There are 10 great MMOs out right now with all the cooperation you could ask for. And none of them have any sense of risk vs. reward. There is no such thing as losing, there is no penalty, and the only challenge involved is sitting in LFG queues. You can bash on outdated mechanics like corpse runs and xp penalties all you want, but there was a significant and noticible shift in MMOs as the genre moved into EQ2 and WoW, as you train through hordes of mobs with zero fucks given because, why not, die and you will probably res closer to your destination with no penalities. And the genre became worse because of it. Like someone earlier in the thread said, you cannot recreate EQ, it was a different time, with different players, but discounting the impact that the "friction and inconvience" has on creating a sense of risk is a bad take. The risk is the fun for a lot of people.
So then the real question becomes: was EQ's success ever truly about corpse runs, hell levels, or punishing downtime? Or was it simply a product of its era? An era where exploration wasn't instantly trivialized by YouTube guides, Discord servers, and wikis? It's hard to ignore that no MMO has ever managed to meaningfully replicate that "old school" formula since, no matter how many times people try. Every so-called "hardcore" throwback either flames out, gets abandoned, or ends up dismissed as "not real EQ" by the same crowd who cling to their Polk High glory days.
That alone suggests the magic wasn't in the mechanics, it was in the timing. EQ hit when the genre was new, the internet was young, competition didn't exist, and we simply didn't know any better. Of course it
felt monumental, but that doesn't mean the design holds up under scrutiny. Nostalgia convinces people that the friction was what made it special, when in reality the fun likely came from novelty, community, and youth. Now that the curtain's been pulled back and we've seen what meaningful gameplay actually looks like, the "magic" people remember is just how it felt to be 18 with no responsibilities, not the tedium itself.
If "friction and inconvenience" were truly what made EQ magical, then riddle me this: why has no MMO built around those same mechanics ever succeeded since? Why do TLPs and EMUs only hold people for a nostalgia hit before they bail again? Why, when given the choice between tedium-as-risk versus actual fun, do players always gravitate to the latter?
It's not because "gamers today are soft." It’s because those mechanics were never
actually fun. They were just tolerated because the internet was new, competition didn't exist, and most of us were teenagers with zero responsibilities.
That's what people are nostalgic for: their own
youth, not corpse runs and hell levels.
If corpse runs, XP loss, and all that "friction" were genuinely the heart of the experience, why has no one chosen them when they've had other options? Why has every attempt to "bring back the old ways" fizzled out? If tedium and copious friction was fun, you'd see players voting with their time and money to support it. But they don't. Because deep down, everyone knows those systems were just clunky bandaids of the era, not the reason we logged in night after night.
Honestly, if you think corpse runs, hell levels, exp loss, etc. were the "fun," what you really loved wasn't EQ’s design. What you loved was being 19, with no bills, no YouTube spoiling everything, and all the time in the world. That nostalgia doesn’t prove the mechanics were good. It just proves you were young - and that's the part no developer can ever code back in.