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Everquest 2: Gaming Illustrated Interviews Moorgard

| 18 Jun 2004 01:14
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http://www.gamingillustrated.com/eq2interview.php

introduction

EverQuest II is the most anticipated MMORPG of all time - and there's little debating that fact. At the recent E3 show, Gaming Illustrated got to see a run through of EQ2. We were pleased with the level of detail all the characters receive, and how "almost all" NPCs get a voice-overs as well. The graphics are top notch and should definitely push the slew of new graphics cards on the market while making all MMORPG players quite happy with the amazing level of quests and things to do in the world of EverQuest II. All we have to say is - believe the hype.

We caught up this week with Steve Danuser, Community Relations Manager, of EverQuest II who answered our questions in this exclusive interview, posted along with 5 new exclusive screenshots.

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Gaming Illustrated: What do you feel is the most important advancement EQ2 will bring to the MMORPG genre?






Steve Danuser: We've designed every element of EverQuest II to create the most immersive and compelling game world ever made. The graphics, voiceover, sound, and an emphasis on the role of the individual all work together to draw the player in. It is really the combination of all these factors that brings this game to a new level never seen before in this genre.

Gaming Illustrated: In what ways do you feel EQ2 will appeal to more casual online gamers? How does the game balance rewards for diehard players with rewards for casual players?

Steve Danuser: We've built our content to be available in smaller chunks so that someone can log in for an hour or two and feel like they're making progress in the game. This is achieved through a combination of triggered pocket zones, solo content, access to the artisan advancement path, and a quest journal that breaks each quest down into clear steps. The goal is that players always have a variety of fun things to choose from without being forced to commit huge chunks of time. Being a diehard player will still be more rewarding simply because they'll have more time to invest into the game and reap the rewards. The best loot will still require smart playing and dedication to obtain.

Gaming Illustrated: Both ATI and nVIDIA have released new graphic card hardware that blow away previous generations of video cards. How has EQ2 been designed to take advantage of the latest in DirectX and Video Hardware?






Steve Danuser: Our game engine was designed with an eye on the future. It's going to take future generations of processors and video cards to take full advantage of every display option we have available to us. In the meantime, EverQuest II is really going to shine on this newest generation of cards with the level of detail that DirectX 9.0 offers.

Gaming Illustrated: How will SOE cater to the high-level gamers who play EQ2 on end for years and years? Will there be enough to keep them playing?

Steve Danuser: We've spent a lot of time developing compelling storylines that will unfold over many years and multiple expansions. With the initial release of the game we will be laying the groundwork for years of adventure to come. Our goal has always been to create a dynamic and thrilling high-level game that gives players many paths of adventure. But the fact that we're having exciting raid content available at all levels of gameplay should make the journey just as much fun as the destination.

Gaming Illustrated: Can you please describe game play elements that will steer EQ2 away from being another character "leveling treadmill"?






Steve Danuser: We really want to give players a sense of place in the world. We've designed important hallmark quests that guide the player into important phases of their development. From citizenship to class choice to the chance to betray their home city and beyond, players will be gently reminded that this isn't just a game of numbers, but a persistent adventure world in which they play an important part.

Gaming Illustrated: How does the shift to the Archetype system of character creation help in balancing the different classes with each other? Do you think this system, with its subclasses, will deter "cookie cutter" character classes that are more powerful/effective than others?

Steve Danuser: Balance is based at the archetype level so that each subclass inherits the same tools to perform their core functions with equal effectiveness. Rather than worrying that your subclass choice is going to hurt your efficiency later in the game, we've let the subclass decision be based on style and flavor while keeping the effectiveness of each subclass balanced. For example, all subclasses of fighter have the same core arts and abilities to tank opponents and manage aggro, but will possess different arts and abilities that make each choice feel unique.






Gaming Illustrated: What role will a player's decision to be good or evil play in the game? In what ways, if any, will they be able to act on their choice of morality in game?

Steve Danuser: The choice of good or evil determines which city you will be allowed to enter and, as a result, which subclass options will be available to you. However, we do give players an opportunity to betray their city so that all subclasses are available to all races that go to the effort of completing the quest. Many quests in the cities are built around the theme of the cold war that exists between Qeynos and Freeport, and this will play into the continuing story of moral conflict that unfolds over time.

Gaming Illustrated: Given the high-end graphic engine used in EQ2, do you think there is a particular landscape or monster that will visually knock players' socks off and can you give a brief description of it?

Steve Danuser: While I think all our environments are stunning, some of the most breathtaking landscapes will only be revealed when players reach the high-level game. I could describe them, but we think it's better to hold back and let players discover them for themselves. As for cool creatures, some of my favorites are the Amygdalan Knights and the lizardmen found in the Lost Temple of Cazic Thule. They're very creepy!






Gaming Illustrated: Finally, can you give a message to both the hardcore EQ fanatic and to the casual gamer who has their attention grabbed for this title? What have you done in a philosophical sense especially for these two groups of gamers?

Steve Danuser: Longtime EQ players will find a world rich in familiar history yet taken in a whole new direction. We've gone out of our way to play with expectations and introduce lots of surprising twists and turns to our storyline. Casual players will find our game easy to get into but will be rewarded with an experience that takes a lot of time and smart gameplay to master. All our players will be experiencing an immersive game world the likes of which they've never seen before, and we can't wait to let them loose in it!

Interview by:
Sean Gibson & Roy Rossi
Gaming Illustrated

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