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It was the second commercially viable MMORPG to be released, after Tibia, and the first commercially successful MMORPG to employ a three-dimensional game engine.
Ever Quest has had a wide influence on subsequent releases within the market, and holds an important position in the history of massively multiplayer online games.
To implement the design, Smedley hired programmers Brad Mc Quaid and Steve Clover, who had come to Smedley's attention through their work on the single player RPG Warwizard.
Mc Quaid soon rose through the ranks to become executive producer for the Ever Quest franchise and emerged during development of Ever Quest as a popular figure among the fan community through his in-game avatar, Aradune.
Sony's last reported subscription numbers were given as more than 430,000 players on 14 January 2004.
Ever Quest initially launched with volunteer "Guides" who would act as basic customer service/support via 'petitions'.
John Smedley, Brad Mc Quaid, Steve Clover and Bill Trost, who jointly are credited with creating the world of Ever Quest, have repeatedly pointed to their shared experiences playing MUDs such as Sojourn and Toril MUD as the inspiration for the game.
Development of Ever Quest began in 1996 when Sony Interactive Studios America (SISA) executive John Smedley secured funding for a 3D game like text-based MUDs following the successful launch of Meridian 59 the previous year.
In 2003 the program changed for the volunteer guides taking them away from the customer service focus and placing them into their current roles as roving 'persistent characters' role-playing with the players.
By the end of the year, it had surpassed competitor Ultima Online in number of subscriptions.
Numbers continued rising rapidly until mid-2001 when growth slowed.
Since about 2006, the game went into a sharp decline.
From about 2007 the there we two server mergers, each time merging 2 servers into 1 server.Issues could be forwarded to the Game Master assigned to the server or resolved by the volunteer.