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I think you're confusing this with Ascension which is a different server. Turtle was more like Classic WoW but with additional content that fits in as if the official expansions had never existed. So basically it's like Old School Runescape for WoW.
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Turtle WoW also attempted to rebuild the entire game client from scratch in Unreal Engine, using Blizzard's art, textures and maps.
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Cool and Good.

I mean, thats basically what OpenRA is. Or OpenMW. Or many other indie games where they build a modern engine for old assets.

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Except OpenMW and OpenRA don't charge players for access/extra content, they only accept donations and give everything away for free otherwise.
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That's one of the things that Blizzard does so bad and private servers try to solve, which is previous expansion content:

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.

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FFXIV's level/stat sync system is also pretty cool for keeping the older stuff playable long past its original release, players get levels and stats and skills scaled down to the max level appropriate for the content

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

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I found it very unfun. You end up in dungeons with a subset of the abilities you're used to. It felt especially bad, when leveling, if I queued for a random dungeon and got into a lower level one shortly after acquiring a new ability.
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I don't know much about FF. But a thing with WoW is that new release often brings a significant rework of many game mechanics; they might squish everyone's level; edit stats for millions of items; rework class talents and abilities, sometimes even bringing up the whole new approach to the talents.

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.

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In FF, the system is very simple, and indeed is not trying in any way to give the original experience. You can sync to a level 30 dungeon, and your character will be scaled so it has the exact abilities it would have today as a level 30 class. Stats from gear are also scaled down by some formulas that still try to take into account the quality of your gear relative to the current best possible.

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.

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WoW has been doing this for like a decade. A lot of the old expansion content gets level scaled for new players, many dungeon groups get scaled to the same level, some of their time travel events have scaled old dungeons up for current players, etc.
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You clearly haven't played WoW in a decade, judging from this comment.

> 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.

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  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.
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> Let's say you loved playing Battle for Azeroth.

Well, here’s your problem. You need to fix that and eat whatever shit they throw your way, pay the money and say thanks.

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Why not just buy it then? It reminds me of Valve’s treatment of Black Mesa, which made the community love the company even more. It’d be hilariously easy for Blizzard to spend some money on the thing and just buy the devs out, fans love you for it and it builds good will with a fanbase. Corporations can’t see past the legal aspect of things I guess.
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Because they're arrogant, and have critical stakeholders. The fact that someone else took their assets and made a better game runs counter to the story that they're the best in the business.
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Arrogant yes but don't forget greedy. Call of Duty is absolutely destroyed brand. Unplayable solely by ridiculous amount of battle passes and stupid fantasy skins.
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Also don't forget that around a decade ago they also acquired King, the makers of Candy Crush Saga. They've been all-in on the "get players to pay for extra stuff" for a while now
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In blizzards case, mmo's are a huge time sink and not many have people have time to commit to multiple titles. Acquiring a competitior and maintaining it would see subscribers leave their main offering (which has been optimised for microtransactions and engagement) and splitting the player base.
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They used that argument for years to avoid doing WoW Classic, and then it was wildly successful when they finally did. Seems to me like the inability to consider how they could work this into their ecosystem is yet another indicator of how far they've fallen since the golden era.
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I really think it is ego. Blizzard is the king of MMO makers, they can’t do anything wrong in their own eyes. They have the data that shows that people want to just play alone and care about the story above everything while completely refusing to acknowledge that the game never was about either of those and that game play style only rose up later as the MMO part got lost.

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

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Also with Valve. Pretty much everyone who was going to buy the game already had it. So allowing something new really didn't impact their revenue in any significant way. With subscription games this is really not true.
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Valve aren't owned by private equity and other giant corporations so they make good decisions and do things fans like.

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)

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Their entire company owes its history to mods.

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.

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> HL's engine GoldDrc was originally a mod for Quake.

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.

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I think we'll see some more creativity with S&box soon as well!
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You are confusing an engine and an idea.

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.

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DOTA is an interesting reference here because it also was originally a modification of a Blizzard game. Maybe Valve should hire the TurtleWoW people to make a new MMO for them (maybe called TurtleWhoa"?)
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I feel like every large public corporation inevitably turns into a rent seeking parasite. How do we build a system that has more calves and fewer blizzards? How do we incentivize that?
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You gotta give capitalist first principles and ideals and policies the boot. When you can use money to buy anything and earn money without practical limits, gaining access to more and more capital at any and all costs, even at the cost of everybody else's life and freedom and rights, is the natural result.
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Valve is very much a capitalist company though. Gabe Newell is a billionaire, he owns six yachts, and Valve practically invented the concept of the loot box. So if the question is "how do we get more Valves and fewer Blizzards," it doesn't seem clear to me how giving capitalism the boot helps.
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And what about when Gabe is gone? Because he is certainly the exception and not the standard for ultra wealthy capitalists.
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I'd propose we make more people like Gabe Newell then, which doesn't happen by removing capitalism from the equation.
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Honestly I'm not sure, but I suspect it's because for Gabe, Valve is his iterated prisoners dilemma

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

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Valve is literally the capitalist utopia, they have pretty much unlimited money for their size and can spend it on anything they want.
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That's why you'd never see a company like Valve in a capitalist system... wait...
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Stop buying/playing AAA games.

Support indie devs, and indie publishers, with your money.

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And don't forget open source games. Before going for the indies, I'd suggest downloading and winning all the available major open source roguelikes. And after that, start creating mods/patches for those. Once you're done with that - and not too old of age - maybe think about spending some money on games again.
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If this is rent-seeking, it presumably makes them less money than being thoughtful and well-liked would.
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No more billionaires.
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Gabe Newell is literally a billionaire.
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And Buzz Aldrin was an alcoholic, doesn't mean preventing alcoholism is bad for society.

This whole thread is pointing out Valve is the _exception_.

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Valve is run by one guy (so far as I know) and he's only accountable to himself. Since he's got pretty much everything he wants from the arrangement, he has no problem with spending money on what most companies would consider cost centers and turning them into something bigger.

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...

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That article on Investopedia is from 2021, before the Microsoft acquisition. Activision-Blizzard is no longer a publicly-traded company and instead a subsidiary of Microsoft. Whatever Microsoft wants under this arrangement is what they'll get from now on.
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Microsoft itself is 73% owned by institutional investors, so more of the same really.

see: https://www.nasdaq.com/market-activity/stocks/msft/instituti...

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I can imagine naked licensing being a factor.
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I don't think we needed any more proofs that blizzard is ran by actual assholes, but here be are.
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You understand that the people playing Turtle don't pay for it, they don't use the official game because they don't want to pay.
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People played Turtle because it was a superior experience to the paid official classic offering. It had properly balanced classes, tons of new, high-quality content, real support staff instead of bots with sub-5 minute wait time for service, policing bots properly instead of ignoring them. Blizzard could offer this quality of service but chooses not to.
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That seems to conflict with the idea that Turtle's problem was that they charged money for services related to the game.
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They will could have shut down the free service but brought the new gameplay to retail.
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Turtle wow definitely wasn’t a roguelike it was “Classic Plus” experience with new class/race combinations, all new races, new zones, and new quests
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Many hit games originated as mods. If the Turtle WoW team really are on to something, they should pursue it as an independent game.
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How is that supposed to work when the main product is nostalgia? It's a mod for people who think the first-party expansions aren't true to the core of the original game - how could an independent game with completely new IP ever have the same draw?

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.

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It can work. Old School RuneScape runs almost entirely on nostalgia, but the community voting system they have for introducing new content keeps the game alive and fresh, even after 20 years.
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Yes, but Jagex owns all of the IP there. Turtle can't use Warcraft's... world.
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if the main product is nostalgia then it’s a derived work and you don’t get to claim moral superiority.

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.

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Instead we get every game reinventing the wheel a thousand times. They all end up similar, because the base takes all of the effort to create, so the innovation on top ends up essentially being noise.
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I don't think this is true. I think what you may be thinking of is many hit games did not create their own game engine.
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No many hit games started as mods. League of Legends is the one that immediately jumps to mind, but I know there are many more coming from Quake and Doom mods etc.
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Famously Counter Strike as well.
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League of Legends is its own game built on an engine Riot made from scratch.
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League's Wikipedia page describes it as "inspired by Defense of the Ancients, a custom map for Warcraft III." I believe they also hired some of the core Dota devs to work on League. I guess if you want to be pedantic it was a custom map, but that was more a consequence of WC3 lacking support for mods. They ended up having to work around a lot of limitations to make Dota work in the custom map framework.
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They hired a former dev, guinsoo. At the time when LoL was announced dota was being developed by icefrog for a few good solid years already. Most of dota's popularity happened during icefrog's years. Icefrog later joined valve and helped create Dora 2.
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And some hijacking of the old DotA forums to advertise LoL: https://news.ycombinator.com/item?id=13439036
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Counter-Strike

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.

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The autochess genre (Teamfight Tactics) is basically a mod of a mod since it started as a custom game in Dota 2.
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Yeah, that's the big one that escaped my memory
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Tower defense games.

Warcraft 3, the birthplace of so many amazing genres.

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>Counter-Strike, Team Fortress, Natural Selection

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.

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Counter-strike was definitively a mod, you had to install it in the same folder as Half-Life and start it with 'hl.exe -game cstrike'. It became a standalone game later with the retail release.

edit:

https://developer.valvesoftware.com/wiki/Counter-Strike#Vers...

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Are we getting so old that people are forgetting cs was a mod.
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Calling DotA just a custom map is a bit of a stretch. That was merely the packaging. These "custom maps" had various scripting capabilities that made them more than just some terrain.

Also custom maps are mods by definitions anyways, with the exception of games where the creation of maps is a component of gameplay.

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I mean, to those who played them, 'custom map' is basically just a term of art indicating the things you said. In the parlance of the mid-2000s WC3 scene, you would call them custom games or custom maps.

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.

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I like how you keep doubling down, and people keep destroying you. Please keep going. It is very informative for me to watch people correct you.
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Dota is a wc3 map but, pendanticism aside, there is no distinction between a "map" and a mod in this context.
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>This was a custom map. Not a mod.

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.

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Ever heard of Dota 2? PUBG? Team Fortress 2?
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None of those are mods. Dota 2 is its own game built on Source 2. PUBG used UE4. TF2 used Source.
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They all started out as mods to games. DotA specifically was a Warcraft 3 mod and ended up making Blizzard change their stance on such things because they lost such a massive IP to a different company. PUBG started as an Arma 2 mod and TF was a Quake mod. All the mendioned games effectively have their origins in mods for other games and likely wouldn't exist (at least in the form they are today) if that weren't for that, is what they presumably were indicating.
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Having gameplay originate in a mod is different from a hit game being a mod.
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It was a "hit game" while it was still a mod. They were able to find investment to graduate to a standalone game because they already had a player base in the tens of thousands.
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Just semantics - DotA 2 and LoL like 90% the same game as the wc3 dota “mod” ( we called them funmaps or custom maps)
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https://en.wikipedia.org/wiki/Psyonix

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.

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We are talking about hit games. Mods previously made by people who released a hit game are out of scope.
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We're talking about hit games created specifically as a sequel to a hit mod of another game, and communication to the community of the hit mod that this is where the developers are going, and that they should move to the standalone game if they want to thank the developers for all that unpaid work they did on the mod over the years.
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You don't need to make your own engine to make a hot game from a mod though?
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So it's similar to Defence of the Ancients that resulted in DotA and other MOBAs. It wonder if they'll be able to create a version of this with the new mechanics/gameplay loop but with different art/assets.
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It is not similar at all. DotA was a completely different game from Warcraft 3, Turtle WoW is just Vanilla WoW with extra content. The core gameplay is the same.
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There's 3 scenarios they could follow:

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

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Yeah, that seems like the logical next step here.
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> Turtle WoW tried to turn Classic World of Warcraft into a Roguelike,

Can you expand on this a bit? Examples on its new mechanics, etc?

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> Blizzard are well within their legal (and moral) rights to shut that down.

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.

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WoW vanilla is being sold right now by Blizzard themselves, under a subscription model.
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Oh yeah, I remember when they abandoned it for years, third party servers revived it, Blizzard realized they can make money off it and shut the third party servers down.
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I am curious, can you elaborate more on these Roguelike features and mechanics. Its up for 1 more month, i might be interested in trying them out before it shuts down.
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What did they do that was different from other roguelikes?
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The comment above is completely wrong, and Im not sure how they got that misconception unless it's an AI fabrication (although it doesnt read like AI)...

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

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Turtle WoW was also porting their fork to Unreal Engine 5 [1] but that got cancelled ~6 months ago due to a Blizzard lawsuit.

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

[2]: https://www.youtube.com/watch?v=ghnLIc8EFIM

[3]: https://www.youtube.com/watch?v=dUSRkBwQdc8

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>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.

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.

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Completely backwards. The server is where the real logic happens, with the client mostly just doing what it's told.

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.

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Implementing a WoW classic server is actually fairly easy. The game client comes with the entire engine, art, music, and quest content. The server is basically a fancy IRC server, taking client events and rebroadcasting them to other clients.

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.

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Offline, the client knows movement, graphics, statics (the world mesh, excluding the location and functionality of npcs, doors, plants, etc.) and some localized text. Almost all the gameplay logic is server-side.
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If it turns out the private server code was a greenfield reverse engineered effort - do you still think that's a copyright violation? Why?
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There are multiple private server implementations. Blizzard does not hunt them. They are on github, you can run it in your basement and play with bots and some friends. I don't know if that presents a copyright violation, but as a matter of fact, Blizzard doesn't care enough to even submit a DMCA to GitHub.

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.

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Blizzard should’ve offered the team making Turtle a job, and payed them to develop the next big WoW game.

Unfortunately blizzard is not Valve.

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I think Blizzard did offer some jobs to the devs behind Nostalrius to work on then-upcoming Classic?
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Honestly, the weakness of most game corporations today is the fact that they are indeed not Valve.
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>and Blizzard are well within their legal (and moral) rights to shut that down.

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.

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By that logic, I should be able to sell Taylor Swift merchandise and music without asking her, but only if I make it myself. I'll call it Turtle Taylor Swift and charge a little bit less than official Taylor Swift merchandise and music. I'll record a mix tape with her songs on it and sell it as a 'new' album.
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> using tricky IP laws.

Lol what.

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I mean they use the same game client and assets / quests on the server. It is stolen material. On top of that you can pay for it, they have a business model based on intelectual property from another compagny.
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I'm all for private servers, I even started playing WoW on one before playing retail, but Turtle crossed the wrong line and fucked up bad, they deserved what happened. You don't fuck with an IP big as Warcraft like it or not.
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