Kirun
Buzzfeed Editor
You're kind of proving the concern without realizing it. Nobody is saying, "Why isn't this competing with Blizzard's 2004 headcount and budget?" That's a strawman. The issue isn't that it's not WoW-scale. The issue is that it's charging like a modern live service while being framed as "basically a premium EQ emu."I think you lost the plot here if you think WoW didn’t have a lot of content out of the gate. Do I need to remind you the budget and number of employees at blizzard? What are you saying?
people need to think of this mmorpg as a Eq emu server mod and not as a full fledged mmorpg. The expectations are insane here. It’s not redefining anything and it’s not going to be a game you play for a decade. It cannot be that. It’s a highly customized eq emu server that you need to pay a subscription for. To some that sub will be worth it since the small dev team has more control over things than a normal eq emu server and it can add features beyond the eq system/engine constraints.
If the pitch is, "Lower your expectations, this isn't a full-fledged MMORPG, it's a highly customized EQ server with a sub fee," then cool, but that still has implications. You don't get to simultaneously say: "This is a niche dad-game passion project. 5k subs will sustain it. It's not meant to redefine anything. It's not going to be a decade-long game!". And then also expect people not to question the business model, longevity, or design philosophy. Because once you introduce a recurring subscription, you're not in hobby-server territory anymore. You're in service product territory. And service products are judged on sustainability, cadence, and value - not "Hey, EQ charged a sub fee! And this is basically EQ!".
Also, the "it's just an EQ emu mod" framing cuts both ways. If that's the standard, then expectations should be lower - including around monetization, polish, and design stubbornness. But what we're seeing instead is hardcore defense of 1999 friction mechanics as if they're sacred design pillars that must be preserved at all costs. You can't sell something as a paid, evolving MMO experience and then retreat to "it's basically a boutique emu server" when criticism comes up.
And let's not rewrite history about content either. WoW had a massive budget, yes. But it also had clear progression lanes, raid targets, dungeons, battlegrounds, professions, PvP systems, and a content pipeline from day one. It wasn't just "log in and dad-vibe." It had structure. If MnM wants to be a smaller, curated experience? That's fine. Truly. Not every MMO needs to be a 10-year live-service monster.
But then own that. Own the scale. Own the limitations. Own the reality that it's a boutique product with boutique longevity. What people are pushing back on isn't that it's small. It's that it's small while simultaneously trying to present itself as big - massive world scale, sprawling zones, tons of classes, tons of races, old-school friction and nostalgia that will magically stretch limited content into something deeper than it actually is, etc. If it were a tight, curated, deliberately scoped experience, people would judge it as such. The tension comes from trying to be both - a small-team indie passion project and a spiritually massive old-school MMO epic.
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