This is what I have been trying to argue. You don't cater to the poopsockers, not exclusively. You can have multiple stages of end game in which the design philosophies are vary different, yet cohesive and work. It doesn't have to be Raid vs group content. We are at a point now where we can do many things outside of basic raiding and grouping. All of them put together make for a very interesting game design. Not saying MNM will do that, but you don't need to instance to cater to raiders or casuals. You can think outside the box!
You're talking about layered endgame systems with different philosophies that somehow coexist cohesively - contested, non-instanced, socially driven, varied progression paths, etc. That's ambitious. It's also something teams with 100+ developers struggle to execute.
This is a studio that takes eight months+ to finish a starter zone.
Eight. Months. And we're supposed to believe they're going to build multiple parallel endgame layers that are tuned, balanced, iterated, and maintained before launch? Or even shortly after? With a mostly part-time team?
You can't simultaneously argue that, "They’re tiny and that's fine." "They don't need mass appeal." "They're just building something small and focused." And then also argue they're going to deliver a multi-tiered, cohesive, non-instanced, anti-poopsock, anti-casual, anti-meta endgame ecosystem that rivals what larger studios attempt and fail at.
You absolutely can design around poopsockers without instancing. You can use lockouts, rotating objectives, dynamic spawn systems, scaling mechanics, reward throttling, soft competition layers, etc. But
every single one of those systems takes time to design, test, iterate, and police. Time is the one resource they demonstrably
do not have in abundance.
"Think outside the box" only works if you have the manpower to build the thing you're imagining. And the project lead just got done telling us they need you to pay them $15/month for the next few years for the privilege of allowing them to
hire the manpower. This whole conversation is exactly why I spent so much time 30 pages ago reiterating that you cannot design around a nostalgic emotional imprint and ignore the structural realities of 2026. Wanting something to
feel like old EQ doesn't make it viable in the current market. Designing around emotion without designing around production realities is how you end up with burnout, content drought, and emergency pivots six months in.
But, I really look forward to the, "A REAL EQ SEQUEL JUST HASN'T BEEN TRIED YET!!!" posts in 2 years.