
EverQuest: Third Wave Adventuring in Unrest
It struck me last night, as I was pulling Unrest for our fireplace room group, that it was the experience of taking a camp and pulling mobs to it for the group to kill – probably EverQuest’s core gameplay – is precisely the gameplay feature that no other MMO has valued enough to include in their game. Group content in other MMOs seems to be highly curated; you start at the beginning of the ride, are taken past visually stunning wonders and carefully choreographed boss encounters, and then are delivered to the end, given some gifts, and are set free to go on your way. Certainly World of Warcraft was that way when I played, and Final Fantasy XIV is definitely that way. Significantly, Final Fantasy XI Online was not that way. It leaned into the EverQuest model of finding a camp and pulling to it. ...








