I think a lot of people here are downplaying just how brutal the first impression can be. This isn't just about "nostalgia barriers" or being a stickler for classic mechanics. It's the cold, hard reality of modern MMO markets: you cannot build a game that's deliberately punishing or artificially restrictive and expect a sustainable player base. The audience that can stomach forced corpse runs, multi-hour dungeon navigation, and classes that can't gate without pain is vanishingly small, and it's only going to get smaller. You're essentially designing for retirees and welfare no-lifers with no responsibilities.
This idea that you can pivot later like it's a startup app is dead wrong. First impressions calcify fast. One bad launch, and the chatter on Reddit, Discord, and every forum in the industry spreads like wildfire. You miss your window, and the community you wanted to attract either never comes back or is irreparably fragmented. Ember's Adrift, Pantheon, and other "EQ-inspired" attempts flopped because of this exact arrogance. Beautiful worlds, interesting ideas, but punishing systems, niche design, or slow accessibility killed the player base.
The MNM team clearly loves their world. But if they insist on these time-taxing, punitive, antiquated mechanics, the only players left standing a year in will be the ones who either have unlimited free time, or a willingness to tolerate tedium for nostalgia points. That's not a "success story," that's a carefully curated, shrinking niche, and it won't sustain the community, no matter how much magic exists in a single castle vista or dust storm encounter.
Modern MMO design doesn’t have to betray classic ideals. But it must respect the modern audience's time. Punishing systems masquerading as social glue, unskippable grind, or mandatory group dependency are relics. You can create rich interaction, cooperation, and emergent social gameplay without forcing misery, and any dev who thinks they can afford to ignore that is playing with failure.