Tobold's Blog
Tuesday, July 28, 2026
 
Everquest for wimps

Around the year 2000, after The Ruins of Kunark expansion was released, I played Everquest for 18 months. I never even reached the level cap in that time, only getting to level 42 with my druid. And I was playing a druid because that was at the time one of the classes that could at least get some xp soloing, by a technique called quad-kiting. But in general, Everquest was brutally hard, you had to be in a group even for killing regular open-world monsters, xp gain was slow, and you got brutally punished when things went wrong; that included xp and level loss, and the possibility to lose all of your gear if you died in a too dangerous spot and couldn't get your corpse back.

Today Everquest Legends releases. It is an officially licensed, authorized commercial product, based on the original Everquest. But it is far, far easier: You get to play initially 2, later 3 character classes in the same character, allowing you to solo as your very own mini-group. There is no more xp loss if you die, no more corpse runs, no more getting thrown back to a bind point several zones away if you die. It is Everquest in easy mode, for people who are at the same time nostalgic, but not willing to play the original, which still exists.

Twenty years ago I might have been interested. Today I'm not playing any MMORPGs anymore, and I'm not tempted by Everquest Legends. Although Everquest is only 5 years older than World of Warcraft, its graphics haven't aged as well. And although I liked soloable World of Warcraft much more than I liked forced grouping in Everquest, I don't think you can "fix" Everquest by making it casual and solo friendly. Those of us who played EQ do remember it *because* it was brutally hard and slow. Somebody who never typed "camp check" in the commonlands zone chat will probably not understand, but Everquest had its own very peculiar culture due to it being so hard. Strangers approached my druid to get a taxi service, because my class was one of the few who had access to limited fast travel. Necromancers were approached for their corpse summoning services. People typed "HG" in zone chat to warn you of the Hill Giant. If you wanted to trade, you had to meet in the East Commonlands tunnel. You would chat with the people you met while waiting for the boat. Everquest was an extremely social game experience, and I don't think Everquest Legends will be.


Comments:
Most of that is a fair enough summary except I'd have to say that I never considered EQ to be "brutally hard". My first run was from late 1999 to when EQII came out in late 2004 (I've played plenty more since then...) and I mostly soloed for the first couple of years. It was fine. The game was always fun to play solo, so long as you picked one of the half-dozen classes that were intended to be soloable. XP gain and soloing were there or thereabouts the same as all its competitors - I played Anarchy Online and Dark Age of Camelot in the same period and it was, if anything, slower to level in both of them. DAOC was slower even in a group.

The whole extreme difficulty thing has been heavily overstated. What it mostly was was much, much slower than we expect games to be now but even that was par for the course for the period. WoW changed the baseline and made all MMORPGs easier and faster then much easier and much faster, later, but for its time, EQ was normally hard, not brutally hard.
 
I thought that vanilla WoW struck a good balance with most things and difficulty was one of them. I hadn’t heard of the remake until you wrote about it. I think they really missed the mark not updating the graphics nor modernizing the systems. If they had I would be interested as I never played EQ, but I remember my EQoA fondly.
 
An offtopic advice: Epic Games Store gives out Foretales for free until tomorrow. If you never played that, I recommend to get it as it has original gameplay (card game where you combine your skill or consumable cards with randomly drawn location cards to advance the story). rewards exploration and experimentation, has nonlinear and replayable story that needs several runs to fully understand, and brilliantly ironic narration.
 
WoW in the day was social too even though up to a point most levelling was solo. Once you started to do dungeons you needed to make friends - not that every PUG was terrible but many were. Besides, people didn't move much between servers and you got to know those in your milieu.

I haven't played WoW since Wrath, but any others I've tried were kind of a solo experience, even in a group. [The browser game Mush was the only actually interactive game I played since, and that was not an MMO.]
 
I played Foretales a few years ago - it's not bad at all, although you do sometimes find yourself wandering in circles a bit.
 
Funny story on that: I saw that Foretales was for free on Epic Games Store and downloaded it. Then I went to Steam, because I put the games I have on other platforms on "Ignore - I already own it". And it turned out that I had already bought Foretales on Steam in 2023 and never gotten around to play it. My Steam pile of shame is increasingly a pile of games I completely forgot about.
 
It sounds like they learned lessons from the various Classic WoW releases. People have Nostalgia and want to play old versions of games they used to play but they want them with at least some modern QoL features and to not be as difficult as they used to be.
 
It is easy, I'll make 50 today just 1 week in the game and I've done a bunch of non-optimal dungeons just to see them. I'm treating it like a $20 single player game. I do the content I never had the group to do in the original, then dump it and wait for Kunark to come out. The QoL features make it doable in 1-2 hour stretches if you so choose.
 
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