I haven’t played EQ2 in years. The last time was when Desert of Flames was first released. The first two adventure packs (Bloodline & Splitpaw) had just come out. With WoW, I’ve been playing off and on and I’m back in the game at the moment with Lich King. If, at this time, EQ2 is functionally identical to WoW, it’s because the EQ2 devs have changed it to be so.
Back when I played EQ2, there was no Auction House. That was a WoW innovation. In EQ2, when I started, players who wanted to sell their items had to be logged in and sitting it in their houses. They couldn’t adventure while they were trying to sell something. SOE eventually set up a system were you could list items and then go offline which was a help but from the first, they were adamant that their waswas more realistic, or had more depth, or was just somehow more Visiony, and they would under no circumstances be copying the Auction House. The whole selling items system was a real pain in the neck and it took up space in your limited inventory and vault. IIRC, EQ2 has more functional broker system, with sellers able to list their items and manage their sales by visiting their home or any of the ingame brokers. The broker system now functions more like an actual Auction House although they still refuse to call it that (it’s the Consignment system, iirc.)
Wow has no loading screens between instances. Wow at the time was much easier and faster to travel between parts of the map. At the time I was playing I and my friend were in our twenties and had progressed beyond the area right outside Antonica. (Thunder something?) At the time I started playing EQ2, there were no gryphon towers at the far end of the Antonica region. Those were built in a sort of public quest shortly before I quit. If you were level 20 and you wanted to get to Thundersomething, you ran there. It was not fun. Once the gryphon towers were built there it was 10 minutes of running and load-screen time to get from our homes to the outside of the city walls. Then another 5 minutes to run to the gryphon tower (assuming you didn’t get ganked by the packs of elite grouped gnolls. Oh yes, I’ve got a lot more to say about them in minute.) Then about five minutes on the gryphon. Then another 5-10 minutes until you could reach the start of the questing area in Thunderwhatever. And we couldn’t bind in Thunder because at the time, we had to travel back to Antonica whenever we wanted to train or sell something or craft anything. We quit playing largely because we didn’t want to spend our play time running back and forth so damn much. Contrast this with WoW which was much more friendly for the levels 1-30. WoW didn’t get horrible until you hit STV in your thirties and you were doggedly inching toward your mount. (WoW by the way has added a bunch more cemetaries and flight points which makes things much better. The new SW harbor is a help too.) I assume EQ2 has improved their travel time ratios but when I was there, the player base & the devs were bitterly divided as to whether reducing travel time was ruining the game or helping it. A lot of players wanted fewer fast travel options and real time boats and so on. I can see why someone might want that, but as a practical matter, slow travel is unworkable for me and many others I suspect.
Speaking of crafting - when I was playing EQ2 it was a pain in the ass. As I understand it had a major overhaul about six months after I quit. At the time, the painful auction system meant there was essentially no market for any of the starting craftable items. The starter items were mostly limited to making like elixiers or boards or steel bars for the next tier of crafting. And it was many many tiers before you got something nice. There was a ton of cross-class stuff needed but you could almost never count on finding any for sale. Which meant you needed alts you could help you out. At the time crafting was a tricky timing mini-game I enjoyed it but I -hated- the grind of levleing it. WoW on the hand has very little cross-crafting materials. The process is faster and simpler, and people can start making good and useful items almost right away. Blue and even purple recipes are easily available within a short time. There’s very little actual grinding and there’s no recipes that are only there for grinding purposes as there was in EQ2 at the time. Considering the two games together, WoW’s elegant simplicy, ease of use, lack of grinding and short time span until you see some good stuff is clearly more likely to appeal to a wider range of people.
The other reason I quit EQ2 was that at the time I was playing (this was Fall 2005, recall) the dev team had acquired a multiple personality disorder in trying to balance solo vs. group play. I mentioned those elite grouped gnolls. In retrospect, I really think the dev time at the time wanted to enforce grouping but they knew they were losing players to WoW’s emphasis on easy soloability. When I started playing, they’d just introduced a bunch of changes to make most of the non-dungeon quests in the game soloable. I was really enjoying it playing either by myself or with my friend I mentioned. Then they swung the other way. Almost all the quests outside Antonica and in the sewers (ie levl 10 and up) were designated Group Quests. Solo mobs were replaced with packs of linked mobs marked Elite.
The con system, which is the color code that tells you if a mob is hard or easy for your level, was made useless by this. A level 18 character would be easy prey for a lvl 10 group of grey gnolls. And even if you were stubborn and managed to stick it out, you got no experience for killing any of those gnolls. They were grey because they were supposed to be elite packs for groups of players. A single player was vulnerable to them but couldn’t benefit from attack them. It was a mess. And like I said, at the time almost all of the lvl 10-25 quests were set up this way. Shortly before I left the dev team began tinkering with it hoping to find a way off ‘encourage’ grouping while keeping their soloists happy. The fan base on both sides was furious about it all. I don’t know what sort of balance they have now, but back then, compared to WoW’s silky smooth leveling and mob balance EQ2 was clearly inferior. Oh - and I shouldn’t forget to add that the LFG tools at the time were inadequate too. Not only was grouping encouraged, it was a PITA to set up.
Oh you know what else, at the time I started, Quest Givers in EQ 2 didn’t have big exclamation points over their heads. Which I could live with but public opinion was firmly in the “We Want Our Punctuation!” That was just a little thing that helped smooth the WoW experience compared to EQ2 at the time.
On paper, Wow’s talent trees vs the class branching system in EQ2 both seem to provide about the same amount of customizability (that is to say, not much) but in practice, at the time, the early level characters in EQ2 felt like they had less power and flexability compared to WoW.
I’ve heard that EQ2 is better these days and I’d like to go back. I enjoyed the game until the great Solo-vs-Group nervous breakdown. But I think it’s clear that at least early in the process WoW’s (I’m going to say it again) elegant simplicity and Blizzard’s genius for streamlining meant that WoW was a superior game to EQ2 with more time doing advancing, questing and crafting and far less time fighting the interface or the game Vision.