positive energy. Turn the enemies into any living opponent, and now you are healing your enemies as well.
Did I say that this is the one I prefer? No. Did I say it was even a good mechanic? No. In fact, it's a bad mechanic, but I prefer it over single ally healing.
Actually, Everquest has been in movies before: The New GuyMourn said:Everquest was, and still is, a niche game. At it's highest, it never featured more than 750k active users. It was never prominently featured in several TV shows, unlike WoW (in fact, the South Park episode won an Emmy). It hasn't featured several commercials played on prominent networks. It doesn't have a world tournament for it's PvP. It doesn't have dozens of spin-off products, including novels, board games, card games, roleplaying games (it had one, but that seems to be inactive right now), comic books, action figures, collectible dioramas. It was never optioned for a movie, nor does it come up in the blogs of tons of industry luminaries (both videogame and normal RPG). Based on it's popularity alone, Blizzard was able to hold a rather large convention (twice!) that was bigger than the Everquest meets that Sony held (I live in San Diego, I've seen them).
So, no, Everquest never ever made it to the mainstream.
neceros said:I don't remember where, but I'm almost positive they've said they are getting rid of "positive" and "negative" damage and just using "Healing" and "Damage."