EverQuest Next began as the sequel to EverQuest and EverQuest II, but would serve as an alternative, similar to EverQuest Online Adventures. The massively multiplayer online game would run alongside the existing EverQuest and EverQuest II games. The game was developed by Daybreak Game Company who would also publish the game. EverQuest Next was going to use the ForgeLight game engine. The plans in 2009 for EverQuest Next was for the game to be released on Microsoft Windows and the Playstation 4 platfroms.
How Many People Play EverQuest Next?
We estimate the daily player count of EverQuest Next to be 0, with a total player base of 257,872.
- Subscribers: 257,872
- Daily Players: 0
- Genres: RPG, Massively Multiplayer
- Platforms: PC
- Released: Unreleased
The Players and Daily login numbers are estimations based on subscriber numbers and online sentiment.
EverQuest Next Description
EverQuest Next was the failed MMORPG developed to provide an alternative option to the already established EverQuest and EverQuest II games. The world would still be based on the fantasy setting of Norrath.
EverQuest Next (also called EQN) was going to feature a simpler interface and less complex mechanics. The intention was to attract new players who would likely find the features in EverQuest and EverQuest II as too complicated or slow. EverQuest Next would follow the more standard concepts of MMOs as those in World of Warcraft and later games. An example of this simpler gameplay are the abilities characters use. Player characters would only be able to use 8 abilities, 4 of which would be weapon abilities. Class abilities would provide Offensive, Defensive, Movement, and Utility abilities in EverQuest Next.
EverQuest Next would also have a more animated style design and use a voxel-based environment. This would allow for a more dynamic interaction, with destructible structures and player characters could manipulate anything from trees to the ground itself. Aside from the environment, players would also be able to influence their reputation in the game. There would be no fixed storyline for any character. Instead, their actions in game would affect how NPCs react to them, including what services they offer and the costs for using them.
Siege warfare would also be heavily implemented in EverQuest Next. The physics engine would have taken advantage of the voxel-based environment, allowing for effects such as battering walls and gates, explosions causing destruction and impact in an area, fire spreading on the ground, and many other potential applications.