I said that I despise what WoW did to the genre, meaning its influence on other projects, which is not the same thing as despising WoW itself. Although I think modern WoW is utter trash, as I said earlier I consider classic WoW to be a very good game (although not superior to EQ) and I played WoW Classic for 5 months or so. WoW was so successful that it made investors fund WoW clones instead of other projects, many of which failed.
The funding for the WoW clones wouldn't even exist in the first place without WoW's success, and would've gone to games in other genres if WoW didn't exist. And if you think about it, it was the success of EQ what made WoW itself possible.
Everyone back in the day who had two braincells to rub together knew that we'd get a lot of WoW clones for a while, because that is how the gaming industry as a whole worked, and still works: look how many "Flappy Bird" and "Vampire Survivors" clones we have, or MOBA or tower defense games. It's inevitable.
Also, there were some MMOs that tried to do things differently to WoW, for example Ryzom. At the end of the day, it was not only the investment money: MMOs that tried to be different failed in part because players were conditioned in their expectations how an MMO worked. But, and here's the big BUT: EverQuest did the same for the genre, and players partially migrated to it, for example because they didn't like the FFA PvP aspect in UO, which then turned into that Trammel/Felucca thing.
Your first reply to my instancing derail (really just meant it to be a semi-joke, sorry for this, I regret the post) was to make cracks about weaponizing autism and working from home, which I did not take to mean you were up for civil discourse. You keep saying that I don't respond with solutions yet I gave you a solution that worked for 7 years on a EQ server with six guilds and zero poopsocking. Our players hate poopsocking as much as anybody.
That was a jab at Nirgon, who replied that he has no problems with camping for hours because he works from home in another thread. Also, I can't find you solution, so could you please link me to your post with it?
OK then, I'll attribute your last reply to reading comprehension and not ignorance, sorry. I probably just presumed a younger age from your avatar
No, I freely admit that I just skim most of the postings, because frankly I have read the same arguments again and again. It's like talking to a circlejerking hivemind at this point, which is what those threads usually degenerate into. Of course you think I'm the asshole here, because I poke people and ask questions about things they take for granted, or even worse: holy scripture.
If making MMORPGs is so easy nowadays, then where are they? The entire MMOG space seems barren, yet the EQ emu space has plenty of development.
There are a lot, but you probably never heard of them because what most people underestimate is marketing/publishing. And most games on the indie side also fizzle out after a time. There are however some games that make it even to Steam, for example Project Gorgon that I linked. Then there's Albion, who also made it to Steam.
Another point to think about: Survival games are basically another evolution on MMO games. Things like Ark, Rust or V Rising basically take the MMO formula to a smaller level.
As for the EQ based games: Most EQ emu games have the benefit of an existing playerbase, and don't need as much marketing. Most emu games are also linked directly on the login server.
You could even just rent the Hero Engine and make an MMO, just look at the "Spotlight Games Currently in Development" on this page:
HeroEngine is an all in one game development engine. The only game engine that allows real time updates and collaborative development no matter where your developers are located at in the world.
heroengine.com
I absolutely love the old Diku MUD days where any rando could download it and start up a server and just modify it to make a custom game.
Excursion time: Back in the days there was a divide in the MUD playerbase between DikuMUD and the more roleplaying-oriented MUDs, mostly based on LPmud. DikuMUD was derided as "stupid hack&slay game for munchkins".
So, as you can see, the playerbase of a specific genre fighting against each other is as old as it gets.
But from what I've seen we're not there yet for 3D. Admittedly I have not checked it out for several years but every RPG kit or whatever I looked at was woefully lacking. For years I've said that I wanted somebody to start a go-fund-me or whatever to just fund artists to make a public domain generic MMORPG art asset library so we could have Diku 3D. Partly why I work on emus is so people can make custom servers with it.
I've heard of Gorgon and checked out the website years ago but never played. It just wasn't complete enough at the time and I never relooked at it. Maybe I will again later. Gorgon is at least a decade in the making though, so it wasn't so turn-key for them. I wish them success.
No, but many attempts were made. For example, with the success of WoW Sun MIcrosystems tried to establish Java as a server-side language and wanted to create a turnkey server solution architecture for MMO games. Nowadays all mentions of it were scrubbed from the Web, especially after Oracle bought them.
It's also not that nobody tried it, it's just that development is spread far and thin. If you look at GitHub there are a lot of MMO servers. Of course a lot of them for WoW, but there are some others:
Build software better, together
The biggest problem I see, is that for an MMO to work you need a lot of specific skillsets. The most important one you need at the beginning, is a server developer for the persistence and data management, and the server architecture + netcode. If you fuck that up you just end up with exploits down the line. Most experienced developers who have experience in that field easily make six figures on the job market, so why would they waste their time away on some hobby project? This is basically where Pantheon fails.
The other elephant in the room: For something as big as a world (and for an MMO you can't go smaller than "world"), you need to make development as easy as possible, and as interactive as possible, even for people who are not technically savy or want to write code. This also includes making development for many people at the same time possible. Basically, you need an "MMO, but as a development game".
This is an entirely different conversation but another problem with these types of games is that joining them late after launch results in a much worse experience for the player for a number of reasons, which is generally why launches are crowded then servers start to die out. This is very bad for indie games that don't have an answer for it. Generally it's better to complete a game then hype it up a lot instead of slow drip.
Depends if you can establish a viable core playerbase and grow from there. But, as I said earlier, the "generating hype" thing is solely on marketing, and for indies, especially ones without a publisher, this is a really huge obstacle.
Pantheon solely exists because Brad McQuaid was an established name in the MMO genre, and M&M only exists in this form because Shawn is ex-SOE, has Twitch+Youtube channels and interviewed SOE folk about the history of EverQuest. If he wasn't already known, then this thread may not even exist.
The other problem is the locust swarm mentality of the playerbase. Basically, you need to be able to grow and shrink at the drop of a hat. Many attempts in this regard were made, but it boils down to sharding, layering, instancing. UO invented shading as a stop-gap solution and wanted to do away with it long-term, but never solved the problem.