Showing posts with label Everquest Next. Show all posts
Showing posts with label Everquest Next. Show all posts

Monday, March 14, 2016

The Torch Passes : Pantheon, EQNext

Now here's a thing. In all the dust and smoke kicked up by the falling giant that would have been EQNext it was all too easy to miss the latest PR push from the only other current pretender to EQ's throne, Pantheon: Rise of the Fallen.

Almost exactly two years ago, when Brad "Arudune" McQuaid unleashed his ill-fated Kickstarter campaign to an embarrassed shuffling of feet and jingling of pocket-change, the great EQNext project was still all systems go, even though none of it was actually going anywhere. Smed was still in charge of the the EQNext roadshow with Dave "Smokejumper" Georgeson as the ever-grinning master of ceremonies.

Compared to their three-ring circus act, Brad's indie effort looked like a dog and pony show. Once the Kickstarter went down in flames barely half-way to its goal most observers thought that was curtain down for ever. There was even a little speculation over whether the Great Smed would wave his magic wand over poor, deluded Brad once more, the way he'd done when Brad so spectacularly failed to realize his vision with the launch of Vanguard, and haul the Pantheon project on board the good ship SOE.

Hero's Song. For a very small value of "Hero"

And now, here we are in 2016. EQNext is dead. Sony Online Entertainment is dead. Smed is...well, he's failing his own Kickstarter for a game that sounds vastly less-ambitious and less interesting than anything Brad ever put his name to over the last twenty years. There would have been some serious money to be made had anyone run an accumulator on those odds.

I didn't watch the Twitch stream live as Brad and a bunch of his co-developers at Visionary Realms showed off their pre-alpha build to anyone who cared. I only vaguely knew it was happening. My interest in Pantheon, never strong to begin with, pretty much fell off a cliff after the Kickstarter failed.

Brad, however, turns out to be made of stronger stuff than I or probably anyone who'd vicariously winced at his career downhill since the infamous parking lot firings would ever have believed. Instead of rolling over and giving up, Brad and his Visionary Realms crew (VR - that's an unfortunate acronym) have rolled on, picking up funding from who knows where.

Two years on not only is the Pantheon project still alive, not only does it have a smart new website, no, much more than that, against all odds it appears they are actually making a game. Ald Shot First, who is far more on board with Brad's vision of a fully group-centered retro retread of EverQuest running on a modern game engine than I will ever be, has full coverage of this weekend's big reveal.

So far I've only watched the first fifteen minutes of the hour-and-three-quarters of footage that's up on YouTube. That was more than enough to convince me that Pantheon is the real thing after all.

It might look rough around the edges. The animations and spell effects might look faint and sketchy. There might not be any lens flare, light shows, spectacular explosions, giant lion-men walking on their hind legs or buildings falling down but by all that's holy those guys are playing an MMO!

To be precise, they appear to be playing EverQuest. Only with prettier pictures. The dream is real.

Ald observes that "More surprising than anything is how modern the interface appeared. I was worried we'd get some sort of terribly clunky interface all for the sake of either EQ nostalgia or some sense of stubbornness many old school players seem to have. So far i'm not seeing that." I take that to mean he hasn't played EQ for a good while, because that interface looks remarkably similar to how I have EQ set up today.

I like my spell bar on the left but otherwise that's just about perfect.

The entire thing just screams EverQuest, from titles of the classes to the text in the chat boxes to the names of the mobs to the placement of the camps. And, of course, to every last detail of the gameplay. Starting with the pulling, through the the adds and the fights to the brief territorial tussle between two groups of players vying for the same Orc Camp, to (and this was the capper for me) the minute's sit-down for the entire group after a big fight so the casters could get their mana back, this could be me playing EQ a decade and a half ago.

I'm not in the least bit convinced that's something I want to do. I did it already. It was fun while it lasted but those days are gone. I'd like to think I've moved on. I know for sure the world has.

Still, it really is good to see that someone, somewhere is still holding the faith. EQNext, had it ever appeared, seemed set to erase every last vestige of affection for the look, feel and gameplay that supposedly made EverQuest the world's most successful MMORPG of its day. Jeff Butler, one of the original architects of that success, seemed particularly determined to ensure none of That Kind Of Thing ever happened on his watch again.

When Pantheon eventually becomes something we can buy and play (and it looks more likely now than ever before that that's a thing that could happen) I will almost certainly give it a try. Curiosity, nostalgia, and the knowledge that, for all his multifarious shortcomings, Brad has been the visionary force behind two of my all-time favorite imaginary worlds, make that much a certainty.

With the heavy emphasis on all group play, all the time, and the very unattractive lore, it's extremely unlikely that I'll make Pantheon my new MMO home but I wish Brad and his team all the best in making it happen. Just don't screw it up again, this time, okay?


Saturday, March 12, 2016

Not Waving But Drowning : EQNext

The comment thread following Massively's breaking news that Daybreak Games have cancelled Everquest Next runs into four figures. The blogosphere similarly resounds with the clangorous echoes of a mighty giant fallen. Wilhelm, chronicler of all things Norrath, is keeping a tally. I suppose we're all obligated to say something so here goes...

I agree one hundred per cent with Wilhelm when he observes that EQNext "was in its ideal state for a few hours after that first SOE Live presentation about it". It was a great presentation. One of the best I have ever seen for a game. It had verve and enthusiasm and punch. What it didn't have, as became increasingly obvious in the weeks and months that followed, was a game.

Actually, if all the team working on the project hadn't had at that point was a game, they would have been in a much happier place. After all, making games is supposed to be what they do. They could have come up with one in a year or two.

But it was much worse than just not having a game. They also didn't have a game engine or a voxel engine or an AI engine. They didn't have any of the basic infrastructure they needed to hang their game on when they made it.

It didn't stop there. In addition to having no game and no game engines they didn't even have a game plan. Instead they had "open development". That high-concept take on game-making amounted to not much more than a sporadic series of talking shops that asked questions that no-one cared about and didn't even listen to the answers to those.

There was a series of videos offering the unedifying spectacle of various staffers goofing with each other and sending up the project even as they were supposed to be promoting it. There was a whole beta application process, made hideously complicated and controversial by the involvement of PSS1, all for a product that had no earthly chance of entering any kind of beta in any reasonable time-frame.

Let's see, how about we put Qeynos...here!

And, of course, there was Landmark or, as it was initially known, Everquest Next: Landmark.

Landmark came as a total surprise. I never heard anyone claim to have anticipated or expected that SOE would simultaneously announce that they were going to make a new EQ MMORPG and a voxel-based, Minecraft inspired quasi-MMO at one and the same time, let alone that the latter would be available to play in less than six months.

They did, though, and it was. Or it was for those early adopters and curiosity-seekers willing to shell out the price of a triple-A release for what turned out to be a poorly-optimized tech demo.

The weirdest thing about Landmark and its controversial alpha-launch is that, if you go back and read the coverage from those first few months, it seems a lot of people were having a really good time. I was. I bought the most expensive pack for Mrs Bhagpuss as a birthday present and the cheaper one for myself so I could play too.

I have never regretted it for a second. I believe we got good value for our money. If you read my blog posts from back then you can see I was having a lot of fun. A couple of months of fun for the cost of a regular game is about what you'd expect. Of course, some of the supposed perks that were included in the price, like Early Access when the game launched and the ability to carry some of your work into release will never be fulfilled, but I knew then that I was paying a fee to get into the alpha. Everything else was just window-dressing.

I really enjoyed those first two or three months in Landmark. In many ways I liked it best back then, when it was rough and ready and there wasn't much to it. Over the years it has been smoothed and rounded and plumped up so that it's actually quite presentable, although that means it now runs like a three-legged dog on my aging PC.

I'm not so pessimistic as some about Landmark's upcoming launch. It's always been a fun...toy. It's not really a game. At $9.99 it could be a bargain. I'm looking forward to playing it again, whenever I finally upgrade to some tech that can handle it.

Wherever there are Combine Spires there'll always be Norrath

Landmark wasn't only (many would say "even") a "game" in its own right. It was also supposed to be the test-bed for the systems that would drive EQNext. And it was, controversially, the crowd-sourced sweatshop for some of that putative game's actual content.

Landmark players were set contests to design and build what were intended to be the cities of Norrath's future. I forget which ones they got around to doing - Neriak was one. The prize was supposed to be seeing your work immortalized in EQNext; to be part of Norrath, forever.

Now there won't be a new Norrath. Of course, it was actually going to be a very old Norrath, a Norrath from the deep past. Another swirl in the mist of confusion that  obfuscated everything about the project and made it harder and harder to explain or sell as time wore on.

There won't be a new Norrath in Landmark. Officially, that is. The precarious thread between the two has finally been broken. When the game launches you should, as always promised, be able to build whatever you want. I'm betting now that someone, probably a lot of someones, will build Norrath. Just because.

So, we'll have Landmark, if anyone wants it. We won't have EQNext. I'm glad about that. Let's be honest, it looked awful. Other than that jaw-dropping first presentation, when did anything about the project inspire excitement or anticipation from anyone with a strong affection for the franchise?

EQNext was going to be a bright, brash technicolor ARPG in which cartoon characters bounced Tigger-like across frangible landscapes with all the subtlety of a runaway wrecking ball. It would have been a center-targeted, left/right mouse button hammering, console-favoring experience that bore little or no relation to any previous version of Norrath's story.

I would have played it despite almost all the features Dave Georgeson and Jeff Butler crowed over, not because of them. Just because it would, in some peripheral sense, have continuity.
They call this place The Graveyard of Dreams.

I'm very sorry so much time and energy and effort and money was wasted on such a hubristic project. I dearly wish they'd stuck with whatever the first iteration of EQ3 was, all those years ago, before they scrapped it, what was it, four more times? If they'd just have aimed squarely at their core market we might have been playing EQ3 for five years now and I could be writing a piece today speculating on when we might see EQ4.

This is the problem with MMOs. It's great to have a franchise. It's great to have a loyal core audience that wants more of the same. But, unlike a franchise in movies or novels or comics you can't just keep churning them out and selling them to the same people because when it comes to MMOS those same people are still playing your last franchise game.

All that happens if you try to sell them another one is that your same  audience splits into smaller parts. Which is why, instead of making new MMOs you make expansions and stack them on top until the whole thing teeters and totters and anyone not already on the top floor gets a stiff neck looking up at what she'll have to climb to get to where everyone else is supposedly having the time of their lives.

That, I guess, is why Smed and Smokejumper and Jeff "No Gamer Name" Butler were so keen to break out to find a brand new audience. They must have known as well as anyone that all their core audience really wanted was EverQuest with better graphics. That's all the core audience ever wants (although the evidence from EQ's various graphical overhauls suggests that even when they get it they don't like it. Then again, that sums up the average EQ or EQ2 player's response to everything).

Well, the dream of growing the EQ franchise into a new zeitgeist and a global brand is over. It was never more than a pipe dream, at that. The people behind EQ already changed the paradigm once, when they laid down the framework for Blizzard to follow as they made World of Warcraft. You don't often get to change the paradigm or dictate the zeitgeist twice in a career and never by doing the same thing over again.

DCUO: doing much better than clinging on by its fingertips.

What the fallout from this admission of defeat will be remains to be seen. I thought Russell Shanks' statement was quite informative, especially if you read between the lines, as I always try to do. He as much as says that they bit off more than they could chew and that's a lesson SOE never, ever learned. If all that comes out of the fall of EQNext is a realization at DBG that projects need to be proven to be practical, realistic and manageable before work begins on them, that will be a fine legacy.

I believe the EQ franchise has been better-served under DBG than it was for many years under latter-day Sony management. The games run well, get regular updates and new content. The small teams working on them are doing a stellar job. GW2 players can only wish they were getting the same level of service from ANet's vastly larger workforce.

It may be over-optimistic to hope that EQNext going down the pan will free up some extra resources for the older Everquest titles, let alone that we might actually see a new, less insanely ambitious EQ game announced at some point. More likely the individuals not required to work on EQN any longer will be re-assigned to DBG's now-flagship titles, which would be the twin H1Z1s and DCUO.

Whatever happens, though, I am sure it will be better either than the endless silence and suspicion of an unreleased EverQuest Next or the inevitable media car-crash that would have ensued should that unhappy game ever have seen the light of day.

Goodbye EQNext. We never knew you and you won't be missed.




Sunday, September 13, 2015

Daybreak Over Norrath

A few days back Wilhelm took time to review the history and progress of EverQuest Next, such as it is. My own view is best summed up as "If it comes, it comes". I've emotionally disinvested.

What interests me more is the change in attitude and approach to the existing games in the franchise, something Wilhelm alludes to in passing:

"...most of my attention has been on EverQuest and EverQuest II when it comes to fun times in Norrath.  Holly “Windstalker” Longdale has done a better job at getting and keeping attention to the games in her part of Daybreak than her predecessors"

That's very true. When Dave "Smokejumper" Georgeson was leading the charge Holly Longdale seemed quite diffident but since she's had the place to herself she seems much more active and in control. Her hand feels steadier on the tiller than I, for one, expected.

It's been a turbulent few months for the company we used to know as Sony Online Entertainment. First there was the sudden and unexpected news that the entire operation had been sold off to an "investment firm" called Columbus Nova, a name I venture to guess not one person reading this had ever heard before.

That was followed by the inevitable restructuring and lay-offs, leading to the departure of several big names including EQNext's public face and most active PR man Dave Georgeson and the eminence gris behind the whole project, Jeff Butler. The dust had scarcely had time to settle from all that before continuity President and ship's captain John "Smed" Smedley got into an unseemly spat with some internet pirates and either jumped or was pushed off the bridge.

At first, the main reaction among people still playing the variety of disparate, unconnected MMOs that sheltered under the old SOE All Access umbrella was, naturally, anxiety. How would the change in ownership affect the future of the games themselves? Did they even have a future? All of them, some of them, any of them?

Columbus Nova made reassuring noises but the general theory seemed to be that the new owners were after two properties under development - H1Z1, which at the time was receiving a lot of media attention, not all, of it good, and EQNext, interest in which had blazed up and then dimmed down since that 2013 media blitz. Prognostications from the miserabilist enclave that has always tended to dominate SOE's and now DBG's forums painted a very gloomy future for the older games.

When one of the first pronouncements from the new regime was that there would be no more expansions, either for EverQuest or EQ2, it seemed that perhaps those fears had merit but six months on that's not quite how things feel any more. So far about the only interest group able to claim the change of ownership has been wholly detrimental to their game of choice is probably that handful of builders and decorators still clinging on to a forlorn hope that Landmark might one day turn into an actual MMO like Smokejumper always promised.

For the rest of the stable things have either carried on much as before or, arguably, have improved. From my perspective there seem to have been several significant, positive changes in direction, approach and execution. DBG appears as willing to experiment and innovate as SOE ever was only now the experiments and innovations seem...less insane. Okay, there's Drunder, but let's not go there. Literally.

The retro-servers for both EverQuest and EQ2 won the franchise a huge amount of attention in the MMO gaming media and perhaps even a little further afield. More importantly people are playing on them. When I logged into EQ2 this morning to vote in the naming poll for Freeport (I went for Skyfire in the end) Stormhold was showing as the busiest server on DBG's snazzy new EQ2 home page, with the Timelocked PvP server Deathtoll second-equal alongside longtime most-popular, RP server Antonia Bayle.

The vanishing expansions turned out to be more of a renaming than a removal. Whether you call your paid content drops DLC, Campaigns or Expansions seems a lot less important than whether you actually have paid content drops and as Holly "Windstalker" Longdale says chirpily of the upcoming "Campaign" in her latest Producer's Letter "We haven't stopped working on it! When we get into the fall timeframe, we'll start talking about the details. And we can't wait! Prelude events for the campaign will start as early as September!".

Two of the more intriguing aspects of the revamped company are the speed in which decisions are now taken and implemented and the significantly more focused approach. When Smed was at the helm and Smokejumper at the mic it seemed no plan was too ambitious, no claim too grandiose. Landmark was not only going to be the architect's office and builder's yard for EQNext but a fully-fledged MMORPG in its own right. H1Z1 was going to be bigger than Vermont.

A few months back Landmark was effectively mothballed as far as work on turning it into an MMORPG of its own goes. All resources were re-directed towards EQNext and any updates to Landmark will be backfilled from there. Last month a planned massive extension of the H1Z1 map was shelved, at least for the time being, in favor of working to finalize the much smaller map they already have.


These, in my ignorant, uninformed opinion, are Good Signs. The various teams appear to be far more concerned with things they can do effectively, within a reasonable timescale, things that might appeal to the players they already have, while at the same time attracting, or at least not actively repelling, new customers. This seems like a huge improvement over promising everyone the moon on a stick with another moon stuck on the top, which seemed to be the default mode for several years.

Of course, we're only at the half-year mark. How this will all pan out in the long run no-one can say. Neither is it easy to work out whether the improvements are the result of escaping out from under the dead hand of SonyCorp, the removal of the unbalancing influence of certain key, charismatic individuals or just a new sense of self-determination and purpose.

Whatever happens, whether we ever get to see EQnext or not, my instinctive reaction is that where we are now is a better place than where we would have been had the status quo persisted. Maybe tomorrow it'll all fall apart but really it always could have done that at anytime. Onwards!

Wednesday, May 6, 2015

Blue Skies Ahead For Daybreak Games?

It's really not my intention to stalk Smed. I don't even follow him on Twitter. Okay, that doesn't prove much - I don't follow anyone on Twitter. I don't do Twitter.

Well, not as such. I do have an account. I had to make one years ago to play Echo Bazaar, as it was called back then, now known as Fallen London and well worth a look if you haven't already tried it. As is Failbetter Games newer title, Sunless Sea, which I have only watched someone else play on YouTube. Or was it Twitch? Wait, I remember, it was Total Biscuit (what kind of a name is that, anyway?).

Sunless Sea isn't an MMO so naturally it's been reviewed, very favorably, in the mainstream press. The Guardian gave it four stars. The Daily Mirror gave it five! And that's the first and probably the last time I'm going to link to The Mirror...

Where was I? Oh yes, President Smed.

The Big Landmark Wipe finally arrived yesterday. Scheduled originally for the end of last month it got bumped, first to the fifth, then to the eleventh and finally back down again to the fifth of May, which was yesterday. The servers will be down for two or three days after which the new, all-singing, all-dancing, still-not-ready-for-open-beta-let-alone-prime-time Landmark will sidle onto the servers hoping no-one is looking. I'll probably log in then and see if it feels any different, wander aimlessly around for a while, decide it's too laggy and log out. That's the usual routine.

I may not have been playing Landmark much, or indeed at all, but I'm still interested in it. Somewhat. Enough to visit the forums, on and off, to take the temperature of the waters. Which is how I came across a couple more of Daybreak President John "Smed" Smedley's always entertaining interviews.

How about a chicken next time? Seems more of a fit, somehow. Can't imagine why...

Players of games from the Daybreak Games studio (née Sony Online Entertaiment, née Verant Interactive, or was that the other way around?) love nothing better than to use the official company forums to link to anything their President ever says, mostly so they can point to everything that confirms their perpetual belief that the sky is falling and then cluck about it.

The first is with Gamasutra where Smed is once again accompanied by his hapless PR minder Senior VP of Marketing, Laura Naviaux. It's another "industry" piece and it has plenty of meat on finances and processes.

The second is much more directed to an audience of people who actually play Daybreak's games, or might be persuaded to do so. It was conducted by Veluux of Ten Ton Hammer. He asks Smed, who seems to be soloing this time, some very pointed questions and gets some surprisingly straight answers. I thoroughly recommend everyone interested in the future of the Everquest franchise, including EQNext, takes time to read it.

Doom-mongers will be disappointed with both these two chats, especially the TTH outing, in which Smed is very clearly on some kind of charm offensive aimed at PC gamers in general and his existing Everquest playerbase, past and present, in particular. Far from confirming any falling sky rumors Smed makes every effort to lean hard on the scaffolding that holds everything up to show just how sturdy and reliable it all is.

Morrissey would feel right at home on any Everquest franchise forum


I was trying to hold off doing the quote thing again but I can't resist a few. Here's the President in full damage-control mode. Veluux had just asked him straight out whether Daybreak plans to move away from developing games for the PC platform:

"Let me start at the last part first, because when I get a question like that, if I'm not careful how I answer people might think I don't like PC. PC is our primary focus for all of our games. Period. We love PC, we're never going away from it."

Even more reassuringly, in response to another very direct question about the security of the older EQ titles going forward, Smed makes this forceful and unequivocal statement:

"They will continue to exist well into the foreseeable future. Not only have there been no discussions but we haven't even talked about it because these games are all very healthy."

He's even prepared to give timescales:

"What you can expect from us with EverQuest, and I'll say the same goes for EverQuest II, we expect that these games which are already out are going to be around here at least five years from now." 

It's a secured tenancy on a five-year lease...unfurnished let.
There. That clear enough for you? Now you can relax. Except now I have David Bowie's  Five Years playing in my head and that's not reassuring at all...

I could go on pulling quotes out of both interviews until, well until I'd reprinted pretty much the entirety of both of them, all cut up and in the wrong order, like one of Mr. Bowie's love-letters to William Burroughs. Probably better for anyone who's interested to go read the originals. It's all good, thought-provoking, question-raising stuff that could spawn a dozen blog posts.

The entire tenor of the Gamasutra interview is worth noting, though. Smed and Naviaux repeatedly emphasize how much more freedom the team have now as Daybreak Games, how it feels almost like a start-up, how

"it's like the difference between renting a house and owning it".

Which is all very well, except they don't own it, do they? They just have a different landlord. 

It may be true - I'm sure it is - that 

"Columbus Nova doesn't get involved, even a little bit, in game design"
 
 but they do hold the purse-strings. When you're saying things like

"As Daybreak, we've already had a conversation with our new owners about whether we can go get new people if we need them"  

then it hardly gives an impression of complete freedom, does it? (And it turns out the "new people" he means are in fact some of the old people he "let go" earlier this year. I think we all know how that works...). 

Also, it just seems odd to talk about the creative shackles being broken one minute and then come out with something like this: 

"...when we want to do something, a new business thing, we have to actually justify and make a business case for it." 

(That's enough Smedley quotes. Ed.)


Grrr. I said I wasn't going to do that, didn't I? It's just so hard to resist. I'll stop there. Until next time...

 

Wednesday, February 22, 2012

No Pictures. Because We Can't Have Nice Things


I generally keep my cool when SOE does something stupid. I've been playing their MMOs for over a decade after all. I've had plenty of practice.

I didn't freak out when they dipped their toes in the microtransaction water with Legends of Norrath. I remained sanguine when they jumped into RMT with the LiveGamer deal. I was solidly behind the push towards F2P. Even during the hacks last year I crossed my fingers and carried on playing.

This is a bridge too far.

I knew about the ProSiebenSat.1 deal. It was signed in January, I believe, but it's taken until now for the details to emerge. I naively believed that a deal with a German television company would have little relevance to me, playing on American servers from the United Kingdom. After all, SoE have always been consistently and solidly pro-global and firmly against regional I.P. blocking, and anyway I'd been through this before.

In 2003 they did a deal with UbiSoft to run Everquest for them in Europe on a server called Venril Sathir. It was a pain. We had to be very careful when installing expansions for a while in case we accidentally ended up with UbiSoft accounts instead of adding them to our existing SOE accounts, but there was never any suggestion that we had to move to UbiSoft. It was a choice.

A bad choice, of course. We thought about it for all of a millisecond and then said "Nah!" UbiSoft ran a loose ship. Much complaining ensued. Eventually the deal expired and SOE took Venril Sathir back into the fold, where it eventually merged with some other server. I imagine. That's what usually happens. Don't ask me, I wasn't playing on it.

What with that and the NGE you might think SOE would have learned a lesson. Oh, and let's not forget LiveGamer and their Bazaar servers. That went well, didn't it? Where's The Bazaar now? Oh yes, that's right. Merged with Freeport. And where are LiveGamer? You may well ask.

Freeport. Hmm. Wasn't that the only F2P server for a year or so? Making it the de facto global EQ2 F2P server? Why, yes it was. And is. And as it happens every single person in our Freeport guild turns out to be European despite the server being based in the U.S. Not because we don't like Americans or Australians or [insert your nationality here] but because that's just who we happened to meet.

That's the sodding POINT of MMOs. You run around bumping into lovely or horrible people from all over the world and the lovely ones become your imaginary friends. Virtual friends. Friends for pete's sake. You do stuff with them and build relationships and compile virtual collective assets like guild halls and memories and you do not expect the people you are paying to provide the communications service for all this to come along out of the blue and announce that they have sold you to someone else!

I am fuming about this. So are the people who have been fueling the inevitable thread on the SOE forums, currently at 58 pages and being Mod-Locked like there's no tomorrow. Mrs Bhagpuss and I and the European players in our guild aren't the worst affected by this by any means, though. Yes, it looks as though our personal and possibly even our payment details may be transferred without our consent to a company we would never otherwise have heard of. Yes, the deal omits Vanguard and EQ1 so our Station Access accounts will be rendered effectively null and void (FAQ on this from SOE pending, presumably while someone goes "D'Oh!!!" repeatedly, since apparently that was one of the things no-one thought of. Feldon has a list of those). Yes, we will need to purchase two forms of fairy gold because PSS1 have their own make-believe money instead of Station Cash...

But at least our right to go on playing EQ2 on US servers  is grandfathered in. For now. With no details on if that includes any new characters we might want to make. And no promises on how long before that right might be revoked. At least when the dread date comes we will still be able to log in. If we still want to. Which is in doubt.

Players outside PSS1's remit, which is basically all of Europe plus unnamed countries to be added at an unspecified time, who happen to have characters on Splitpaw or Storms or any of the other European servers will be IP locked out. End of. No matter if you happen to live in Texas but have been playing on Splitpaw for years because you work the nightshift. Nor if you were in the US Military stationed in Germany when you started playing EQ2 so you joined a server with a good ping where they raided at hours that suited you. Bad luck on you when you get back to the States because your characters are staying in Germany and you just lost all visiting rights.

Enough of that. I just filled out my GW2 beta application and I'm off to fill one in for Mrs Bhagpuss. When it comes round to the EQNext beta, if my only choice is PSS1 who knows if I'll even bother?
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