Reviving a Classic: Why Daybreak Believes New Players Will Flock to a 27-Year-Old MMO
The EverQuest franchise has endured as one of the gaming industry's true stalwarts. Initially launched in 1999, it was the first MMORPG to achieve widespread commercial success and set the standard for the genre until World of Warcraft's arrival in 2003. Both the original game and its sequel, which transitioned to free-to-play over a decade ago, continue to maintain a dedicated player base and receive regular monthly updates. This year, they will be joined by a new addition to the family: EverQuest Legends, an 'excavation and preservation project' aimed at recreating the authentic experience of the original. Developed by Game Jawn, an independent studio formed by veterans of the EverQuest emulation scene, and published by Daybreak Games, the revamped version of the MMO is slated to enter closed beta before its launch in July. Daybreak executive producer David Youssefi openly acknowledges that the project draws inspiration from the successful revivals of vintage MMORPGs like Runescape Classic and World of Warcraft, which, alongside EverQuest, captivated generations of gamers in the early 2000s. 'There's a significant nostalgia factor at play,' Youssefi remarks. 'For us, EverQuest is old enough that it's also about preservation. It's fascinating to see the original game, which had essentially disappeared, brought back from the archives and infused with new life.' In an interview with GamesIndustry.biz, Youssefi, along with Game Jawn's project director and lead engineer Eda Spause, and senior engineer Sean Norton, discussed the process of reviving the magic of EverQuest for both longtime fans and new players. Youssefi describes the return to EverQuest as a 'passion project,' having long advocated for a more casual version of the MMORPG. 'I know there are many EverQuest players who dropped off and would return if they could just jump in and find it an easier game,' he says. To revive EverQuest, Youssefi sought to collaborate with the emulator community and engage developers with a deep understanding of the game's history, lore, and mechanics. 'We've had an understanding with Sean, and similarly with Eda, regarding their fan servers,' Youssefi explains. 'We recognized that they're out there, love the game deeply, and possess the talent and passion to run and build these private servers.' The idea was to leverage their passion, expertise, and talent to form a great development team. But who exactly is the target market for EverQuest Legends? Youssefi explains that they're aiming to appeal to two groups: those who played the original but found it too demanding, and new players who have heard of EverQuest but thought it was too intimidating. 'We're hoping the broader MMO community and gaming community will also be interested,' Youssefi says. 'We're working to make the game more approachable and easier to play, with quality-of-life improvements, so players can enjoy the EverQuest universe and stick with the game. We're hoping to attract many new players this way.' This includes allowing players to experience EverQuest Legends in small groups or solo, with groups limited to four players instead of six, and raids capped at eight players rather than 54. 'We're trying to make EverQuest Legends accessible to anyone,' Youssefi says. 'A game like World of Warcraft had a lot of content, so you could play solo, but to tackle endgame content, get the best gear, or fully develop your character, you needed a guild or other players. In EverQuest Legends, you can do all that on your own; it's a truly solo experience.' Eda Spause agrees, adding that she believes 'many people have fallen off the MMO genre.' 'It's very challenging to make an MMO in the current year,' Spause notes. 'Our team has the knowledge and experience to make games to the point where we feel we can pull this off. We can appeal not just to the nostalgia factor but also to those who have never had an interest or had an interest but couldn't dedicate the time or effort.' Spause continues, 'EverQuest is distinct enough from World of Warcraft to stand out, but making a version that's also approachable means it can differentiate and diversify itself as a niche – perhaps even more than a niche in the current market, where there are games that don't cater to this audience base, but also to the audience that has been lost for so long, those clamoring for something that respects their time and has a legacy and history with them.' Game Jawn is retaining the old-school graphics and mechanics of EverQuest in Legends, which could be a barrier for players expecting modern graphical fidelity. However, Youssefi believes there's a market for these aspects. 'I think there are many people attracted to old-school graphics and gameplay,' Youssefi says. 'There's a market out there, and I think even younger players and newer gamers enjoy this kind of experience. For them, it's not the graphic fidelity that makes the game fun or immersive; it's the game itself. Sometimes, these graphics are even more immersive and fun.' Spause highlights that this old-school approach is accessible to players without high-end PCs, especially overseas. 'We think that will help its broader appeal – I believe there's an untapped market for that.' 'As games became more graphically detailed, we lost a bit of style,' Spause explains. 'Many modern games look similar... we completely understand this won't be for everyone. We're putting our heart into what makes this great to us, and we're hoping our passion, as well as our experience with the genre, will shine through.' Maintaining what fans expect from EverQuest is a priority for the team, but there's a risk of it becoming too watered down, softening the difficulty and making it more approachable. Is EverQuest Legends still EverQuest enough? Senior engineer Norton says people will be surprised. 'Those who haven't played in so long and come back will see things they forgot existed,' Norton remarks. 'There are spell effects that were lost forever that we were able to re-implement.' Game Jawn was granted access to the official EverQuest code, archive, and servers, leading the team to discover items that had seemingly been lost to time. 'As Eda and her team went through the code, they'd find a call out to a spell effect, but no spell effect,' Youssefi explains. 'So, they'd work with us, and we'd dig through old assets, old CDs, trying to find either the code or the asset.' 'We did a lot of excavating,' Spause adds. 'Back in the day, the games industry didn't keep many things in source control – many older games were lost to time. Our team specializes in engineering, art design, and a bit of reverse engineering, which was necessary to restore some of these elements, using older versions of the Mac client.' 'We wanted to do this because we felt the game's authenticity was crucial for both the nostalgic experience and the player experience, especially for new players,' Spause says. 'We see this in games like Roblox; even among Gen Z and Gen Alpha, many are drawn to these games because of their aesthetic. Because EverQuest Legends is a reimagining of an older game, does Daybreak anticipate lower running costs, or will it be just as expensive to run a retro service game? Youssefi says it depends on the audience size but believes it 'will be on par with the original EverQuest.' 'It also depends on the size of the audience, the number of servers, the bandwidth, and the size of the development team, because we'll be selling expansions and adding ongoing new content.' EverQuest Legends will have a live service aspect, utilizing a monthly subscription business model, and will not be free to play; players can purchase the base game, which includes a one-month subscription, followed by a recurring subscription, mirroring the original EverQuest model. 'We've got all the normal costs, so it'd be roughly akin to all our other games at Daybreak,' Youssefi says. 'All we do is big MMOs, so we know how to do it.' As for Daybreak's success criteria for EverQuest Legends, Youssefi says they don't have a forecast for the number of people they expect to reach for sustainability but will have more data once the game launches into beta. 'Even if the game only does modestly by most people's expectations, it would still be a success; it would still be profitable, because this is a scrappy, opportunistic project,' Youssefi says. 'We don't need a massive audience, but I don't think a massive audience is inconceivable either.' Youssefi says the longevity of EverQuest Legends depends on the reception, and they are 'committed to at least a first expansion.' Whether they will commit to the game for two years and see how it goes is less certain. 'Based on the data we have right now, we think it will be successful enough to at least take it into the first expansion near the end of the year, and then after that, of course, we hope it continues on.'