Skip to content
— CH. 1 · INTRODUCTION —

EverQuest

~9 min read · Ch. 1 of 7
7 sections
  • EverQuest launched on the 16th of March 1999 with modest expectations from Sony, and within twenty-four hours it had drawn ten thousand active subscribers. Nobody expected what came next. By the end of that year, it had overtaken Ultima Online in subscriptions. By 2003, active accounts climbed past half a million. A game that Sony executives initially dismissed would go on to win the GameSpot Game of the Year for 1999, earn a Technology and Engineering Emmy Award in 2007, and still be releasing new expansions a quarter-century after its debut. But EverQuest was never just about the numbers. It was the first commercially successful MMORPG to run on a 3D game engine, and it arrived carrying an entire philosophy about what online worlds could be. What made a game with clunky early combat, a "horrible" manual, and a "half-baked" quest system attract hundreds of thousands of devoted players? And why, decades later, does it still run?

  • John Smedley, an executive at Sony Interactive Studios America, had been watching the successful launch of Meridian 59 in the year before he secured funding for EverQuest in 1996. That observation gave him a concrete argument: online fantasy worlds could sell. To build his, Smedley hired programmers Brad McQuaid and Steve Clover, two developers whose work on the single-player RPG Warwizard had caught his attention. McQuaid rose quickly through the development ranks to become executive producer, and his in-game avatar, Aradune, made him a recognizable figure in the early fan community. The original design document for EverQuest is credited to McQuaid, Clover, and Bill Trost, three people who shared a history playing text-based MUDs. They specifically cited Sojourn and TorilMUD as formative experiences, games that drew their own design philosophy from DikuMUD, which in turn traced its DNA to Dungeons and Dragons. EverQuest was conceived as a three-dimensional version of that lineage. Trost brought the world of Norrath to life on paper, writing the history, lore, and major characters, including the franchise's protagonist Firiona Vie. Geoffrey Zatkin designed the spell system. Artist Milo D. Cooper built the original character models. Beta testing was announced by McQuaid in November 1997, more than a year before the game would ship. When the project launched it did so under the banner of Verant Interactive, a studio Sony had spun off from its 989 Studios division to handle what one executive at the time apparently considered a secondary project.

  • Norrath is divided into more than five hundred distinct zones, ranging from plains and cities to oceans, deserts, and planes of existence that sit outside the physical world entirely. Players entering the game in 1999 chose from twelve races: humans, high-elves, wood-elves, half-elves, dark-elves, erudites, barbarians, dwarves, halflings, gnomes, ogres, and trolls. Each character needed an adventuring class, a patron deity, and a starting city; the deity choice was not cosmetic. Armor and weapons tied to specific gods could only be equipped by those who worshipped them, and going into territory loyal to an opposing deity could trigger immediate hostility from its followers. The fourteen classes available at launch fell into four broad families: melee fighters, priest healers, magic-casting casters, and hybrid classes that combined traits from multiple roles. The Bard, for instance, could use magical songs to damage enemies, strengthen allies, and increase movement speed simultaneously. The Ranger could track quarry across the wilderness. The Necromancer could command undead. Two additional classes, the Beastlord and Berserker, were added later via expansions. Later expansions also added playable races, including lizard-people called Iksar, cat-people called Vah Shir, frog-people called Froglok, and dragon-people called Drakkin. The Plane of Knowledge, introduced in the Planes of Power expansion in 2002, became one of the most frequented locations in the game because it offered something the original cities could not: a neutral meeting point where all races and classes could coexist, complete with portals to dozens of other zones.

  • Metacritic recorded an aggregate score of 85 out of 100 for EverQuest at launch in 1999, drawn from reviews that were largely enthusiastic. Dan Amrich of GamePro magazine wrote that "the bar for online gaming has not so much been raised as obliterated" and credited the developers with building "the first true online killer app." Greg Kasavin of GameSpot called the combat "uninteresting" and the manual "horrible," but still named EverQuest one of the most memorable gaming experiences he had encountered. Tal Blevins of IGN noted that the game ran surprisingly well even on lower-end network cards and rarely suffered from lag, while praising its spell, lighting, and particle effects as "particularly impressive." Not all assessments were glowing in every dimension: reviewers pointed to the repetitive early gameplay, thin documentation, and a limited character customization system that made all members of the same race look nearly identical. Despite those critiques, the industry recognized the game widely. GameSpot gave it their Game of the Year in 1999 and later added it to their Greatest Games of All Time list in 2004. The Academy of Interactive Arts and Sciences named it Online Game of the Year at the 3rd Annual Interactive Achievement Awards. Time magazine included it in their Best of 1999 in the technology category. Entertainment Weekly put it in their Top Ten Hall of Fame Video Games of the 1990s. In 2007 Sony Online Entertainment received a Technology and Engineering Emmy Award specifically for EverQuest under the category of Development of Massively Multiplayer Online Graphical Role Playing Games. At the 2nd annual Game Developers Choice Online Awards in 2011, EverQuest received a Hall of Fame award that cited it as the first MMORPG to feature both a guild system and raiding.

  • The Shadows of Luclin expansion in 2001 gave player character models a visual overhaul, updating the dated 1999 graphics to contemporary standards. Non-player characters outside the standard playable race categories were not touched, which left players sharing space with both 1999-era and 2001-era art simultaneously. A year later the Planes of Power expansion (2002) introduced a hub zone that made the game's existing road and ship routes largely obsolete. EverQuest entered the European market in 2002 with its New Dawn promotional campaign, establishing local servers in Germany, France, and Great Britain and releasing localized versions in German and French. The following year the game moved to Mac OS X and, via EverQuest Online Adventures, to Sony's PlayStation 2. The console game was a prequel, set five hundred years before the original. The PC strategy game Lords of EverQuest followed in 2003, and Champions of Norrath arrived on PlayStation 2 in 2004. The first proper sequel, EverQuest II, launched in late 2004. It was set five hundred years after the original game. It entered the market at nearly the same moment as Blizzard's World of Warcraft, which rapidly became the dominant force in the genre. EverQuest II and its parent franchise never recovered their earlier momentum. The New Dawn regional servers were shut down by 2005 and merged into a single European server. The 2008 Seeds of Destruction expansion added computer-controlled mercenaries to compensate for a player population that had thinned enough to make it difficult to assemble groups at mid-level. The production pace for expansions, which had reached two per year during peak growth, was cut back to one annually around the same time.

  • In November 2001, a young man named Shawn Woolley died by suicide. Woolley had been diagnosed with depression and schizoid personality disorder, but his mother Liz attributed his death to a rejection or betrayal by a character he had named "iluvyou" inside EverQuest. Liz Woolley responded by founding Online Gamers Anonymous, a support organization for people struggling with compulsive gaming. The game had already attracted the nickname "EverCrack" from players themselves, a dark comparison to crack cocaine that circulated as a kind of gallows humor about the game's hold on players' time. The sociological dimensions of EverQuest attracted academic attention; a series of online studies hosted at a site called the HUB drew on player surveys to examine virtual relationships, player personalities, and gender dynamics. In October 2000, a player named Mystere was banned by Verant for allegedly creating controversial fan fiction. The case drew widespread attention and was taken up by academics as a test case for questions about players' rights and the boundary between roleplaying and intellectual property. In May 2004, Woody Hearn of GU Comics organized a call to boycott the Omens of War expansion, pressing Sony Online Entertainment to address existing problems in the game before releasing new content. SOE held a summit to engage player concerns, and the boycott call was withdrawn. In January 2008, the Judge of the 17th Federal Court of Minas Gerais State in Brazil issued an order forbidding the sale of EverQuest in that territory, ruling that the game led players to a loss of moral virtue and into "heavy" psychological conflicts. The sale of in-game items for real-world currency added another layer of controversy: eBay banned such transactions in 2001, and SOE formally discouraged the practice while nonetheless introducing a licensed version of it on certain EverQuest II servers starting in July 2005.

  • In March 2012, EverQuest moved away from a strict monthly subscription model by adding a free-to-play Bronze tier and a one-time-purchase Silver tier alongside the traditional Gold subscription. That same month, EverQuest Online Adventures, the PlayStation 2 spinoff, was permanently closed. By September 2020, the original EverQuest still counted sixty-six thousand subscribers and eighty-two thousand monthly active players, more than two decades after launch. The thirty-first expansion, The Outer Brood, was released on the 3rd of December 2024, and Shattering of Ro followed on the 2nd of December 2025, pushing the maximum character level to 130. Since February 2015, the game has been developed and published by Daybreak Game Company, after Sony Computer Entertainment sold its online entertainment division to investment group Columbus Nova. The transition brought layoffs and a period of uncertainty, but development continued. A project-1999 fan server operating outside the official infrastructure works to reconstruct the game as it existed in its launch year and the two subsequent expansions, testament to the enduring pull of the original design. Famed book cover illustrator Keith Parkinson, whose work adorned the box art for earlier EverQuest installments, helped give the franchise a visual identity that extended beyond the screen. Four novels published between 2004 and 2006 expanded the world of Norrath in print. The 2011 Hall of Fame citation at the Game Developers Choice Online Awards pointed to the guild system and raiding as EverQuest's most consequential structural contributions to online gaming: design choices made in 1999 that shaped how virtually every major MMORPG after it was built.

Common questions

When did EverQuest first release and who developed it?

EverQuest was released on the 16th of March 1999 in North America. It was originally developed by Verant Interactive and 989 Studios for Windows and published by Sony Online Entertainment.

What awards did EverQuest win?

EverQuest won the 1999 GameSpot Game of the Year, the Academy of Interactive Arts and Sciences Online Game of the Year at the 3rd Annual Interactive Achievement Awards, and a 2007 Technology and Engineering Emmy Award. It was also included in Time magazine's Best of 1999 and received a Hall of Fame award at the 2011 Game Developers Choice Online Awards.

Who created the world of Norrath in EverQuest?

Bill Trost created the history, lore, and major characters of Norrath, including the franchise protagonist Firiona Vie. The overall design of EverQuest is credited to Brad McQuaid, Steve Clover, and Bill Trost, with John Smedley originating the concept in 1996.

How many expansions does EverQuest have?

EverQuest has thirty-two expansions. The most recent, Shattering of Ro, was released on the 2nd of December 2025, raising the maximum character level to 130. The first expansion, The Ruins of Kunark, was released after the 1999 launch.

What controversy surrounded EverQuest and player addiction?

In November 2001, Shawn Woolley died by suicide. His mother Liz attributed his death to a rejection by an in-game character and founded Online Gamers Anonymous in response. Some players informally called the game "EverCrack," comparing its hold on players to crack cocaine.

What happened to EverQuest after Sony sold its online division?

In February 2015, Sony Computer Entertainment sold its online entertainment division to investment company Columbus Nova, and Sony Online Entertainment was renamed Daybreak Game Company. After an initial period of layoffs and uncertainty, development stabilized and new expansions continued to be released annually.

All sources

86 references cited across the entry

  1. 1webReturn to Krondor on PlayStationRaymond E. Feist — January 16, 1999
  2. 2webEverQuest: Fifteen Years in NorrathSony Online Entertainment — March 14, 2014
  3. 4press releaseEverQuest Macintosh Edition Now Available for Mac GamersSony Corporation of America
  4. 5webEverQuest II announcedTrey Walker — May 1, 2002
  5. 7webEverQuest Mac shutting down (again)Olivetti, Justin — Engadget — October 18, 2013
  6. 9webWhy We Still Play EverquestUSgamer.net — 3 November 2014
  7. 12bookDesigning Virtual WorldsRichard Bartle — New Riders Games — 2003
  8. 15webEverQuest – ClassesDaybreak Game Company
  9. 16webNecromancer Spell ReferenceSony Online Entertainment
  10. 18bookEverquest Companion: The Inside Lore of a GameworldRobert Marks — McGraw-Hill Osborne Media — 2003
  11. 20newsSony Online Entertainment on quest for expansion. (Company profile: Sony Online Entertainment)Informa UK — May 31, 2002
  12. 21webLimited Edition PrintsKeith Parkinson Online
  13. 22webEverQuest -- Graphical MUDBrad McQuaid — 1997
  14. 23newsSony Acquires VerantParker Sam — 17 May 2006
  15. 24interviewThe Inside Story of How a Major MMO Went WrongBrad McQuaid — IGN — 14 February 2014
  16. 30webEverQuesting: EQ to release The Broken Mirror expansion November 18thMJ Guthrie — Overpowered Media Group, LLC — 3 October 2015
  17. 35webEverQuest Producer's Letter October 2022Chan, Jenn — October 4, 2022
  18. 46webEverQuest - ReviewCouper, Chris — AllGame
  19. 47magazineEverQuest Review1999
  20. 48magazineEverQuest Review for PCAmrich, Dan — April 1999
  21. 49webEverquest - PC ReviewBaldric — Game Revolution — April 1999
  22. 50webEverQuest ReviewKasavin, Greg — GameSpot — April 2, 1999
  23. 51webEverQuestBlevins, Tal — March 27, 1999
  24. 52magazineEverquest ReviewJune 1999
  25. 53magazineFinalsImagine Media — June 1999
  26. 55webThe Greatest Games of All TimeKasavin, Greg — September 17, 2004
  27. 57webAIAS - Interactive Achievement Awards: OnlineAcademy of Interactive Arts and Sciences
  28. 58webBest PC Games of 1999Game Revolution
  29. 60webEverQuest AwardsSony Online Entertainment
  30. 61webGame Developers Choice Online AwardsGame Developer's Choice Online Archives
  31. 62magazineThe 2000 Premier Awards; The Very Best of a Great Year in GamingStaff — March 2000
  32. 64webThe Gamecenter Awards for 1999!The Gamecenter Staff — January 21, 2000
  33. 66web1UP's Essential 100, Part TwoParish, Jeremy — August 23, 2012
  34. 68webReadme: Everquest MilestonesGamersHell.com
  35. 69webGame Spin: On an EverQuestAsher, Mark — April 7, 1999
  36. 70webGame Spin: Daika-X-BoxAsher, Mark — March 10, 2000
  37. 71webEverQuest or 'EverCrack'?September 8, 2000
  38. 72webGateway notebook goes for ratingsSpooner, John G. — June 13, 2003
  39. 73journalThe 10 Most Controversial PC Games of All TimeStaff — May 2003
  40. 74webSatellite Feed - EverQuest II Online Game Hits the StoresSony Online Entertainment — Sony Corporation of America — November 5, 2004
  41. 75bookVirtual Lives: A Reference HandbookIvory, James D. — ABC CLIO, LLC — 2012
  42. 76webEverQuest is bigger than EverQuest 2Wesley Yin-Poole — 2020-12-05
  43. 77newsWhatever happened to the Everquest auction suit?Andrew Smith — 12 February 2001
  44. 81webEverquest Or Evercrack?Tatania Morales — May 28, 2002
  45. 82journalEverQuest: Entertainment or Addiction?Judith W. Spain — Spring 2005
  46. 83journalSony Online Entertainment: EverQuestor EverCrack?Judith W. Spain — May 2005
  47. 84newsAddicted: Suicide Over Everquest?CBS News — 11 February 2009
  48. 86webGU Comics by: Woody HearnGucomics.com — 2004-05-26