I have to agree with some of the above posters, the only way to really breathe new life into EQ Emu is with fully custom content. That said, even running a semi-modified server is a huge commitment of time. Generating an entire custom world/classes/etc. even more so.
From what I've noticed on my journey through Emuland is that the real problem seems to stem from a lack of the right kind of people to do the actual work. The tools are out there. Akka and the rest of the high-end lads have done a ton of work providing wonderful stuff to get even a novice up and rolling. However, tools are nothing without someone to use them properly.
To succeed (or even be worth playing) a server needs three things: a quality staff, a quality plan, and a quality community. Three points do determine a plane, and are required for a server to support itself. Those with the Vision and creativity might lack the coding skills. Those with the coding skills may lack the Vision. Those with one or both may lack the business, social skills, and self-awareness to provide a stable playing environment and properly police and control their community.
Yes, I said business skills. Even if one isn't following the current trend of donation farming, a server should still follow a business-style paradigm. No matter how bold the Vision or how uber the developer, a server without players is a pointless waste of time. Players are the developer's customers, so to speak. If Joe_Dev0432 doesn't have the skills to properly analyze the needs and desires of his proposed client base and respond appropriately to them, he may as well not even boot the bloody server up in the first place.
At first glance, the classic "basement virgin/alpha geek" brand of coder might seem to be the perfect person to helm an emu server. Lacking distractions like friends, sex partners, and jobs they certainly have the time on their hands to devote to such a project. Problem is, their lack of social skills and self awareness tends to corrupt any project they initiate or have access to. How many names sprang to mind when you read that? Heh. Power corrupts, and those who aren't used to having even a modicum of power in the real world are corrupted even faster in the online world. No-lifers and Aspergery types may know their code, but they shouldn't be allowed up front in the showroom. "Basement rage" might be amusing in small doses when it comes from players, but it shouldn't be allowed to taint any aspect of an emu project. Lack of time and/or interest might be the number one server-killer, but fevered egos coupled with a false sense of infallibility run a very very close second.
There are indeed some very good programmers floating around who actually have jobs and make their living at it. These guys might even have friends, lovers, and a life outside the Internet. The problem there, obviously, is that having a real life tends to take away time from working on a server. Another problem is that while they may have the technical skills they may lack the non-coding creativity to bring something new content-wise to the table. No offense intended, but it's kind of a left brain/right brain issue. The guy who designed your car's engine probably isn't the guy who designed the car's body and interior. It's a matter of different skill sets.
Bottom line is that it does take more than one person to envision, create, and maintain a server worth playing. Since the qualities and skills needed are very rarely found in a single person, this obviously necessitates a team effort. The term "developer" has become so abused and misapplied in Emuland that we should simply dispense with it at this point in the discussion. My "off the top" outline of a good team makeup follows.
1) The Producer: Project lead, manager, whatever you prefer. Someone in charge, the capo de capo who's Vision guides the entire project. Someone who decides what is needed and finds someone to fill the various roles. Preferably creative enough to be in charge of overall design and provide the majority of the non-technical content. Must be stable and experienced enough to hire the right people and strong enough to fire them when they turn out to be the wrong people. This position has to be filled by someone who is the polar opposite of the typical MMO cellar dweller. Real-life experience, objectivity, and people skills are essential here.
2) The Coder(s): Fairly obvious who these guys are. Sorting through the usual suspects for coders who can do quality and reliable work is the Producer's most important job. This is where real-life experience comes in handy. We've all seen too many unsuspecting devs get suckered in by the fast lines of the roving band of self-styled "l33t hax0r" types who promise the world but usually come armed with only a monkey wrench to throw in the works. If you're not aware enough to sort these lads out fast, don't be a Producer.
3) The Tester(s): It's too easy to get too close to a project. This makes it essential to have at least one or more stable people who can be trusted to play and offer objective advice on class skills, balance, and content direction. Ideally, they'd be involved in no other aspect of the operation to preserve objectivity. One simply cannot tell how the mechanics of the server or classes are going to work from a spreadsheet or calculator. Product testing is essential at all phases of a project. Once a server is up and running, I would suggest picking "class advocates" either formally or informally to get further input on just how various mechanics are working out and to take some of the burden off of the core testers.
So there you have it. Three core positions that need to be filled by a minimum of three different people. Obviously, there can and ideally will be some overlap of the various positions. Having one person in absolute control of the project though is essential. Too may cooks do indeed spoil the broth. A server that is expected to last for a while needs a Gordon Ramsay at at the helm, not a committee or a "people pleaser." Keep the team lean & mean and don't be afraid to cut out the dead weight or the toxic personalities.
For those of you who think I've put too much thought in to this, well, actually I haven't. It's just good old-fashioned common sense. For those of you who squeal "OMG it'z just emu," well, if you're not going to do something right, why do it in the first place? If you're not in it for the long haul, seriously, don't bother.
For those of you who've read this far, concoct a bold new plan, assemble a team, and get to work! There's enough interest and love of the game out there to bring Emu out of the current slump provided the community at large can produce even two or three new servers with long-term viability. Objectively assess and determine your personal strengths and weaknesses and pick your role and team accordingly.
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