Back in the day, people were so idealistic that they poured cosmic amounts of time into reverse-engineering games like WoW - rebuilding its systems, network stack, and filling massive databases by hand. By making the game accessible and endlessly customizable (to the point where private servers could even create entirely new content), they unintentionally boosted and cemented its popularity for decades.
But over time, the rose-colored view faded. People began to see that neither Blizzard nor the gaming industry at large were as benevolent as they once imagined. Notice how this never happened again with newer games? WoW was both one of the first and one of the last MMORPGs to inspire that kind of community-driven pirate server scene.
In the future, I hope we will see a truly open-source, modding-first MMORPG - one that makes corporate nonsense irrelevant. So that players and hobbyists could put their energy into something 100% open-source Instead of wasting time building content for companies that don’t value them and would crush them the moment the numbers dip.
You aren't going to get corporate nonsense, but volunteer nonsense instead.
Also true, but it's manageable. Look at Godot for example - they had some huge drama regarding their moderation policies, also some drama regarding their development direction. People who were unhappy with one or the other created forks and continued there. It's not perfect and problems are possible, but it's far from being as disabling as corporate bs.
rebuilding its systems, network stack, and filling massive databases by hand...making the game accessible and endlessly customizable (to the point where private servers could even create entirely new content)
That's all reasons why the community was deliberately not dependent on blizzard IP. If they had roses tinted glasses, they would have never done any of that and just played the blizzard version.
IMO if Turtle WoW covered their bases correctly, they shouldn't have anything legal to worry about (aside from corporate bullying). Their servers should be running original code, they shouldn't be hosting any of blizzard's binaries or assets, and they shouldn't be charging money for any game content based on blizzard-owned IP.
If so, then they messed up...
I would say being unable to legally create/distribute new content based on blizzard-owned IP is the worst kind of being dependent on blizzard IP. If they at least had their own game client with fully FOSS assets, upon which people could create more and more new content freely, then yeah, that I would call independent.
Wow and Ragnarok online. The only two games to ever reach private servers of that scope and scale. Both owned by shit companies.
Lineage 2 also.
They've been going after private server farms for years, so this is nothing new really. For example, Blizzard forced Nostralrius (sp?) servers to shut down about 10 years ago.
All private servers will see the same end if they become popular enough.
Regarding turtle specifically, although I knew it would never actually release, I loved the idea of unreal wow.
This was always going to happen.
Here's hoping the TWoW team has been hosting anonymously and has contingency plans in order.
Did Cata Classic ever exit beta?
Or did they release straight to Panda Classic beta?
It was an abbreviated content release but they went through all of cata and just recently released MoP.
Back in the day, people were so idealistic that they poured cosmic amounts of time into reverse-engineering games like WoW - rebuilding its systems, network stack, and filling massive databases by hand. By making the game accessible and endlessly customizable (to the point where private servers could even create entirely new content), they unintentionally boosted and cemented its popularity for decades.
But over time, the rose-colored view faded. People began to see that neither Blizzard nor the gaming industry at large were as benevolent as they once imagined. Notice how this never happened again with newer games? WoW was both one of the first and one of the last MMORPGs to inspire that kind of community-driven pirate server scene.
In the future, I hope we will see a truly open-source, modding-first MMORPG - one that makes corporate nonsense irrelevant. So that players and hobbyists could put their energy into something 100% open-source Instead of wasting time building content for companies that don’t value them and would crush them the moment the numbers dip.
You aren't going to get corporate nonsense, but volunteer nonsense instead.
Also true, but it's manageable. Look at Godot for example - they had some huge drama regarding their moderation policies, also some drama regarding their development direction. People who were unhappy with one or the other created forks and continued there. It's not perfect and problems are possible, but it's far from being as disabling as corporate bs.
That's all reasons why the community was deliberately not dependent on blizzard IP. If they had roses tinted glasses, they would have never done any of that and just played the blizzard version.
IMO if Turtle WoW covered their bases correctly, they shouldn't have anything legal to worry about (aside from corporate bullying). Their servers should be running original code, they shouldn't be hosting any of blizzard's binaries or assets, and they shouldn't be charging money for any game content based on blizzard-owned IP.
If so, then they messed up...
I would say being unable to legally create/distribute new content based on blizzard-owned IP is the worst kind of being dependent on blizzard IP. If they at least had their own game client with fully FOSS assets, upon which people could create more and more new content freely, then yeah, that I would call independent.
Wow and Ragnarok online. The only two games to ever reach private servers of that scope and scale. Both owned by shit companies.
Lineage 2 also.