Sorry you missed out. Most people did... You could try P99 and see. It's not as good but you might understand...
You should feel bad about all three, and UO. (You can still play most of them)
More like you are misinformed about it. If rarity was so important then UO would be far bigger. EQ did amazingly well, it peaked at 555,000 people paying a monthly subscription... That means they bought the box and then paid $14 or whatever each month to play it. They also likely bought multiple expansion packs which at the time were all physical boxes. The budget of the game was only $3m and they made an absolute fortune from it. Do the math yourself and see. They were gaming gods for that.
It probably had people checking it out because of the novelty, but this was a time when gaming was at its best. You could play Quake or Tribes online or Unreal Tournament... Command & Conquer: Tiberian Sun (1999). Delta Force (1998). Asheron’s Call (1999), Age of Empires II: The Age of Kings (1999), Starcraft, Diablo 1/2, Counterstrike was taking over, etc. All of those games you could play on the internet and it was amazing... EQ got popular despite all of those other games, and none of them required a subscription. A lot of people hated the idea of a subscription. Partly because they felt tied into paying, but a lot of people didn't like giving their personal details to a company back then. EQ was hugely popular, despite all of that.
None of this I really give 2 shits about though. I love the game only because of the gameplay. If it was a single player game with an AI party, I would have loved it just the same. Playing with real people was a blast though. But aspects of the gameplay blows my mind. Sorry you missed out. Most people did... You could try P99 and see. It's not as good but you might understand...
There were three gaming "phenomena" that crossed over hugely in this way: the original Doom (qua shareware), EQ and then WoW.
EQ started in 1999 when hardly anyone had a PC, let alone the internet.
Also you gotta get your calculator out to understand those numbers. For a start, you can't judge if a game was profitable or a success or not if you don't know the budget. A game could have 500,000 sales and still be a financial flop if the budget was huge. Or a game could have 10,000 sales and it be hugely profitable. It all depends on what went into it.
Also subscriber numbers is very different to sales. They are sales as well, but the monthly subscription is a lot more.
500,000 players buy the box at $30 = $15 million.
500,000 players pay $12 in a month = $6 million. In a single month.
With EQ the 555,000 people wasn't long. But you can see from 2001 to 2006 it is at over 400,000 people paying $12 or whatever every month. That would be $4.8 million each month. Times 6 years, that's $28.8 million. That's not including box sales and expansion pack sales. Again, the budget was $3m. That's why for 20 years since, everyone tried to make an MMO. Sure they all suck, but that's not EQ's fault.
There were three gaming "phenomena" that crossed over hugely in this way: the original Doom (qua shareware), EQ and then WoW.
EQ was the 2nd biggest(behind ff11) mmo before WoW(outside of lineage in korea), but it wasn't close to being on wow's level. You're coping hard, which I respect if you loved the game. EQ was not large in popular consciousness though.
Eq peaked at 500k subs and was a corpse after 3-4 years. Wow peaked at like 11 million, and is still played heavily today.
They were nice people too. I didn't see any conflict until about a year later when all the riff raff had joined in large numbers. The conflict was good in a way, made the game more interesting. Guilds would cockblock each other by dominating an area. I was never interested in the epeen measuring. I was more interested in where it could go in terms of gameplay. They had already talked about having wars between guilds. If you are a guild leader you could target another guild and type /guildwar or something and it would set your entire guild into PVP mode against that other guild. I don't think it ever became a reality though. Maybe on PVP servers but they came and went sadly.
But I pictured future games with a huge interesting world and people working together as guilds to hold areas against others. The only thing I've seen like this is in WoW they have that kind of thing, but it's more simplistic than I want to see. Darkfall had a lot of good ideas on paper but ended up a jankfest.
"Other games" (plural) didn't kill EQ. DAoC, Asheron's Call, Anarchy Online, etc., were small potatoes. WoW killed EQ. Hardly surprising as that was exactly how it was designed: as a non-hardcore EQ. You no longer had to stay up an extra two hours on a work-night to arrange a corpse-run, and so on.