Jeff Butler, former Lead Producer of EverQuest, has cancelled his original account—one of the oldest in existence—and walked away. He did not leave out of boredom. He left because the company he once helped build has betrayed its soul. His quiet announcement on X served as a eulogy for the emulator server The Heroes’ Journey, which he defended in court. For Butler, its shuttering was the final sign that the true spirit of Norrath now exists only outside the official gates. This was not a retirement; it was an excommunication.
The Three Acts of Repudiation
Butler’s journey away from the game he helped build is a trilogy of dissent, marking a complete break from its current corporate stewards.

First came The Creative Repudiation. His firing after EverQuest Next’s cancellation was the initial fracture, the moment the corporate entity shed a key part of its original soul.
Then came The Legal Repudiation. Butler testified on behalf of The Heroes’ Journey emulator in its lawsuit against Daybreak Games. A foundational creator stood in court to defend a fan-run project against the IP’s owners. This was a testament that volunteers better honored the game’s core principles—player agency, community, risk—than the official, monetized product.
Now, we have The Final Repudiation. The logout. By cancelling his accounts, Butler transferred the mantle of legitimacy. He stated that THJ “renewed [his] love for the game,” declaring that the authentic EverQuest experience exists in its community’s dedication, not on the official servers. He chose the living memory over the corporatized corpse.
The Corpse and the Caretakers: Why Butler Left
Butler’s action is a direct verdict on Daybreak Games and its parent, Enad Global 7. It confirms the systemic rot chronicled for years.
This is a company that:
- Declared War on Its Community: It sued its most passionate players, viewing fan-led preservation as a threat to be litigated, not a tribute to be honored.
- Prioritized Ideology Over Design: Under leadership focused on DEI initiatives and political activism, the focus shifted from crafting a compelling fantasy world to enforcing a modern socio-political orthodoxy.
- Admitted to Managed Decline: The company’s own legal filings admitted to the game’s inevitable end, confirming the existence of a “Death Clock”—a strategy of milking a legacy asset until its final expiration.
Butler looked at this landscape—the lawsuits, the ideology, the managed decline—and made his choice. He sided with the legacy.

The Proof in the Lost Text: “Masters of the Quest”
To understand this schism, contrast Daybreak’s present actions with the original vision. The proof is in an official article Butler wrote, “Masters of the Quest”. Tellingly, it was scrubbed from official archives. Preserved here, it stands as damning evidence.
Butler didn’t write about metrics. He wrote about philosophy:
- Character as a player’s most valuable currency.
- A “social contract” where actions within a community defined you.
- “Risk and danger” that made accomplishments meaningful.
- Organic, unscripted moments born from player interaction.
Read that article. Then look at the modern MMO landscape of anonymous matchmaking, moralizing directives, and cash shops. The chasm is absolute. Butler’s final logout is the act of a man whose design principles have been erased by the company that uses them as a hollow slogan.
The Faithful Follow: A Community’s Verdict
Butler’s act was a catalyst. Other veterans, the bedrock of the subscription model for 25 years, are now following his lead. On forums and social media, posts multiply from players with decades-old accounts announcing their own cancellations. They are not merely quitting a game. They are executing a mass exodus from a corrupted temple. They are voting with their history, choosing the moral authority of the creator over the legal authority of the corporation.

Conclusion: The Keeper of the Flame
With that quiet post, Jeff Butler spoke louder than any press release. Daybreak/EG7 may own the trademark, the servers, and the code, but they have utterly lost the soul of EverQuest.
This is not an abstract critique. My perspective is informed by a conversation that began over twenty years ago, when I interviewed a passionate Jeff Butler for a beta report titled Keepers of the Flame. Even then, amidst the turmoil of Vanguard’s development, his vision was clear and unwavering: a commitment to deep, challenging, community-driven worlds. Speaking with him confirmed what his work on EQ showed: he is a true visionary of what fantasy MMORPGs are supposed to be—worlds built on depth, danger, and genuine player agency, not shareholder metrics and ideological compliance.
It is that very flame he once spoke of keeping that the current stewards have actively extinguished.
His departure is not an end, but a passing of the torch he has carried for decades. The official servers are now a graveyard, tended by caretakers who long ago forgot the meaning of the epitaphs on the stones. The real EverQuest, the one worth fighting for, has escaped its corporate tomb. Its soul now resides wherever the emulators and the faithful keep the true flame burning.
I, like many who have followed his career since those early days, am now watching his current endeavor with Avalan Corp. with great hope. If anyone can recapture the magic and build a world that honors the player’s intelligence and spirit of adventure, it is him. The creator has logged out of a corpse. May he succeed in building something truly alive.
—Wolfshead





Verdant/SOE/Daybreak, after a lot of mismanagement and loss of key personnel, finally sold their soul to the devil. EG7 is a franchise corpse collector.
The whole MMO landscape isn’t doing well and the game that started the hype is now corrupted by itself.
For me, the best WoW was Vanilla, TBC and already to a lesser degree WotLK. I also liked the thematically related Warlords of Draenor and Legion, which brought me back for a while.
I played the beta of Battle for Azeroth and didn’t feel it. This spared me quite some wokeness and the dreaded Shadowlands expansion.
Today the game has a very good official 1 button macro to play. It’s gone full circle stupid.
Maybe a new MMO or even new EQ arises in 10-20 years. I hope I am still around them, but I am afraid my youth and the good old times when MMOs were the greatest thing ever won’t ever return anymore, no matter how many emulators and classic editions come along.
For the future of MMOs right now it is looking grim. I see a lot of Helldivers 2 and extraction shooters, I even liked playing them but they simply don’t compare to the MMO experience, I had my fill for most within weeks already.
We didn’t need every minor side quest voiced. We had imagination. I hope this trend reverses or they use AI voices in future, it is not as if voice actors would be lacking for work.
We didn’t even have writers and authors or Writers Guilds to blame for terrible story lines and wokeness overload. Metzen and Co created stuff many modern professionals cannot match, and oodles of content on launch that seem “impossible to finance” nowadays.
We had epic dungeon runs, that took a long time, people chatted with each other. Compare to “Hi” / “Go” of modern WoW dungeon runs, the experience doesn’t change from the easiest to Mythic +++++ dungeons all that much, unfortunately. Dungeons like the Blackrock Depths dungeons and raids are no longer palatable for efficiency and a modern audience.
I dread what they are doing with “classic” right now, I already told you I do not deem Cataclysm or Pandaria all too classic WoW at all, and what happens to modern WoW is grave desecration of a still living shadow of its former self.
This said, I am not hoping for eternal preservation of Ultima Online, EverQuest, WoW etc. or a renaissance: it is the spirit that counts, so fingers crossed that a new, fantastic MMO will emerge and blow away this generation as it did mine.
Debbie Downer warning: I unfortunately don’t have high hopes for this happening anytime soon.
After trying so many MMORPGs over the years (around 200) and seeing how little of them are still around and how most are in a pitiful shape and only a few private servers are doing a decent job, I can’t see official publishers/developers of MMORPGs as credible and I can’t get excited about new MMORPGs anymore because of how much they deviated from what used to be the norm in the 2006-2011 period.
New MMOs feel like they aren’t even meant for me as I seek freedom and minimalism and new games are the exact opposite – extremely limited and everything has been made to feel shiny and fancy and bombards your senses while obstructing the crucial aspects of the game, such as actual gameplay mechanics.
I don’t know if I naturally grew out of playing games or the downward trend of gaming in the last 10 years has affected me, but I see myself less and less inclined to play anything anymore. I have a handful of single player old games and Turtle WoW, they number less than 10 games and I rarely find desire to play even those.
So I find it very hard to imagine to see a new MMORPG in 10-20 years that will blow me or the majority of people away. MMORPG was a fad for a time and now it’s not. Now the fad is live service games with minimal online interaction with other players. Also from what I know creating an MMORPG is the most expensive gaming endeavor of them all with the smallest chance for success. That’s why most new MMORPGs just copy successful concepts to minimize the risk of failure and thus the lack of innovation in the genre.
I think Vanilla WoW was successful, because it was heavily inspired by EverQuest 1 and made it simpler and more accessible and it also released at a time when MMORPGs were still new and not many people had played online games before. For me the only similar experience before was Diablo 2 Counter-Strike 1.6 on servers or LAN. Vanilla WoW was my first MMO and it blew me away that such a thing can even be possible – have a persistent world with 1000s of players in it and the gameplay was so simple and accessible and also fun and interesting that I immediately became addicted before I even knew it. It was all I could think of doing in my free time.
And private servers are definitely better than official ones. I can’t point to one MMO whose official servers are better. Turtle WoW is one of the few examples where a private server is not stuck in time with the same content, but gets new content and when you see an update, you’re interested to see what’s new, changed or fixed. I think it’s an inspiration for more private servers to attempt to use creative freedom to expand the game sideways. And I hope that Turtle WoW survives the attack from Microsoft/Activision and releases the UE5 client, I think it will be legendary (at least for a few days for me) and it will send shockwaves everywhere in the private server community. After the UE5 client is released, it will also be possible for other Vanilla servers to use it, making them less reliant on the original client and less of a target from Microsoft/Activision. The good news is the UE5 project is technically separate from Turtle WoW, but both work together to release it for Turtle WoW, so whatever happens to Turtle WoW, the project WILL release and will be available, but for me it will be ideal if it released on Turtle WoW, since it’s the server I play.
And if anything bad were to happen to Turtle WoW and I want to play WoW again – I know what I will do – I will find a small Vanilla server with x1 rates and play on it. Even if Microsoft/Activision make Retail F2P, I have absolutely zero interest in playing that version, even if they pay me money to play it, I still have no interest in it. It’s a bastardized version of WoW that I simply cannot recognize and I found zero enjoyment when I tried playing it a few years ago for the 1-20 free trial. I couldn’t find the strength to even leave the Tutorial island, it looked like WoW, but most definitely did not feel like WoW at all.