Nah I'm not defending tedium mechanics, I was literally grasping for straws because I can't really recall a solid EQ clone other than FFXI. How many WoW quest hub clones have come out though? How are they doing? It's not just mechanics that make or break a game, and you also don't need the game to be immortal or stand the test of time for 25 years to have a good time with it either.
I'm down for a more group centric D&D game at this point, because they are so rare you can't really compare their mechanics because they don't exist.
Fair. WoW clones haven't exactly lit the world on fire either, I'll give you that (FFXIV had good success though). Most of them collapsed under their own bland sameness. But here's the difference: WoW's formula was at least proven to work long enough that dozens of studios tried (and failed) to ride the wave. EQ's "group-centric" formula? Nobody even touches it anymore outside of nostalgia projects, because it's radioactive. If it was really some kind of secret sauce, you'd see studios tripping over themselves to copy it. You don't.
And I'm sure somebody will trot out the 'ole classic, eternal EQ defense: "Well nobody makes a real EQ clone anymore!" That’s just the no true Scotsman fallacy in MMO form. It's moving the goalposts because the evidence doesn't back up the claim. Vanguard, Pantheon, Ember's Adrift, countless “hardcore” kickstarters. They all tried to channel EQ's DNA and fizzled. Not because they weren't "real EQ," but because the design philosophy itself is a dead end.
If corpse runs, XP loss, hell levels, etc. were truly the golden glue that held communities together, then it shouldn't matter whether the wrapper is EQ, Vanguard, or "insert spiritual successor here". People would stick around. But they don't. They show up for nostalgia weekends, have their dose of Polk High flashbacks, and leave.
So the "nobody makes real EQ" argument collapses under its own weight. If EQ's magic was genuinely in those punishing mechanics, then
any game faithfully re-creating them would succeed. But history has already answered that question loud and clear: the audience wasn't big enough to sustain it then, and it's even smaller now.
The truth is simpler and harsher: EQ hit because it was
first, not because it was best. Everything since has been one long exercise in proving that point.
And honestly, equating "group-centric" with EQ-style tedium is the biggest trap this genre keeps falling into. Group-focused design doesn't need to mean corpse runs, hell levels, or brutal downtime. None of that was group content. It was just friction masquerading as "depth" or "magic". That design didn't foster community, it just forced people to tolerate chores because there was nothing else on the market at the time. The minute players had an alternative, they left in droves. If all you're chasing is the EQ model, you're not actually building a group-centric MMO, you're just building another museum piece that'll attract the same few thousand diehards until the servers shut down.
The real problem isn't that group-centric MMOs don’t exist. It's that too many people think the only way to achieve one is by duct-taping EQ mechanics back together. And that's why we keep going in circles. The only people still singing its praises are the same ones who refuse to admit their best gaming memories had more to do with being 18, unemployed, and wide-eyed on the early internet than anything the mechanics actually delivered. If those mechanics really worked, the Al Bundy's here with their nostalgia goggles glued on would be playing them right now instead of just waxing nostalgic about the "good old days." Instead, everybody keeps begging for remakes. If this genre is ever going to move forward with group-centric games again, it needs to stop worshiping dead mechanics and start inventing new ones. Otherwise, we're just going to keep building prettier graveyards.