What if just want to cyber with hot wood elf chicks
And on the point of "friction equals socialization," I don’t buy it. There's a difference between mechanics that enable interaction and mechanics that simply force it through inconvenience. A lack of maps doesn't create meaningful social bonds, it just makes people tab out to a fan site or Discord. Corpse runs don't build community, they just add a chore before you can get back to the actual gameplay. When players remember their EQ memories, they don't wax nostalgic about begging for ports or spamming /ooc for directions. They remember the people. If a mechanic needs tedium to generate those moments, then maybe it was never about the mechanic at all.
Back in ’99, slow mob spawns, punishing grind, and mandatory grouping made sense. You had the time (because you were young and lacked responsibilities), and that scarcity felt meaningful. Today? Those same systems just feel like obstacles, not challenges - now that the novelty has worn off and we've been so much more exposed to alternatives from both a social and gaming standpoint.
The reality is, the audience for this game is tiny. You're basically designing for people who can dedicate hours at a time, with nothing else competing for their attention. That's not 13-year-olds reliving EQ, it's adults with nostalgia that are retired or on corporate or government welfare. Most of us have jobs, kids, or lives outside the game, and these systems punish anyone who can't drop four uninterrupted hours into a single zone. Soloing is a slog, finding groups is a nightmare if the population isn't dense, and splitting new players across multiple starting areas only spreads frustration thinner.
If Monsters & Memories wants to survive beyond a niche cluster of diehards, it has to reconcile its reverence for the past with the realities of modern gaming. Otherwise, it's not a challenging, nostalgic experience, it's an inaccessible relic that only a handful of people can realistically play. And that's a problem the game’s design shouldn't be shrugging off.
And maybe Shawn doesn't care. Maybe 500-1000 users are his expectations. I know he used to mention the Horse MMO for girls out of Germany or whatever that he worked on. But I don't see this surviving long-term - it won't be worth the infrastructure costs at some point. I have to imagine it's a lot more expensive to keep servers for this running than Horse MMOs for German Girls.
I'd be fine if they added a "casual" server type with no item-drop deaths (Dark Souls style) and faster XP gain - I think it's fine to recognize people don't have an endless amount of time to play a game like this, but I think a lot of the feel of the game is capturing what I want to see in an EQ-like. MnM already has shared goals, an LFG tool, open buffing, and likely world events, so I think it's in the right direction there.
I think that'd be an interesting experiment they could run. Open the next test up with a server like that, and see if it's significantly more popular. I'd bet it would be.
Bro you can say you didn’t like Vanguard but it isn’t even up for debate that it failed because it released with a complete garbage engine that wouldn’t even play well on a $3k machine at releaseYou could not be more wrong. There must be multiple levels of interdependence to foster community and bonds. Corpse runs are a chore before getting back to real gameplay? Some of my BEST memories were the harrowing corpse runs, with kind souls wiling to risk their own corpses all pitching in to help get so and so's corpse from the bottom of befallen or upper guk.
Vanguard failed because they took too many ingredients out of the EQ soup. Mostly due to caving into "busy dads".
That nourishing EQ soup CAN be made again, you just can't have dumbfuks thinking they can alter Grandaddy Brad's Vision.
This "EQ soup" you keep worshiping? It's not soup. It's moldy leftovers from 1999 that you keep reheating and convincing yourself is gourmet. Every time someone tries to serve it again, it flops. Why? Because the market already proved it doesn't want that flavor anymore. Corpse runs weren't magical, they were punishment disguised as "community building." The only reason you remember them fondly is because the game forced you into depending on others just to claw back what you'd already earned. You're suffering from Stockholm syndrome and dressing it up as nostalgia.You could not be more wrong. There must be multiple levels of interdependence to foster community and bonds. Corpse runs are a chore before getting back to real gameplay? Some of my BEST memories were the harrowing corpse runs, with kind souls wiling to risk their own corpses all pitching in to help get so and so's corpse from the bottom of befallen or upper guk.
Vanguard failed because they took too many ingredients out of the EQ soup. Mostly due to caving into "busy dads".
That nourishing EQ soup CAN be made again, you just can't have dumbfuks thinking they can alter Grandaddy Brad's Vision.
Bro you can say you didn’t like Vanguard but it isn’t even up for debate that it failed because it released with a complete garbage engine that wouldn’t even play well on a $3k machine at release
I mean part of the problem is why are developers so into GIGANTIC 50000000000 SQUARE MILE ZONES. Alot of Vanguard I remember was just empty and felt like a hiking simulator. What's the point of making a gigantic world if there's nothing in it? Just keep to a reasonable zone size.
This "EQ soup" you keep worshiping? It's not soup. It's moldy leftovers from 1999 that you keep reheating and convincing yourself is gourmet. Every time someone tries to serve it again, it flops. Why? Because the market already proved it doesn't want that flavor anymore. Corpse runs weren't magical, they were punishment disguised as "community building." The only reason you remember them fondly is because the game forced you into depending on others just to claw back what you'd already earned. You're suffering from Stockholm syndrome and dressing it up as nostalgia.
And let's stop pretending Vanguard failed because of "busy dads." It failed because EQ-style design was already DOA. Every single attempt to revive it since has either bombed completely or been propped up by a few hundred nostalgia diehards that haven't grown up and can't let go. "Brad’s Vision" isn’t some form of gospel, it should be a fuckin' eulogy.
The real problem is shut-ins like yourself don’t want interdependence, you want the game to force people to need you. You're mistaking coercion for community. If the only way to make players talk to each other is to bury them in downtime, XP loss, and corpse retrieval chores, then the "community" you're chasing is just a side effect of bad mechanics wasting people's time. That isn't social design, it's a hostage situation where the ransom is hours of your life.
Name me one modern MMO built on EQ-style punishment mechanics that's succeeded outside of a tiny nostalgia bubble. You can't. Because players today don't need to be punished into bonding. They need systems that reward cooperation without shackling them to 25-year-old design mistakes.
It's also interesting to me how the loudest voices begging for a return to EQ mechanics are always the exact players who were dead weight back then. The ones AFK half the night, falling asleep in raids, never farming mats, never showing up on corpse runs, and only rolling the easiest or least useful classes. Meanwhile, the players who actually carried have all long since moved on to better games.
The "bring back EQ" crowd were never the backbone of the game. They were the ones getting dragged along, mistaking pity invites and guild charity for actual skill. They weren't good, they were just carried through the whole experience. And now they want everyone to suffer through the same outdated, tedious bullshit just so they can pretend they mattered the first time around.
Nobody will admit this, but Ironforge and Ogrimmar were absolutely abuzz with social activity pre-tbc. People chilling outside the bank chatting, pickup raid formation, duels outside, inter-faction raids on each others cities etc etc. It was more active than anything i can remember in EQ. The game didn’t need tedium to facilitate that at all. Every class could gate, travel was fun, there was an auction house, death penalties were minimal, and players still connected easily and meaningfully.
Flying mounts really killed all exploration and world immersion.but imo they killed all that in TBC
This is exactly it. Vanilla WoW had more authentic social energy in Ironforge and Orgrimmar than EQ ever did outside of tunnel spam and none of it came from punishing mechanics. People weren't bonding over corpse runs or hours-long debuffs. They were hanging out, dueling, raiding, and actually choosing to connect. The cities felt like living spaces, not waiting rooms for suffering.Nobody will admit this, but Ironforge and Ogrimmar were absolutely abuzz with social activity pre-tbc. People chilling outside the bank chatting, pickup raid formation, duels outside, inter-faction raids on each others cities etc etc. It was more active than anything i can remember in EQ aside from EC tunnel auction spam. The game didn’t need tedium to facilitate that at all. Every class could gate, travel was fun, there was an auction house, death penalties were minimal, and players still connected easily and meaningfully.
Exactly.This is exactly it. Vanilla WoW had more authentic social energy in Ironforge and Orgrimmar than EQ ever did outside of tunnel spam and none of it came from punishing mechanics. People weren't bonding over corpse runs or hours-long debuffs. They were hanging out, dueling, raiding, and actually choosing to connect. The cities felt like living spaces, not waiting rooms for suffering.
The irony is, the people insisting "tedium = community" completely miss what made early WoW thrive. It wasn't some Stockholm syndrome over getting your corpse dragged out of Guk, it was accessible systems that still put people in the same spaces. Death penalties were light, travel was fun, there was an auction house, and every class had tools to move around. That foundation created way more genuine interaction than "please cure my rabies debuff.”
Now, WoW did screw it up later. Dungeon Finder, cross-realm everything, the whole assembly line approach, that's when the social fabric unraveled. As expansions rolled out, conveniences started to over-sanitize that social friction. Suddenly you weren't building connections in the city or your server anymore, you were just plowing through anonymous content with strangers you'd never see again.
But the lesson isn’t "go back to EQ-level punishment." It’s that you need intentional, visible social spaces without the pointless misery. EQ vets clinging to corpse runs as the heart of community are mistaking pain for magic. The only reason EQ veterans romanticize corpse runs and other tedious bullshit is because it's the only damn thing memorable about the downtime between falling asleep at your keyboard.
This is exactly it. Vanilla WoW had more authentic social energy in Ironforge and Orgrimmar than EQ ever did outside of tunnel spam and none of it came from punishing mechanics. People weren't bonding over corpse runs or hours-long debuffs. They were hanging out, dueling, raiding, and actually choosing to connect. The cities felt like living spaces, not waiting rooms for suffering.
The irony is, the people insisting "tedium = community" completely miss what made early WoW thrive. It wasn't some Stockholm syndrome over getting your corpse dragged out of Guk, it was accessible systems that still put people in the same spaces. Death penalties were light, travel was fun, there was an auction house, and every class had tools to move around. That foundation created way more genuine interaction than "please cure my rabies debuff.”
Now, WoW did screw it up later. Dungeon Finder, cross-realm everything, the whole assembly line approach, that's when the social fabric unraveled. As expansions rolled out, conveniences started to over-sanitize that social friction. Suddenly you weren't building connections in the city or your server anymore, you were just plowing through anonymous content with strangers you'd never see again.
But the lesson isn’t "go back to EQ-level punishment." It’s that you need intentional, visible social spaces without the pointless misery. EQ vets clinging to corpse runs as the heart of community are mistaking pain for magic. The only reason EQ veterans romanticize corpse runs and other tedious bullshit is because it's the only damn thing memorable about the downtime between falling asleep at your keyboard.