Your Next: What Will Landmark Build?

Could EverQuest Next Landmark revolutionize game design?

Less than six months after Dave Georgeson stunned the crowd at SOE Live, players will be getting their hands dirty building in EverQuest Next Landmark. With such a short turnaround, it seems the fundamental purpose of Landmark has been lost on many of us, I still see the big questions asked: 'What is the difference between EverQuest Next and Landmark? Why is it a separate game at all? Is it just a fancy housing system?

These are pertinent questions that need to be answered, but underneath the true nature and purpose of Landmark is hidden, and it is this hidden nature that gets me so excited for what's in store. And I want you to share that excitement because I'm a massive nerd and that's what we do best.

So with that in mind, it's time to talk about Landmark, and how it's so much more than a way to build your EverQuest Next Guildhall.

As those of us following the progress of EverQuest Next Landmark are fond of saying 'winter is coming', and with it we will see the game in the hands of players for the first time. So we'll begin with a quick rundown of what we're getting ourselves into next February (keep your fingers crossed for sooner!).

When Landmark is let out into the wild in its alpha form, we will have some serious building tools to work with, things that the oft-compared Minecraft tools cannot compete with. Arbitrary angles, smoothing, the ability to make perfect spheres, copying and area fills all contribute to making Landmark a next-gen building tool. We've seen the incredible constructions made possible by the much simpler block stacking tools offered by Minecraft; the mind boggles thinking about what could be possible when these same players get thrust into Landmark.

Landmark is not just about building assets for EverQuest Next, players are actively encouraged by SOE to build anything and everything they can imagine, from any genre. SOE hopes this rampant creativity will make players stretch the limits of what is possible within the game, to actively try to one-up each other and go the extra mile to prove they are the best. To facilitate this players will be able to tag their creations and vote on the creations of others, we will be able to easily form groups for co-op builds that anyone will be able to see in game, just by going and looking. 'Walking through player's imaginations' is a lovely phrase I will steal from Mr. Georgeson to emphasise this point. Making Landmark a social and collaborative process based on iteration was an absolute master-stroke, and I believe it will prove to be the foundation of all the great things that will come from this game, read on to find out how!

While the building tools are themselves a triumph, explorer types will also be in their element as they traverse the vast, procedurally generated biomes in search of rare resources, objects and character customizations to sell to other players, or the most epic spot for their claim (which can also be sold to players).

Speaking of selling to players, we'll have the opportunity to sell our creations for real world cash, much like the Planetside 2 Player Studio or the DOTA 2 Workshop.

This is how Landmark will look when it's ready for launch, and I would say it looks pretty neat, there's plenty for everyone, from hardcore builders to those just looking to take the edge off the wait for EverQuest Next.

But that's not all...

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It's nice of them to release their toolset
# Dec 01 2013 at 7:12 PM Rating: Decent
37 posts
I am sure it will appeal to some people. If they try to monetize it too much though I think it will fail. They are already getting people to essentially work for them for free, I think the more people they have creating content for them the better, and greedy cash grabs tend to turn people away. The graphics look really bad even for a cartoony game, so they really need to nail the gameplay. If the building tools are too difficult to use or gathering materials is a grindy affair, you are probably going to scare a lot of people away. The ability to quickly create rounded shapes, specific angles, across multiple objects, and relative placement are probably requirements. The more options you give people the longer it can take to make something meet their vision. If like minecraft your options are fairly limited when it comes to shaping, that is something you don't need to worry about, but if you provide those options that is something that has the potential to really add to build time, if the interface is not quick and intuitive it will end up leaving people frustrated.
Afraid to Play Minecraft
# Dec 01 2013 at 10:34 AM Rating: Decent
When the announcement of Landmark was initially made I thought hey why not try minecraft just to see what a building game was all about... the next thing I know I have spent 3 or 4 hours just digging to see where the center of the earth was.. and trying to find my way out of the dark. So I have since then put up Minecraft and will chalk it up to being a little piece of awesome that I didn't play just so that I won't be burnt out when Landmark opens up the Alpha doors.
$$$ will decide.
# Nov 30 2013 at 5:44 PM Rating: Good
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4,580 posts
The kids all play minecraft due to the low cost of entry/participation (and it's fun). The bad graphics (pixellated) have arguably helped that game stand out.

SoE doesn't have a good track record when it comes to $/sub models.
I don't mind paying $15 a month to play clunky old Everquest, but I am a working adult and know what I like (and why that old game is worth paying for still).

So it depends what SoE really wants Landmark to be... if they want it to revolutionize gaming under their banner... then they need to treat it as a "loss leader" and get everyone playing (not just the harder core gamers willing to pay $50-90 for any new release game just to try it for a few months) at a significant portion of the game at no entry cost. By significant I mean at least like 90% of the game, not the first 3 weeks of average casual gaming effort then ante up $40 or some such.
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