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[GDC 2014] EverQuest Next: Landmark – Water, Optimization, NPCs, Taxes, & More

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After the typically groggy-Monday start, San Francisco’s Game Developers Conference enjoyed its most bustling day on Tuesday, March 18th. We met with Paradox, Obsidian, and Sony Online Entertainment for the day, with SOE stealing the show on the topic of their impending EverQuest Next and EverQuest Next: Landmark titles. The original EverQuest from 99 had impressive concept art. It is also home to my favorite game soundtrack of all time. I previously posted a quick EQNL specifications and requirements article, but aside from that, our coverage of Landmark has been pretty thin. This post should very quickly get you up to speed on the basics and provide some interesting developer commentary for existing fans. In taking with Dave Georgeson, Director of Development for the EQ Franchise at SOE, we covered several fan-requested topics within EverQuest Next: Landmark (EQNL) and the far-future EverQuest Next (EQN) launch. A couple key discussion points addressed in the video interview below include client-server I/O optimization, modding support, water and accompanying static vs. dynamic physics, griefing countermeasures, the future of EQNL, NPCs, and a bit more. You should also check back on Thursday for another EQNL article from us.

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