I found an interesting article on the net written by Daniel Nations at Examiner.com which I agree with, and I will paste it in this post as if it was my point of view since is very similar to my thoughts about Everquest Next, then I will add few more personal comments:
" Sony Online Entertainment (SOE) has been silent on the subject of Everquest Next since first confirming it was in development, but we do know that it is a total reboot of the Everquest world, giving the development staff the ability to totally re-imagine the world of Norrath. And we can guess that a reboot means it will take place in the same basic timeframe as the original Everquest.
But will it be the original Everquest.
There's an easy-to-read recipe for success when it comes to Everquest Next, and it reads something like this: remake Everquest with today's technology.
There's no denying that World of Warcraft changed the state of MMOs, in some way for better, and in some ways for worse. World of Warcraft was designed to be "accessible", which is a nice way of saying easier and with the more casual player in mind. And World of Warcraft has become more "accessible" as time has gone on.
In and of itself, this is not a bad thing. But since newer games tend to copy the most popular of a genre, this translates to almost every MMO since World of Warcraft playing like the easy mode switch has been turned on.
A standard dungeon run in World of Warcraft consists of blasting your way through trash mobs as quickly as possible until you came to the first unique/named boss. After that fight, you blast your way as quickly as possible to the next, and the next, and the next. For the most part, it was a very linear affair with the only real challenge being the boss mob fights and the rest of the dungeon run playing out more like an Action RPG.
You didn't have dungeon runs in Everquest. You had dungeon crawls. The dungeons themselves weren't linear, as most were expansive dungeons containing many different named bosses spread throughout the area. Parties of characters crept their way around each corner, always careful not to pull a stray mob. Fights consisted of carefully controlling the action, making sure things didn't get out of hand. A single stray mob could be the difference in victory or a total party wipe out, and death was a bit more meaningful than just a ghost run back up to your body.
It was difficult. It was brutal. It was epic.
Should SOE simply decide to remake this game, using today's technology to make the lands even larger and the dungeons even grander, there would be an audience lining up around the corner waiting to play the game. Would it have World of Warcraft numbers? Perhaps not. But it would be successful.
Unfortunately, the desire to change the underlying system is exactly why this won't happen. There is no denying that Everquest had its share of problems. And in ways, time has passed some of the mechanics by. The downtime, for example, played a vital role in the original Everquest. Even in a full party, there was some downtime, but that was good. It allowed a person to chat with their group mates, get to know them, have fun and (in the end) form a community. But in today's voice-chatting Ventrilo server world, it simply doesn't make sense.
And while the death penalty was one of the things that made the game so great -- it would be refreshing to actually worry about dying in a modern MMO -- it's easy to say that it was unbalanced and a bit too harsh at times.
The desire to change these things is understandable, but also the slippery slope. The quest system, for example, could use an overhaul. But like the rest of the game, the quests in the original Everquest make modern MMOs look like super-easy mode. You didn't get arrows pointing the way to quest destinations, or even detailed instructions on how to solve the quest. Some of the epic quests in the game took months for the players to finally solve, which is one of the reasons why the game was so great.
A modern quest system simply doesn't fit. A quest log that keeps track of dialogue and allows the player to write notes would make sense, so long as the rest of the system (including the need to type in the right responses -- which means actually know the right responses) was the same.
But it's that slippery slope. Even if they were going for that classic Everquest feel, the need to put a modern quest system into the game would be too great. And modern quest systems have turned most MMOs into very linear affairs rather than the great sandbox feel that was Everquest (and Ultima Online and Asheron's Call and Dark Ages of Camelot).
Once the sandbox is destroyed, the game starts descending to just another post-WoW MMO on easy mode. The names of the cities and characters might be similar, but put very simply: we don't need World of Everquest.
And that's where they'll go wrong. "
I want to add a last personal thought.
I believe that the MMORPG Industry do not need another EQ2/WAR/RIFT/SWTOR, the market is already full of this stuff which keeps players interested for just few months, before moving on sothing else or worst going back to WoW.
To SOE.............. please be bold for once and have the guts to do something out of the ordinary.
EQ brought MMORPGs to the masses (Although it wasn't the first MMORPG), WoW revolutionaised the MMORPG industry (personally for the worse) and made it mainstream, Everquest Next should re-revolutionise the MMORPG Industry putting the Community and the RPG back in the equation (Something EQ was great at)
Lastly after all I said............I have to admit I am a WoW player and I will keep being one until something different comes out.
At the moment I am playing SWTOR, but it is already wearing out, and I will probably go back to WoW soon (Although I am not sure about the Panda race).
Like me there are probably thousands (millions) of people who play WoW because there is nothing better to play, who are waiting for something really "different" from everything we've seen for the last 7 years
I hope SoE has the courage to make that something different.
Looking back at the original EQ would be a good start.
That game is/was a jewel, it just need to be revisited and adapted to modern standards of accessibility (which doesn't mean easy mode)
If that doesn't happen, Everquest Next will suffer the same fate of Rift and probably SWTOR..............high sales on release but low subscription base after 3-6 months.