(...) When EverQuest's servers first went live, they quickly crashed. To keep EverQuest online, three employees would sit in that freezing cold network room wearing parkas and manually reboot the servers. "Keeping that game up when you didn't know what you were doing, which we didn't, was very hard," Smedley says. "Back then there was no one with launch experience. We were just making it up as we went along."
Few, if anyone, could reliably play EverQuest that day. Smedley, Sites, and the networking team were left scratching their heads until they finally discovered the source of the problem. "One of our network programmers had done his math wrong and it meant we were using eight times more bandwidth than we thought we were," Smedley laughs.
EverQuest was using a network managed by a local service provider called UUnet, also used by several major San Diego corporations. But demand for EverQuest was so much greater than Verant Interactive had planned for that it was exceeding the physical limits of the internet pipeline into San Diego. As a result, not only could thousands of players not explore Norrath, several massive corporations had their networking operations accidentally sabotaged. "Once you go over the limit, it basically boots everyone off the network," Sites explains. (...)