Yea but how long ago was Vanguard? I firmly believe that a game like EQ cannot exist in the social environment and the state of the PC gaming industry is in today. There are no artificial roadblocks that you could put up that will not get bypassed fairly quickly. The average gamer (PC or console) doesn't have the time or patience for a grind where they are forced to devote hours of the day for a payoff that 'might' happen. The industry as a whole has moved on from what we think of as an MMORPG (WoW is a dinosaur in many respects where almost every competitor has moved on). I think of the scenario of if you had such a game like EQ (warts and all) exist today. First of all I know I personally would never be able to play it legit because I simply do not have the kind of disposable time that my gaming persona had 20 years ago. Then I think would my kids play it (since let's be honest that's who it has to be marketed to make any sort of money). The same kids who play stuff like Fortnite and Overwatch? The same daughter who spends an hour MAX on WoW because that's about as long as the attention span will go? Keep in mind this is a generation where chatting (typing) in a video game is foreign to them. I've always wondered if EQ would have the same social dynamic if you had people with mics instead of simply typing in the chat box.
Everquest was great for it's time. It was the right type of game in that specific time period with that era of PC technology. Trying to recreate that today is a fools errand.
These points are very true. The grind and mundane tasks of EQ are not going to fly.
However, I can see a game in the future that does enforce Social aspects which keep people logging in.
EQ was largely a Social game. The grind just allowed you to do it easier.
EQ also had that socially competitive aspect to it which is mostly missing today.
Returning to a game that enforces social interaction and competition can be done.
I do believe an element of PvP would need to exist, such as a Realm v Realm or an EVE-type territory control, etc.
PvP turns a lot of MMO players off, but FortNite has found a way to make a very PvP oriented game into a casual-friendly experience.
The same would need to happen in this theoretical MMO.
People need to be part of a cohesive group, or alliance, to allow the shit talking to commence against enemy alliances, but don't force everyone into a PvP role. Allow contributions beyond that.
Maybe controlling territory or gaining favor for your realm is a way to access certain PvE content. GuildWars did something similar like this in GW1:
Favor of the gods - Guild Wars Wiki (GWW)
In any case, I largely see EQ as a social game and stuff like camps & grinds are mostly obsolete, but aren't what made EQ magical anyway.