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On-Line Gaming Addiction - EverQuest vs. Others

WayneLigon

Adventurer
Reading about some on-line gaming addiction on the 'hardcore gamers' thread made me wonder: almost everyone I, personally, have ever heard that has had such a thing or known such a person has mentioned EverQuest specifically. I went to the (apparently badly out of date) forum for on-line addictions mentioned in the thread and they mentioned others but the majority of the ones mention EQ. Does anyone know of any actual study done on this? It seems EQ has several competitors that match it's subscriber numbers, so I wonder if there is something unique to EQ that makes it so addictive? (I'd be surprised to learn there was, but so many people mention it, I wonder). It's a fascinating subject. I'd be very interested in seeing statistics on the exact games involved, or links to any professional studies that have been done.
 

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Everquest is the industry leader I believe, regardless of numbers. SWG, EVE, and Guild Wars are relative recent additions to our addictive internet realm.
 

I tryed EQ, twice. Both times I hated it. I know someone that is really addicted to EQ though. But I do play and like WoW. EQ just seemed like" "kill all these monster in this area until they are easy to kill. Ok, go to the next area and do it again." WOW has more options, IMO.
 

I played EQ for 5 years and worked for Sony as a "guide," or online customer service, for 3 years. It is most definitely addictive. Basically (unless you're a real hard-core gamer with no job who can play 24-7), it takes the average person with a 9 to 5 job about a year to level a character from 1 to 70. Then you have to have good gear, so that you can join a good guild that does cool stuff like go to the elemental planes. To get the good gear, you need money; this involves a lot of "grinding," or killing the same NPC's over and over, to get exp and money. Then you can buy the piece of "uber" gear you were wanting (or that your guild was telling you you needed), and then there's something else you want/need.

Basically you want to join a good guild that's at the top or on the way up, and ideally stay with that guild, form bonds with other players, form family groups that hunt together all of the time, and go to the interesting places that not everyone in the game gets to see. In order to do that, you need max exp level, plus as many "advanced" points (AA's) as possible (and I think the cap for those is somewhere around 500) as possible, plus the best gear available (and often you need a guild to help you get the gear you want/need).

When you're in a guild, there's a lot of pressure to be online a lot, especially if you're in an elemental guild, and especially if you play a much-needed class such as a cleric, druid, or enchanter. I played a shaman and a cleric, and I felt a lot of pressure to play so that my guild could advance. You make many friends, and some of the relationships can be very intense, if you let them. My boyfriend actually left me for a woman he met in EverQuest (and they later married and had a child, yay).

It's hard to describe the environment. Many people continue to play so that they can see the "uber end game," and Sony keeps bringing out new content so that these power gamers can see new things and will keep paying their money to play. Others continue to play because of the bonds they've formed with other people within the game, and the friendships that they can't maintain out of game. I don't play any more, because I got sick of the "log in every night and grind exp" or "you have to be online on a Saturday night so we can go kill xx NPC, we can't do it without you."

Many of the EQ players that stayed with the game for so long, and were/are so addicted, began characters in 1999 or 2000 and took years to develop the characters. Nowadays, you can level within a year easily, in much less time if you have high level friends who help you with gear and buffs (helpful spells), but in the early beginnings of the game, everyone was learning everything for the first time; zones were brand new and dangerous to explore, and it took quite a long time to get the gear, money, and exp levels that eventually led to well-rounded, excellent characters with histories that the players enjoyed having. Many people don't want to give something up that it took 5 years to create and build.

I've tried almost every other game that's come out: World of Warcraft, EQ 2, and Guild Wars. They all have their good points: EQ 2 lets you be any race/class combo, by far the most varied of choices in character creation that I've seen (gnome monk?), but the graphics bog down even the higher-end machines; World of Warcraft (WoW) has an excellent questing system, little lag on less populated servers, and good graphics that don't bog down older machines, but there's a very limited selection of race/class combos; Guild Wars has the same type of quest system as WoW, but you can only be human, and there's only 4 primary professions (although you can be a combination of 2 of the 4).

Essentially, it's very difficult in today's online MMORPG world to begin a completely new game without have friends beginning and playing with you; in each game I've tried since leaving EQ, I've searched for people to play with and couldn't find anyone, that wasn't already playing with real life friends or friends from another game. I think that's one big reason that other games don't have the popularity of EQ; people stay with EQ because it's what they know, where their characters are "uber," and where their friends are.
 

WoW is my first MMORPG. I adore it. If I didn't have a husband to prevent it - I could definately become the weird girl that picks the game over her friends and bathing.
 

I think EverQuest is the most notorious simply because it was the first MMORPG to really hit the mainstream. There have been a few papers written on it, the most interesting was comparing the dollar-to-platinum-piece economy to other real life economies.

I think what makes EQ addictive is the inital poor game design.

... bear with me here ...

I went to an EQ convention in 2000 and had a chance to talk with some of the original producers. Their concept of how people would play an MMORPG was nothing like what the reality turned out to be. They figured that people would use the downtime between combats to roleplay and chat. They didn't think that people would camp spawn points, because that was boring compared to exploration, right? They didn't work to hard on class and race balance because they figured that people would play what they wanted to play. They wanted travel between newbie starting areas to be hard to create the feeling like these places are all really far away.

Well, it didn't work out that way. People got bored during downtime. Camping spawn points is amazingly more efficient than wandering around killing what you find (trust me, I tried). Class balance was a huge issue, and not being able to get to other starting areas without exceptional difficulty (this was LONG before the plane of knowledge) meant a huge crimp on where a group of real life friends could begin.

But what all of this did mean is that people tended to form on-line friendships and relationships. So the game took second place to hanging out with your on-line friends and accomplishing goals as a guild. The friendships and, yes, peer pressure, are what really drove EQ for a lot of people.

Currently, I'm playing City of Heroes. I like it much better than EQ. However, there's no need for me to be on for my friends. They'll manage if I don't show up. There's also no pressure for us to be the same level as each other (almost a requirement in EQ). So I can go a couple of weeks without playing CoH and no one cares. In EQ I had guildmates who got pissed if I took a break to go jogging and I was forever relegated to second-teir status because I wouldn't raid on Friday and Saturday nights.

So, like I said. I think EQs addictiveness ironically stems from poor game design.
 


Class balance was a huge issue, and not being able to get to other starting areas without exceptional difficulty
*twitch*
*twitch*

Mail run quest from Kelethin to Kaladim to the docks and back

*twitch*
 

*twitch*
no...more...gnomish...boats....
ah, so this is what the underside of the world looks like.

When we started playing, I had a Barb Shaman (hey I'm from Alaska) and my best friend had a human Monk in Freeport. There I was trying to see wolves in a snowstorm, and he comes running up. From Freeport. This was...'99. It's a long, long run from Freeport to Halas. West Karana = shower, nap, lunch, quickie with the girl, ooh halfway there autorun is my friend. On the way leading me back to Freeport he fell in a hole in Runny Eye, told me to keep running. Dont think we ever got his corpse. Found a quick way back to Freeport for him though :).

Was a *GREAT* game when everything was new and waiting to be discovered, and many friends learning things together. Now, most friends have left, most things have been discovered, most tactics tried. They add new stuff, but I don't know that it can ever be as fresh and....scary...discovering new zones, mobs, spells, tactics, etc, etc.

OK, gonna stop now. Paid. soon. Re-activate. Account.

Aaron
 

I think one of the big things about EQ that made it hard to quit was that it's real people you're playing with, who depend on you. It's not easy to turn that off.

And you just can't leave and say, "goodbye!" because you might be camping the bedroom in lower guk, and people just can't walk out on their own, and you certainly cant camp there for the night, since there might not be anyone there when you return, and then you're screwed. So, it becomes a huge investment in time.
 

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