I had a whole other answer (see spoiler section below) but realized it was getting rambly and the core was way simpler so here's the core:
MMORPGs aren't convergent in implementation anymore, only the 'memory of MMOs' is. In the end that's what it boiled down to. They stopped trying to be because they thought players would all keep playing even if they left out the weather and the 'fairness' and the crafting, the challenge, the econ stuff, the build/gear variation, all of it.
And for a while, we did, because there wasn't anything like them and we wanted the memory. People wanted to believe those things would come back, that the memories they had of [whatever aspect of the game they enjoyed] weren't going to be relegated to a subgenre where you couldn't interact meaningfully with different people in their different lanes.
And for a while after
that
we got fed the illusions. Games where you didn't interact meaningfully, but at least you shared the same world. The occasional hiccup of 'oh we remember that you guys like cool bosses, we too played Elden Ring we should add some of those' (BDO, right after Elden Ring, got new boss things, for example). Or the games where the joy of skill was replaced by the fantasy of skill (this is where the PvP games mostly went, but a few PvE ones too).
Ashes was the first 'nah we're going back to the big form where the game has everything in it all tied together properly and we're going to add the stuff from the space games too because why not, we have the technology!'
And everyone was
SO DAMN HYPE FOR THIS
. All the poor souls that only grew up in the age of relics or the age of illusions got to hear about all the
incredibly cool shit
that used to be in these games and for the most part said "Sign me up!"
And then somehow along the way Ashes started to show cracks. The Convergent implementation, the 'simple modern copy-form of what people already understood', seemed to get muddled, or to start from a different point than the obvious ones and no one seemed to have any answers as to why (for why that is important, see spoiler section).
These cracks 'belong to Steven' for the most part. Sometimes Steven doesn't like something, and he doesn't really
need
to justify why that something doesn't get into the game, so it doesn't. Even if that something is required to fix a problem that arises when you combine stuff that isn't normally combined.
This is how an MMO design can cease to be convergent.
"I don't like X." "We need X to prevent Y, based on these years of data/experience." "Well I don't like it, find another way."
My original answer to Margaret's prompt in this thread was the very short version of the above.
We have not received permission from MargaretKrohn to share the quoted post.
I think Steven's already 'vetoed' everything that could.
And yes, I realize it's among the heights of arrogance to respond just to say 'nah it can't happen rn' but alas, I am bound to be the voice of a Seven...
"Some of you may not like the result of [me disliking the thing required when you combine these two aspects of gameplay], but that's a sacrifice
I
am willing to make." -> "This game is not for everyone."
But we hope because everything is subject to change, too.
Enemies now have level-gap scaling. Hope, like the Phoenix, springs eternal. And so if I had to advise anything, it would be that Steven's excellent staff continue to teach him why some things he doesn't like are still necessary, and when things that impress him are old and therefore already have precedent for how they are done.
Actually I have a really clear answer framing for all that which I often don't give for a borderline silly reason so let's ditch that reason...
Saabynator is absolutely correct, any game made with enough care and dedication and love which takes a serious approach to deciding what it needs and doesn't (from the space of what people enjoy) can be good. And someone will love it. In the MineCraft community, nearly every individual version has its fans, and many many modpacks exist with many different goals (this is the thing I don't bring up).
Yet nearly every MineCraft 'knock-off' failed. Not all, but a large number of them.
So since this lets me keep it short... 'why did these fail?'
A: Player Elasticity
A MineCraft player who changes their preferred style of play or plays with friends in one style on one server but with other friends in another style on another server is still not constantly subject to
disruptive
gameplay unless they chose this tradeoff. If the potential disruption is part of a requirement of the intended gameplay, the player often knows what this means.
"Why isn't this game toggle-flag PvP?" "Because players need to be able to attack you to drive you out of areas."
"Why isn't this game full-loot PvP?" "Because players need to be able to spend time building up toward challenges."
You can expect players who don't care about the answer to stop playing faster.
By Contrast there's stuff like:
"Why is this character/class unbalanced?" (in either direction) "Because I think that balance is unrealistic so we made a weak character to represent realism."
People don't take this well, in my experience. It stops being a question of 'everyone likes different things' and starts to become 'everyone likes different experiences'. Design is then a negotiation. 'What am I getting out of sometimes giving up this thing I enjoy?'
We have to assume at some point that players who can't find enjoyment in a game stop playing it. So it boils down to the designer's ability to answer the question.
"Why does this game contain this thing I don't enjoy?"
"To provide this other experience we believe you will enjoy."
The answer "Because I felt like it should work that way." only holds up until the player is offered a game where the designer had an answer.
It doesn't even have to be that the decision was made differently. Only that one game offers the tradeoff and the other doesn't. For features with no tradeoff, parity is enough. And then inertia kicks in. If I'm already playing TL, getting me to switch involves 'finding something I am not enjoying about TL, and offering a better answer for why I should come over to Ashes and not enjoy it there' (assuming they're the same). The big issue comes when your ideal is 'retention'.
If Game A lacks a feature a player wants they might still play it even if Game B has that feature, based on mood.
If Game A has a fault most players won't jump to Game B just because it doesn't have that fault if you can explain what the fault 'exists for' (enjoyment of something in the convergence).
If both Game A and B have a fault there is a higher chance of a player simply ceasing to play both games or not factoring for it at all.
I don't think Ashes needs to pull 'in' the PvE players or hardcore PvP players. I believe in the PvX playerbase. If Ashes delivers , I believe they will come, and that Ashes is a viable 'slightly different younger sibling' to Throne and Liberty (or older depending on how you measure outcomes).
But when your 'older sibling' goes 'uh hey everyone's mad that I made it possible to have 280 people in one Alliance, it's stifling competition or something, they say' and you go 'But I like my Alliances big! It'll be fine, I think.' ... now what?