


Nothing against returnees, or any people waiting to take the plunge into EQ for the first time, but our existing loyal player base seemed like a logical starting point. I immediately started talking with the Dev team about how this would impact our current players. Addressing the needs of all three groups would require a careful juggling act with a brand new game, let alone a game with the proud lineage of EverQuest. Coming up with a single plan that satisfactorily addresses all three of these groups is incredibly difficult, because what might be helpful and useful to one group might prove to be a negative for another. My concerns were threefold: how would this change impact current players, how would it impact returning players, and how would it impact new players. I was initially hesitant, and in meetings, brought up every issue I could possibly think of, in an attempt to make everyone aware of all the things I thought could go wrong with a conversion to Free to Play.

It's pretty understandable then, that when I was first approached with the idea of taking EverQuest Free to Play, I started to get a slightly queasy feeling in my stomach. As a Community Relations Manager and as a player I get nervous when people start talking about making major changes to games that I love.
