Yeah, I just read the wiki. Seems interesting. Surely that will apply only to the geometry, though.
Massively said:
everything in EverQuest Next is made of voxels -- the ground, the plants, buildings, everything.
To be honest, EQN seems to be taking GW2's own philosophy one step (or two) further.
I
sort of disagree.
If we were going to put it that way, I think they're taking GW2's philosophy with regard to quests like 40 steps further. Which is to say, events can seemingly have multiple "success" conditions, or that there isn't really success at all, just multiple states of stability versus instability and the player can push them in either direction.
But really, it's a stretch to look at it that way. What they're really doing is making a pure sandbox with regard to quest/event interaction, which isn't something GW2 attempts at all. In GW2 the event chains have mutliple steps and can branch, but there is a way that things are
supposed to go, equaling success, and the opposite equaling failure. EQN seems to be more along the lines of "whatever happens, happens" which is totally ambitious and awesome and has enormous potential, but is very different from the structure of GW2.
Looks fun. Super risky, but I can definitely see it paying off in bucketloads if they do it right. It's risky, but a potentially smart move.
If nothing else, it is so different everyone will have to pay attention. That is maybe what matters most of all right now.
And plus, it's got the trinity, so it's a real MMO.
Whatever... it's a sandbox so I won't let this dissuade me

The "class" system seems incredibly flexible either way.