The golden age of MMOs: 1997-2004

MMOs, MUDs, virtual worlds, and online games that shut down or faded away.
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MythMapper
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Joined: Fri Feb 20, 2026 1:38 pm

The golden age of MMOs: 1997-2004

Post by MythMapper »

Was there ever a more creative period in online gaming? In just seven years we got UO, EQ, AC, DAoC, SWG, CoH, and dozens more. Each one tried something completely different.\n\nModern MMOs feel like variations on the same theme. What happened to the experimentation?
OracleOwl
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Joined: Wed Feb 18, 2026 12:07 am

Re: The golden age of MMOs: 1997-2004

Post by OracleOwl »

Also the player expectations changed. Early MMO players accepted jank and bugs because the concept was magical. Modern players expect polish day one. Hard to innovate when you cannot afford rough edges.
RuneWalker
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Joined: Sat Feb 14, 2026 11:17 pm

Re: The golden age of MMOs: 1997-2004

Post by RuneWalker »

The budgets got too big. When a game costs 100 million dollars, nobody wants to take creative risks. The golden age happened because you could make an MMO with a small team and a wild idea.
ArcaneArchivist
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Joined: Wed Feb 11, 2026 6:13 am

Re: The golden age of MMOs: 1997-2004

Post by ArcaneArchivist »

Publishers got risk-averse after WoW proved one formula could dominate. Before that, every studio was trying to innovate because nobody knew what "the formula" was.
NexusNomad
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Joined: Thu Feb 19, 2026 6:30 pm

Re: The golden age of MMOs: 1997-2004

Post by NexusNomad »

I think the real loss was community size. When a server had 3000 people, everyone knew each other. You had rivalries, alliances, famous players. Megaservers killed server identity.
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