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Taming the dragon

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Special to The Times

Bad news for Dungeons & Dragons fans: It could be time to hang up the old helmet. EverQuest, the massive multiplayer online game, has just turned 5 years old and shows no signs of relinquishing its stranglehold.

The PC game, in which heroes battle monsters in a medieval fantasy setting, has a record-setting 420,000 monthly subscribers -- players so dedicated that more than 2,500 of them showed up in Las Vegas last weekend for an EverQuest Fan Faire. Hard-core players strutted about in costumes, sat in on panel discussions and feasted in a manner that would’ve done any monarch proud.

But what really had attendees hoisting tankards of ale in appreciation was the unveiling of the much-anticipated sequel, EverQuest II.

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The original, launched March 16, 1999, has sold more than 2.5 million units worldwide and inspired eight expansion packs. It is literally played around the globe at all hours by people aged 9 to 78. EverQuest II, in the final stages of development, will ship in September.

Clearly, Sony has committed fans for the franchise. So what’s it giving them with EverQuest II?

Their lives back.

For EverQuest to continue to grow in popularity, its creators discovered, it has to broaden its demographics.

“Although players are willing to pay monthly subscription fees for ongoing game scenarios,” says designer Chris Cao of Sony Online Entertainment, “these affairs can’t overwhelm consumers’ daily routines. We’re going the opposite route from most developers in that we’re trying to make a game that’s fun even for people that can spare it only two hours a week.”

That’s tantamount to online gaming heresy. Perpetual online universes like EverQuest, which can feature settings as diverse as Arthurian kingdoms and futuristic cityscapes, evolve 365 days a year. Thousands of people can play at any one time, and if you’re not logged on, you’re falling behind.

Typically the most dedicated participants rise up the ranks fastest, acquiring new powers and wealth for their characters. For hard-core gamers, the time commitment can be, to put it mildly, suffocating.

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Built primarily for play by lone champions or small groups of allies, EverQuest II can be digested in bite-sized sessions. While character development remains a priority, brisk encounters now let you acquire powers for the archetypal characters -- fighter, mage, priest and scout -- in a practical manner.

Gone are EverQuest’s legendary showdowns with ancient dragons, which demand collaboration between armies of 70 or more simultaneous players. In their place are epic quests that let regular traveling companions tackle equally noteworthy encounters with five or fewer men.

New as well is a streamlined interface, complete with interactive tutorials and shortcuts called “heroic actions” -- a way to facilitate conflicts involving multiple parties. EverQuest veterans may note combat is conducted at a speedier trot too, as monsters require fewer hits to fell.

The gorgeously rendered reality, however, will satisfy those who still want to lose themselves for days on end. Swaying trees, sprawling landscapes and majestic ruins cover EverQuest II’s numerous isles and continents. Powered by a next-generation graphical engine, which will improve as hardware technology advances, both characters and backdrops sport a remarkable level of polish.

Audio effects prove no less captivating. Beyond ingenious sounds for weapons and spells and a context-sensitive musical score, the game sports vocalized dialogue for almost every personality it hosts, a first for online gaming. It’s been hinted that the final product may boast several celebrity cameos, though none could be confirmed.

Superficial attributes aside, EverQuest II will likely stand tall for another reason entirely, suggests Patricia McCarty, a subscription player for 4 1/2 years. “It’s the many wonderful people behind the characters that have made the franchise what it is today,” she says. “They’re the best fans in the world.”

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With a scant six months of development time remaining before the sequel debuts, admirers are already foaming at the mouth for a proper sit-down with the retail edition.

Paul Bateman, another seasoned four-year veteran, got a peek at the preview in Las Vegas.

“I’ve tried [similar] games before, but none have captured me in quite the same way as EverQuest,” he gushes. “The work Sony’s doing with the second version’s interface and interactivity, let’s just say it’s solid stuff, top of the line. It’s amazing ... the company is really breaking new ground.”

For Sony Online Entertainment, the new ground it needs to break is that new audience -- the kind of players who want to dabble but not be completely consumed.

“It’s about having more ‘want to’ than ‘have to’ situations,” Cao suggests.

“Taking on quests and growing in stature are activities we believe the player should feel like engaging in voluntarily. Eliminating the grind is essential.... Tackling EverQuest II shouldn’t be tantamount to signing up for a second job.”

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EverQuest II

What’s New: Sony Online Entertainment’s ambitious successor to the successful online multiplayer game is curiously designed with newcomers in mind. User-friendly controls, captivating audio-visuals, and a robust feature set should entice them.

Release: September

Info: PC only. Rating pending.

Price: $49.99 for the game, plus a monthly subscription fee (pending).

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