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EverQuest opened on March 16, 1999, presenting a fantasy world in first-person 3D and organizing play around groups. Its subscriber numbers exceeded every internal forecast, and its habits shaped online games for years.
Three-dimensional persistent worlds moved from novelty to substantial business. The conventions it settled, group roles, scheduled raids, guild organization and long-term progression, became the vocabulary of the genre, and its commercial performance convinced publishers that subscriptions could support development on a large scale.