I did not want Naxtia to become a “single-player game with other characters walking around.” So this was the first release really focused on the social side: local chat, global chat, whispers, blocking, reports, mutes, friends, and online presence. The important part was not treating it as a chat box glued on top of the game. Blocks follow the account, presence respects privacy, global chat has anti-spam rules, and moderation got its own tools in the Hub for finding players, muting, kicking, banning, and reviewing reports. It changed the scale of how I had to think about the project. From here on, I was not only asking “does this mechanic work?” but also “what happens when a bunch of people use it together, abuse it, or need to organize around it?” Small change on screen, huge change underneath.
An MMO needs to be alive?
By this point you could share the map with other people, but the part that turns presence into an actual community was still missing.