EverQuest succeeded mostly by accident and poor design.
No offense to the resident geniuses, but I don't think any of us are really qualified to say with certainly 'mostly' why EQ succeeded. Success and failures of most things in life are more complicated than the few easily explainable things one sees parroted and argued about.
So, EQ development was just an accident? It's not like they woke up one day and gnomes in the night had written a bunch of code the developers didn't understand without Joe Smith magic spectacles. They had a design, coded a game, and yes, unintended gameplay elements arose, as they have in every game pretty much ever. Where it counts is how a developer reacts and one could argue a lack of over-development is a style of development, especially when argued it's what made EQ fun. Ut, how do you discredit a developer for creating something that ends up being fun for players, while at the same time often discrediting developers for over-controlling things and not allowing the players to create fun. Seems to me the point isn't to explain or comprehend EQ's perceived successes or failures, and instead just discredit any and all game development.
So, yes, we've all seen the arguments made by the intelligent and criminally retarded alike that EQ development was just an unintended accident. But again, it's parroted because it's an easy thing to argue, not necessarily because it begins to comprehensively explain
If EQ was mostly successful due to the unintended gameplay elements that allowed players to create their own fun and the development style that allowed those to exist, then what percentage of the pie is reserved for EQ only being successful because people apparently had few other ways to socialize online? We're going back to the argument that people were demanding something that they didn't know existed and realized EQ was the only thing that provided what they knew would exist in 10 years and expected immediately? EQ was online socializing at its best, and worst, but it wasn't the only horse in town. Fuck, I knew people who I'd have to beg to log into EQ to heal for our group because they had a hard time pulling themselves away from fucking chat rooms. Fucking ICQ. Ah, but nobody knew about those and only played EQ because social media sucks without jaggy ass orcs. Again, socializing in a 3D fantasy setting was cool as hell, but trying to cite that as one of the 'only' reasons EQ succeeded and as a way to discredit anything else about its success is short sighted.
Not to mention, people these days seem to be increasingly sick of social media. What about a game where if you wanted to socialize with your in-game friends, you logged into the fucking game, and without threat your every 'achievement' in the game was going to automatically be posted to every social media site you've ever had an account with. If anything, we should be arguing that socializing in EQ was a huge boon for it, but in retrospect the limits on that interaction are more sought after than ever before and could be welcomed in today's gaming landscape.
So, unintended gameplay elements that were supported in development and online socializing that players at least had some control over. Sounds like good things, and things that may not exclusively make a game succeed, but could definitely be accepted by today's gamers. Doesn't sound impossible to do, either!
We all agree Pantheon is going to rock like kidney stones. It's not going to fail because people came up with a couple simplified arguments to explain away everything that was the success of EQ because they want to argue things and there are easy arguments to be had. Pantheon will fail because Brad is a thief and addict and pissed away a multi-million dollar budget, stole a tens of thousands of budget on a new game, and is now seemingly being funded so has a new source of income to either piss or pill away.
I also agree with you. EQ was not a hard game.
And I didn't argue EQ was hard. Arguing something so simplified and black and white as 'it was hard' 'no it wasn't' is pointless. It's more complicated than that. EQ was at least open enough it could be hard and challenging if someone wanted it to be. Again, because they didn't over-design and over-control everything. Some current games don't even let you try to be challenged. EQ was designed such that there were at least fewer restrictions on where you could go, with whom, and the tactics you could succeed with (at least core design). Again, I don't think simple design or allowing player freedom is a design defect, but a style that also led to people being able to find more challenge in EQ than most other games where shit is scaled or hard-locked.
We should probably keep our focus on why Pantheon will certainly fail, though, not why EQ was a success whether you want to explain it away as nothing or not.