Daybreak Sues The Heroes Journey EQ EMU Server Devs

Punko

Macho Ma'am
<Gold Donor>
8,161
13,121
These amateurs.

Just go to North Korea and work with the government to do whatever the fuck you want. They'll support you.

At one point in my life I considered starting a fake MTG card printing thing there. MTG collectors got lucky on that one.
 
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Reactions: 1 user

Asshat Foler

Log Wizard
<Gold Donor>
52,058
45,425
These amateurs.

Just go to North Korea and work with the government to do whatever the fuck you want. They'll support you.

At one point in my life I considered starting a fake MTG card printing thing there. MTG collectors got lucky on that one.
Imagine not running your emulated elf pixel servers out of North Korea in 2025. Absolute amateurs out here
 

Kirun

Buzzfeed Editor
20,570
17,269
Imaging not living in North Korea in 2025 and getting carte blanche to do whatever the fuck you want. Instead, these bozos are living in a shithole country like America.
 

Punko

Macho Ma'am
<Gold Donor>
8,161
13,121
I considered China (Shen-Zen) before NK, but as a foreigner your protection would probably depend on locals.

North Korea prints massive amounts of fake US dollars.

Anyone that goes that with a scheme that takes dollars from the US and brings them into NK, is viable for actual government support. They officially don't give a shit, unlike China, which tries to maintain some semblance of caring.
 

Punko

Macho Ma'am
<Gold Donor>
8,161
13,121
Imagine not running your emulated elf pixel servers out of North Korea in 2025. Absolute amateurs out here

Imagine just running copies of games with millions of players and being untouchable.

Offering a modded version of FIFA would bring in quite a bit of money.

Or just offering a really great hack for FIFA and the likes, with a subscription model of course.
 

Jox

Molten Core Raider
753
586
If only turtle wow servers were in EU... oh wait
From what I've read all the devs except 1 live in Russia. So that 1 guy will get fucked, the rest aren't going to give a shit and turtle wow will carry on.
 
  • 1Worf
Reactions: 1 user

Kebabman

Peasant
45
40
Hate to admit it but fizzle is right, imagine your country being ran into the ground by a retarded ass cult.
Hey, my country is being ran into the ground by a retarded ass cult to ... give it a year and itl be ran into the ground by a retarded racist cult ... maybe i wont have to use a vpn to see some titties tho so i see that as winning
 

Pharone

Trakanon Raider
1,366
1,217
I asked AI to give me the history of controversies related to EverQuest... the lawsuit is on the response lol.

### History of Controversies in EverQuest

EverQuest (EQ), launched in 1999, has faced numerous controversies over its 26-year history, spanning player bans, design flaws, addiction concerns, employee disputes, and corporate decisions. These issues often stemmed from its pioneering role in MMORPGs, blending innovative gameplay with challenges like grind-heavy mechanics and community toxicity. Below is a chronological overview, drawing from historical accounts, player forums, and media reports.

#### Early Development and Inspirations (1996–1999)
- **DikuMUD Influence and Code Allegations**: EQ's design drew heavily from text-based MUDs like DikuMUD, leading to accusations of uncredited inspiration or code reuse. Developers like Brad McQuaid acknowledged MUD influences, but this sparked debates about originality in the genre. A decade after release, some players and historians revisited this as a "weird and wonderful" part of EQ's history, though it never escalated to legal action.

#### Launch and Initial Years (1999–2001)
- **Addiction and "EverCrack" Nickname**: EQ's immersive, time-consuming gameplay led to widespread reports of addiction. Players nicknamed it "EverCrack," and media highlighted cases of neglected responsibilities, failed relationships, and even deaths (e.g., a player suicide in 2002 linked to game obsession). This fueled moral panics about MMORPGs, with EQ often cited as the archetype.
- **Real-Money Trading (RMT) and eBay Sales**: Players sold virtual items, characters, and gold on eBay, violating SOE's terms. This created an underground economy, upsetting fair-play advocates and leading to bans. SOE cracked down, but RMT persisted, highlighting enforcement challenges.
- **Mystere Incident (2000)**: A player ("Mystere") was banned for posting fan fiction depicting underage rape, sparking debates on free speech, content moderation, and SOE's overreach. SOE cited rules against offensive content, but critics questioned why violent in-game acts were acceptable while fanfic wasn't. Years later, John Smedley implied real-life accusations, intensifying backlash without proof.
- **Design Issues: Grind and Corpse Runs**: Early gameplay required hours of repetitive grinding and punishing mechanics like corpse retrieval (losing gear upon death). Players complained it was tedious and exclusionary, especially for casuals, but defenders praised the challenge.

#### Peak Popularity and Expansions (2001–2004)
- **Key Developer Departures**: Brad McQuaid's 2001 resignation amid creative differences fueled rumors of internal strife at SOE. Other founders like Steve Clover left in 2002, leading to perceptions of lost vision.
- **Raid Scandals and Guild Dramas**: Incidents like the 2002 <Conquest> raid scandal involved accusations of exploiting mechanics or griefing, linked to figures like Alex Afrasiabi (later implicated in Blizzard's harassment scandals). The "Sleeper" event (2003) saw guilds awaken a boss prematurely, permanently altering servers and causing outrage over lost content.
- **Gates of Discord Expansion Difficulty (2004)**: Released overtuned, with raids nearly impossible without exploits. Players boycotted, calling it a "dark age"; SOE nerfed it, but trust eroded.
- **Open Letter to SOE (2004)**: At the Guild Summit, players accused SOE of mismanagement, poor balancing, and ignoring feedback, highlighting growing customer dissatisfaction.

#### Mid-to-Late SOE Era (2005–2014)
- **Nerfs and Balance Changes**: Major nerfs, like "Power Ranger Beaming" in 2013, upset players by altering playstyles. Lists of "biggest nerfs" circulated, with complaints of ruining classes or zones.
- **Underfoot Expansion Difficulty (2010)**: Similar to Gates, its overtuning alienated casuals, echoing earlier "dark ages."
- **Free-to-Play Transition and Cash Shops (2012)**: Shifting to F2P with microtransactions drew ire for "pay-to-win" elements in a subscription-based legacy game. Critics called it greedy, especially alongside EQ2 and Vanguard.
- **Player Harassment and Rules Enforcement**: SOE's Rules of Conduct addressed toxicity, but enforcement was inconsistent, leading to complaints about unchecked griefing, slurs, and exploits.

#### Daybreak Transition and Layoffs (2015–2019)
- **SOE Sale and Rebranding to Daybreak**: Sony's 2015 sale amid financial woes caused uncertainty. Massive layoffs (including key staff) followed, with players blaming cost-cutting for stalled updates and bugs.
- **Ownership Scandals (2018)**: Ties to sanctioned Russian oligarch Viktor Vekselberg sparked U.S. scrutiny, though Daybreak clarified ownership. This fueled distrust in management.
- **EverQuest Next Cancellation (2016)**: Hyped as a revolutionary sequel with voxel tech from Landmark, it was scrapped due to mismanagement, flawed designs (e.g., destructible worlds causing griefing), and funding issues. Players felt betrayed after investing in Landmark alphas.

#### Darkpaw Games and Recent Years (2020–2025)
- **Restructuring and Layoffs**: Daybreak's 2020 spin-off into studios like Darkpaw brought more layoffs (e.g., 70 in 2019, minor in 2024). Holly Longdale's departure amplified concerns over leadership instability.
- **Population Decline and Boxing**: Low player counts led to server merges and reliance on multi-boxing (one player controlling multiple characters), frustrating social players. Complaints centered on empty worlds, grind for newbies, and lack of groups.
- **Emulator Lawsuits (2025)**: Daybreak sued creators of the Heroes' Journey emulator for copyright infringement, alienating fans who relied on emus for classic experiences. This reignited debates on preservation vs. IP control.
- **Ongoing Design Critiques**: Expansions mismatched graphics and lore, with players calling the game "mixmatched garbage." Travel, class variety, and solo viability remain hot-button issues.

EverQuest's controversies reflect its evolution from trailblazer to legacy title, with persistent themes of addiction, corporate greed, and community divides. Despite this, it retains a dedicated fanbase, though recent X discussions highlight frustrations with maintenance, bugs, and perceived neglect.
 

Pharone

Trakanon Raider
1,366
1,217
By the way, if anybody cares, I also asked it the following...
Please go through the history of EverQuest from the standpoint of the development and publishing companies that have handled it over the years starting with its release in 1999. Include all companies that had anything to do with it including but not limited to SoE, DBG, and DPG.

and got the following response...
### History of EverQuest: Development and Publishing Companies

EverQuest, the groundbreaking MMORPG, has a complex history involving multiple companies, restructurings, acquisitions, and spin-offs. Below is a chronological overview focusing on the key development and publishing entities involved, starting from its 1999 release. This includes all mentioned companies (Sony Online Entertainment or SOE, Daybreak Game Company or DBG, Darkpaw Games or DPG) and others that played roles in conceptualization, development, publishing, or management.

#### Origins and Early Development (1996–1998)
- Development began in 1996 under Sony Interactive Studios America (SISA), a division formed in 1995 within Sony Computer Entertainment. John Smedley, then at Sony, assembled a team including Brad McQuaid, Steve Clover, and Bill Trost to create a 3D online multiplayer fantasy game inspired by MUDs like Sojourn/TorilMUD.
- The project shifted to Sony's 989 Studios, an internal game development arm, where core work on EverQuest occurred.
- In late 1998, the team spun off from 989 Studios to form Verant Interactive, led by Smedley, McQuaid, and Russell Shanks, to focus exclusively on finalizing and launching the game.

#### Launch and Initial Years (1999–2000)
- **March 16, 1999:** EverQuest launched in North America. Verant Interactive handled development, while Sony Online Entertainment (SOE), founded in December 1997 as a subsidiary of Sony Computer Entertainment, served as the publisher. Initial subscription expectations were modest, but the game quickly surpassed Ultima Online in subscribers by year's end.
- **April 2000:** Ubi Soft (now Ubisoft) published the game in Europe, expanding its international reach.
- **June 2000:** Verant Interactive was fully absorbed into SOE, consolidating development and publishing under SOE. This reorganization followed the game's early success, with Smedley retaining leadership.

#### SOE Era and Expansion (2001–2014)
- SOE oversaw the game's peak growth, releasing numerous expansions (e.g., The Ruins of Kunark in April 2000, up to expansions like Call of the Forsaken in 2013). Subscriber numbers hit around 450,000–550,000 by 2003–2004.
- **2001–2002:** Key departures included McQuaid (resigned October 2001 to found Sigil Games Online, which later developed Vanguard: Saga of Heroes but had no direct EQ involvement post-departure) and other original team members like Clover in 2002.
- SOE expanded the franchise with spin-offs like Lords of EverQuest (2003, single-player RTS) and Champions of Norrath (2004, PS2 action RPG), as well as EverQuest II (November 2004, developed and published by SOE).
- Innovations under SOE included progression servers (2006), in-game cash shops (2008), and free-to-play transitions (e.g., EverQuest II in 2011).
- SOE handled ongoing server merges, expansions, and community events, solidifying EverQuest's legacy.

#### Transition to Daybreak Game Company (2015–2019)
- **February 2015:** Sony sold SOE to investment firm Columbus Nova for an undisclosed sum, severing ties with Sony. The company rebranded as Daybreak Game Company (DBG), which assumed full development and publishing of EverQuest. This led to initial uncertainty, layoffs, and project holds, but stabilized with the 16th anniversary and new expansions (e.g., The Broken Mirror in November 2015).
- Smedley stepped down as president in July 2015; Shanks briefly led until October 2016.
- **2018:** Ownership clarified amid U.S. sanctions on linked investor Viktor Vekselberg; Daybreak stated it was acquired by Jason Epstein via Inception Acquisitions, LLC.
- Daybreak continued expansions (e.g., Ring of Scale in 2017) and faced multiple layoffs (2015–2019), reducing staff while maintaining the game.

#### Spin-Off to Darkpaw Games and Recent Years (2020–Present)
- **January 2020:** Daybreak restructured into three franchise-focused studios amid further layoffs (about 70 in December 2019). Darkpaw Games (DPG) was formed specifically for the EverQuest franchise (including EverQuest and EverQuest II), led initially by executive producer Holly Longdale. Daybreak became the overarching publisher, with Darkpaw handling development and content creation.
- **December 2020:** Swedish holding company Enad Global 7 (EG7) acquired Daybreak (including Darkpaw) for $300 million, providing financial stability and expanding Daybreak's portfolio (e.g., acquiring Singularity 6 in July 2024).
- Darkpaw has focused on anniversaries (e.g., 20th in 2019, 25th in 2024 with "Year of Darkpaw" events), new expansions (e.g., Laurion's Song in 2023), and community engagement, despite minor layoffs (fewer than 15 in February 2024 affecting EverQuest teams).
- As of 2025, Darkpaw Games remains the dedicated developer for EverQuest under Daybreak Game Company, which handles publishing as part of EG7.

This evolution reflects EverQuest's enduring appeal, transitioning from Sony's ecosystem to independent studios while continuing to release content 26 years after launch. Other tangential companies like Sigil Games (ex-SOE staff) or Ubisoft (brief European publishing) had limited direct impact beyond their specific roles.
 

Pharone

Trakanon Raider
1,366
1,217
Its interesting how AI isn't always right, but it definitely hits most of the big points and makes things a lot less easy to be swept under the rug.

AI bringing reputation back to mattering in the real world lol.