— Ch. 1 · Genesis And Development —
EverQuest.
~3 min read · Ch. 1 of 5
John Smedley secured funding for a three-dimensional game in 1996, inspired by the success of Meridian 59. He hired programmers Brad McQuaid and Steve Clover to build this new world. Their shared history playing text-based MUDs like Sojourn became the foundation for EverQuest. Bill Trost created the lore and major characters of Norrath, including the protagonist Firiona Vie. Geoffrey Zatkin implemented the complex spell system that defined gameplay. Artist Milo D. Cooper crafted the original character models seen in early screenshots. The team began beta testing in November 1997 under the banner of Sony Interactive Studios America. Verant Interactive emerged as the dedicated division for computer games while 989 Studios focused on console titles.
Launch And Commercial Success
EverQuest launched on the 16th of March 1999, with modest expectations from Sony executives. Ten thousand active subscribers appeared within just twenty-four hours after release. By April 1999, the number had grown to sixty thousand paying customers. Six months later, around two hundred twenty-five thousand copies were sold globally. Early 2000 domestic sales alone reached $10.6 million from over two hundred thirty-one thousand copies. Subscription numbers climbed to five hundred thousand active accounts four years after launch. The game surpassed competitor Ultima Online in total subscriptions by the end of 1999. A peak of three million lifetime sales was achieved by late 2004. Five hundred fifty thousand subscribers represented the highest point before market saturation set in.