English edit

Etymology edit

From EverQuest +‎ -er.

Noun edit

EverQuester or EverQuester (plural EverQuesters or EverQuesters)

  1. A player of the 3D fantasy-themed massively multiplayer online role-playing game EverQuest.
    • 1999 June 21, Michael Krantz, “Grab Your Breastplate!: Everquest[sic] reinvents the Web role-playing game”, in Time, volume 153, number 24, page 63:
      Well, millions of Quake freaks would beg to differ, but there’s no doubting the depths of the Everquesters[sic] passions; already tales are circulating of companies’ banning the game from their in-house machines and college girlfriends stealing the discs from their boyfriends’ PCs.
    • 2000 September, Alex Handy, “EverQuest: Ruins of Kunark”, in Computer Gaming World, number 194, page 118:
      The new race and its new tracts of land have been welcomed with open arms by EverQuesters.
    • 2001 April, “EQ Banned: eBay Cracks Down on Item Farmers”, in PC PowerPlay, number 59, page 13:
      Such players, say the EverQuesters, discount the fun involved in questing and, due to their desire to get quality items, increase a propensity among players for camping near monster hotspots.
    • 2001 February 15, John VanDenburgh, “Caught in the web: Thousands of gamers have been bitten by online role-playing bug”, in The Arizona Republic, 111th year, number 273, page 35:
      Internet humor is abundant on EverQuest in particular, depicting the lifestyle of an EverQuester as a comical addict, hooked on “digital crack” or EverCrack.
    • 2002 January, Richie Shoemaker, “Laser Squad Nemesis”, in PC Zone, number 111, page 89:
      Community is certainly something Gollop and his Codo cohorts are keen to build up, for while Nemesis won’t be offering the same kind of persistent world EverQuesters enjoy for 15 bucks a month, for the same price you will get six months of tactical gameplay, in which each battle won gradually gets you higher and higher up the Nemesis league table.
    • 2003 January, Shane Bettenhausen, “EverQuest Online Adventures”, in Electronic Gaming Monthly, number 162, page 86:
      Want to spend hours just chatting with and annoying other EverQuesters? It’s your call.
    • 2003, New Scientist and Science Journal, page 44:
      That places the playtime of the 400,000-strong nation of EverQuesters higher than that created by the full-time work of countries such as Syria, Egypt and China.
    • 2004, CopperAngel, Sharkdog, “EverQuest I to EverQuest II”, in EverQuest II: Prima Official Game Guide, Prima Games, →ISBN, page 6:
      Hard-core EverQuesters will see new challenges, keeping many of the great elements that were integrated over the years, but other MOGs have helped improve the genre since EverQuest’s release as a first-generation MOG, and EQII takes advantage of some of those improvements, as well.
    • 2005, The New Atlantis, page 13:
      Friends and family members of EverQuesters often feel abandoned and angry about the amount of time (nearly one day a week for the average player) that their loved ones spend with the game.
    • 2006, Mikael Jakobsson, “Questing for Knowledge—Virtual Worlds as Dynamic Processes of Social Interaction”, in Ralph Schroeder, Ann-Sofie Axelsson, editors, Avatars at Work and Play: Collaboration and Interaction in Shared Virtual Environments (Computer Supported Cooperative Work; volume 34), Springer, →ISBN, page 218:
      Monk says, “Bye bye Everquesters[sic] ... monk gona[sic] go FD [feign death is a monk specific ability used to fool monsters that you are dead] one last time in Qeynos [one of the hometowns] .... if i knew you, well met ...... see you on EQ2 [Everquest 2] or WoW [World of Warcraft]”
    • 2008 August, Kate Berens, Geoff Howard, The Rough Guide to Videogames, Rough Guides, →ISBN, pages 40–41:
      Some Everquesters[sic] gave up their day jobs to turn pro, building up virtual collections to sell
    • 2011, Beverly Gordon, Textiles: The Whole Story: Uses, Meanings, Significance, Thames & Hudson, →ISBN, page 262:
      In the magical realm of “Everquesters,”[sic] where players from around the world create characters who travel through different “planes of power,” there are graduated levels of shawl quests involving ever-more powerful textiles.