kskerns wrote:
Having a mind to reference history, I thought I'd come over here and ask any of you fine folks that were playing at the introduction of EQ2 some questions about that experience.
With all due respect, this isn't going to give you any insight (which is what I assume you seek).
kskerns wrote:
What was it like when EQ2 hit? Was everyone on EQ excited, or were there many holdouts who didn't want to invest yet more hundreds of hours to start from the beginning again?
What actually happened to the population after the introduction of EQ2? Did the servers become empty and have to be compressed? Did things carry on mostly as they had been? Was it more difficult to find groups?
This isn't going to give you any idea or answer to your questions because it wasn't EQ2's release that caused any of this to happen. Was a small, indie title by some company no one had ever heard of before that released 15 days later that devastated EverQuest.
kskerns wrote:
Was there a great deal of recidivism - people who switched to EQ2, decided it wasn't for them, and came back? I understand that for some time the original Everquest had the greater population.
When EQ2 came out, I had maybe 4 people in my circle of friends (and perhaps 10 people in the entire guild) who went to play it during offhours. After they got enough of all the server crashes, rollbacks, and the stupid subclass system, they came back.....just in time for the release of the aforementioned game from the unknown studio. THAT game was like someone hit EQ with a chainsaw connected to an industrial vacuum cleaner, population wise.
kskerns wrote:
To your knowledge, were there any new features / systems implemented in EQ2 that worked so well they were added/altered in EQ via content updates?
Not a single one. The two games are so different (in focus, playerbase & target audience) that there aren't too many features or systems that would be parallel. Plus, EQ1's codebase is notoriously ancient (often called 'spaghetti code') and difficult to modify so there aren't too many truly new systems that can be bolted/jury rigged onto it. Mercs are an example of one, but the merc AI is as stupid as the mob AI (never thought I'd ever see the feature implemented in a way that made Guild Wars' henchmen look like geniuses).
kskerns wrote:
Any other comments about what to expect from our virtual world in the times to come?
Fragmentation and cannibalization is what you can expect. More people spread over more titles and new titles not attracting new people to the genre but just poaching some from the existing titles. My views of FFXI come courtesy of some corpmates in EVE who switched (since I haven't played the game since shortly after launch - the "server assignment" system turned me off, not to even get into the class dependency issues back then. The graphics didn't appeal to me either) but from what they say, FFXI's playerbase is FFXI's playerbase. Can't really expect too many of them to bolt, given how much "work" goes into developing a character (something, incidentally, that used to be EQ's hallmark and means of subscriber retention). But I don't think comparing EQ's "successor" to FFXI's is a valid comparison. It's like comparing today's "Global Economic Crisis" to the Great Depression. It's a fool's errand (and that's not an insult, it's a figure of speech. Turn of phrase, if you will). The environments are totally different. EQ didn't have a behemoth to deal with (it
WAS the behemoth at that time), for one thing.
It would be better to watch what happens in the genre as a whole, since that's where the greatest effect is going to be apparent. DCUO, APB, The Agency, Champions, Star Trek Online, Telara, and the continued growth of RMT games is going to give you better answers than "How was EQ when EQ2 came out" while ignoring WoW, which decimated both of them. In fact, if I remember right, EQ2's release was almost a failure due to WoW's open beta coinciding with it.