The creative director of EverQuest 2 at the convention was critical of the current direction of the MMORPG genre. It bothers him that games of this type no longer build community and many of them can be played almost as singleplayer titles.
MMO games are currently going through a crisis of identity. This genre was originally supposed to be based on interactions with other players and creating network communities with them, but more and more often in such games we play alone or in small groups with random people. Kyle Vallee, who leads the team developing EverQuest II at Darkpaw Games studio, spoke about the problems with this at the Fippy Fest convention.
Functions that facilitate daily gameplay can therefore harm games in the long run. Even EverQuest II didn't avoid this, although to a lesser extent than many other large MMORPGs. However, some players miss the old, more challenging, but also more interesting times. This was well demonstrated by the successful launch last week of the Anashti Sul expansion, which allows you to play EQ2 with mechanics taken directly from 2006, when negotiating with other players was absolutely crucial, and the game lacked many modern conveniences.
0

Author: Adrian Werner
A true veteran of the Gamepressure newsroom, writing continuously since 2009 and still not having enough. He caught the gaming bug thanks to playing on his friend's ZX Spectrum. Then he switched to his own Commodore 64, and after a short adventure with 16-bit consoles, he forever entrusted his heart to PC games. A fan of niche productions, especially adventure games, RPGs and games of the immersive sim genre, as well as a mod enthusiast. Apart from games, he devourers stories in every form - books, series, movies, and comics.