I mean, thats basically what OpenRA is. Or OpenMW. Or many other indie games where they build a modern engine for old assets.
Let's say you loved playing Battle for Azeroth. Later Blizzard launches Shadowlands, the content for BfA gets irrelevant, the raids are not doable anymore at the same difficult, the power creep feeds in. Even if you buy the expansion just to get the “feel” on how it was, it's impossible.
MMOs like GW2 and even SWTOR does it way better, in GW2 content from Path of Fire is still relevant in the gameplay of the current expansion, while their PvE/PvP content is done by all players.
I feel Blizzard should just keep per expansion servers up and people can play “over and over again” the same expansion as much as they like.
4-player dungeons still end up being a bit of a faceroll, but it's definitely possible to wipe on the 8-player bosses if mechanics are not observed
So while just scaling down characters is technically not hard to do and there's tech in WoW for that, it's never the same as playing previous expansion. And players want genuine experience.
And preserving all the old mechanics for 12 of expansions would present a whole new class of challenges to a team. WoW is a huge game. They already plagued by lots of bugs.
But this system exists for an entirely different purpose than a TBC server. It exists mostly to make sure low level content is still full of players, so that new players going through the story or players leveling up new classes can always find parties for dungeons. It also helps break the monotony of doing the same few current dungeons/raids all of the time
Note that in FF you have to do the huge main story quest on any new character before you can really access the latest content, regardless of how much you might level, and the main quest also involves runs through most dungeons. I should add that normally people only do this once on one character, since you can level all different classes (called jobs) on the same character - you can be a level 90 robe-wearing black mage if using a staff, and then you equip daggers and become a level 31 ninja in leather armor, or an axe and become a level 67 tank warrior.
> Even if you buy the expansion just to get the "feel" on how it was, it's impossible.
You don't buy previous expansions after a new one launches - they roll into the base subscription. After Shadowlands released, buying BfA separately wasn't even an option.
> MMOs like GW2 and even SWTOR do it way better
“Keep every expansion fully relevant forever” sounds nice until you think through what that actually means for an MMO like WoW. You would either fragment the player base across twenty years of content or turn gearing and balance into a complete circus.
Imagine your best-in-slot trinkets from the current raid and Siege of Orgrimmar, your tier set from Dragon Soul, the weapon from Hellfire Citadel. Try organizing a group when other classes need gear from Icecrown Citadel, The Everbloom, Argus and Ahn'Qiraj.
The point of "current expansion content is relevant" is that it funnels the player base into a fairly narrow area of the theme park. That is important, because if you spread out the population over 20 years worth of content, you risk making the world feel incredibly empty, which is a death sentence for a theme park MMORPG.
Blizzard’s actual approach is much more sane: older content comes back in controlled ways. Timewalking reopens older expansion content with scaling and relevant rewards, and Mythic+ seasons already rotate older dungeons into the current endgame pool. Midnight's Season One, for example, features dungeons from Wrath of the Lich King, Warlords of Draenor, Legion, and Dragonflight.
Blizzard’s actual approach is much more sane: older content comes back in controlled ways.
Agreed. This is one of the things Blizzard actually nailed.Well, here’s your problem. You need to fix that and eat whatever shit they throw your way, pay the money and say thanks.
If Blizzard was to hire the turtle team and add all their content into a real classic plus experience that would be admitting that Blizzard is incapable of doing that faithfully and if it got popular then that raises even more questions about Blizzard and their C suites decisions
A lot of their entire platform is built on mods they've bought and turned into proper 1st class games (cs, dota, Garys mod etc)
HL's engine GoldDrc was originally a mod for Quake. Team Fortress Classic was based on a quake mod. Counterstrike was a HL mod they bought out. Portal was a student game they bought. Dota 2 was based on a WC3 map. Left 4 Dead was a mod made by Turtle Rock while working on CS:CZ (so, yet again a mod, although a mod based on their own engine this time and build in house). Underlords was based on a Dota 2 mod.
Deadlock is original, but based on characters and lore from the game they made from the WC3 map.
Deadlock and L4D are arguably the only true original creations.
Valve knows their bread is buttered by outside creation using tools and platforms they can provide and then fold in if it catches their attention.
GoldSrc is based on Quake 1 code with valves own modifications and a little Quake 2 added in, if I remember correctly. I wouldn’t call that a “mod”, they bought a commercial license for the engine and made a game with it.
You’re trying to use this to say that valve are unoriginal? I really don’t think that’s a criticism you can lob at the half life series.
GoldSrc is a continuation of Q1 engine but it's development is of separate lineage even from Q2 and it was a fully licensed agreement. Setting and ideas are all original for HL.
TFC is a re-imaging of TF from Q1 but it's codebase is separate from Q1 TF.
TF2 is a sequel developed in-house.
HL2 is a series of sequels developed in-house.
EDIT: Portal has the same core developers and the same game mechanics, but both the setting and script are Valve original.
Sure, Steam pivoted their path of a game developer studio to a game publishing house but that's doesn't mean they never did anything themselves.
He's got to take care of it or no more yachts
Though part of it just might be helpful knows and respects hit market, at least well enough to understand them, I vaguely recall he left Microsoft to start a game company after seeing how much people fell head over heels with games and thinking there was value there
Support indie devs, and indie publishers, with your money.
This whole thread is pointing out Valve is the _exception_.
Activision Blizzard is run as a publicly-traded company. 86% of it is held by institutional investors [0] who are never satisfied. Most are managing portfolios of assets which are, in turn, often backing retirement accounts held by individuals. There is no ceiling because of factors like inflation, "executive incentives" that the board proposes, and the ever-increasing demands of retirees. If they can get another nickel out of the business, they'll absolutely go for it.
So really, it's about the mindset of the people making the decisions.
[0] https://www.investopedia.com/activision-blizzard-top-shareho...
see: https://www.nasdaq.com/market-activity/stocks/msft/instituti...
You really can't compare this to something like DotA, where the original engine and IP was basically set dressing for the new game built within it. People were primarily interested in the mechanics - which is why DotA-the-game and League of Legends were able to become so popular.
if they created genuinely novel mechanics that can stand on their own then they should do that.
Like you said, DOTA2 was a 1:1 mechanical clone but built from scratch without relying on Blizzard IP. League of Legends was a spiritual sequel with new IP.
Almost all fan projects that get shut down are 99% derived IP and 1% original. That will never fly. Nor should it.
Every MOBA that exists (DotA, LoL, HoN, etc)
Team Fortress
Killing Floor
PUBG
Natural Selection
Undoubtedly, many more that I can't recall off the top of my head.
Warcraft 3, the birthplace of so many amazing genres.
These games used the GoldSrc engine. Any game built on this engine gets called a mod. But this is not what most people actually think of when people are talking about mods. Rust is not a mod of Unity. These are game engines that people built a game using.
>DotA
This was a custom map. Not a mod.
>LoL, HoN
These were built on in house game engines and were not a mod.
>PUBG
This game used UE4 and was not a mod.
edit:
https://developer.valvesoftware.com/wiki/Counter-Strike#Vers...
Also custom maps are mods by definitions anyways, with the exception of games where the creation of maps is a component of gameplay.
Or, if you were slightly older, you might call them UMS, as they were in Starcraft. Short for "Use Map Settings", indicating that the game logic should come from the scripts and triggers in the map file rather than the built-in logic for ladder games.
This is even better. Because it's a map you can start it without modifying your game installation.
There were "real" WC3 mods, but it was always cumbersome and worked reliably only in singleplayer.
Gameplay-wise it's a mod obviously.
Rocket League was a sequel to Super Sonic Rocket Powered Battle Cars which was a totally new game but born from the studio building VehicleMod for Unreal Tournament.
1) Create a new IP with the knowledge they have from Turtle WoW, create a similar game and market it 2) Contact Blizzard, apologise and maybe be brought into the team to develop updates for Classic or Retail 3) Drop the whole thing, leave the project and disappear
Would be great to see #1, but I'm more expecting #3
Can you expand on this a bit? Examples on its new mechanics, etc?
Legal rights, sure. Moral rights, you're gonna have to explain yourself, because I see no moral objection here. Culture advances through remixes, and while we can grant artists some exclusive period to profit through their work, we're not morally obliged to let them have a stranglehold on culture forever. People of my generation might not want to hear this, but Classic WoW is a retro game. We, here in 2026, are as far from WoW vanilla as WoW vanilla was from Ultima II. A year from now, replace Ultima II with Ultima I. A year from then, replace that with motherfucking Rogue itself! Morally speaking, Blizzard^W Activision^W Microsoft can go eat their own ass.
Turtle WoW had nothing rougelike about it at all. It was the normal classic WoW experience with added content. I suppose you could say it did a lot different from other roguelikes... because it wasn't one at all
For anyone unfamiliar with WoW, private servers have been a thing for most of WoW's history. It's unclear to me where the source code came from. I've heard different stories (eg from Chinese servers) and also that it was a greenfield development reverse-engineered from the client. All of this was a copyright violation of course and Blizzard have shut down such servers in waves.
WoW originally released in 2004 and has changed every ~2 years with an expansion and the game now is vastly different to what it was originally, which is now called "vanilla". In the 2010s there was a lot of people calling for what became "classic WoW". Most private servers used an early version of the game (either vanilla or one of the first 2 expansions). A lot of people argued that game was more fun at that time and all the changes since have made the game worse.
This issue just didn't die and the game director was famously asked (by a still unidifentied fan AFAIK) if there were any plans to re-release the original game and he famously responded with "you think you do but you don't" at Blizzcon 2013 [2].
This just wouldn't die. There was one particularly famous private server called Nostalrius that got shut down by Blizzard but Blizzard ended up bringing that team in and by 2017, Blizzard announced Classic WoW [3], which launched in 2019 and for several years seemed to have more players than the current version of the game (called "retail") although that's tapered off now.
So Turtle WoW fit into a long history of wanting to play the original game. There's also a movement called "Classic+", which is to fork from the vanilla version of the game and make changes from that. Turtle WoW probably fit into the Classic+ model.
[1]: https://turtlecraft.gg/remastered
It was explained to me, a long time ago, that WoW's traffic was originally unencrypted and a lot of it was reverse engineered from packet captures. Thats now roughly a standard and while people cant sniff modern games, they can just go back to the old mechanics and the old netcode clones are still good.
That was something an old WoW guy told me while he was setting up a local WoW server in college but it feels good.
It's a lot of work to replicate and no, dice rolls and quests are not client-side.
Beyond the graphics, pretty much everything in your post is wrong.
Even many of the events are implied, like how regular attacks continue at a fixed frequency once started, so other clients only need to know when the player started attacking and whether they are still in range, and player run speed is a constant so a player running in a straight line doesn't generate additional events.
I even suspect the dice rolls are coming from a shared RNG that each client maintains independently, but haven't researched it.
This is how WoW classic was playable over a 33K modem.
Funny fact that both Blizzard and GitHub nowadays owned by Microsoft, so in the end, Microsoft hosts private server code for its own game.
But if you're taking this code, host it on a powerful server for everyone to join, integrate shop to extract money from players, advertise it as a separate game. That's basically running a company which extracts money from Blizzard IP. That crossed the line.
I'm not the one to protect Blizzard, but in my opinion they're doing the right thing here. Turtle WoW attracts players who could be paying subscription to Blizzard and play WoW Classic.
Unfortunately blizzard is not Valve.
Moral? Nah. They had done work, and they should be able to charge for that work.
Its not Moral to shut a competitor down using tricky IP laws.
If anything this is yet another great example of how immoral IP actually is.
Lol what.