Yeah I don't even think some of the EQ designs that culminated into building the EQ community were even necessarily on purpose. It's just that EQ happened to set a good framework that allowed players to experience things with a sort of freedom and maybe they didn't even anticipate what might happen. You seem to be thinking in narrow terms of any particular training "incident". The fact is that the threat and danger of trains was something you could be aware of but never fully plan for. It's a dynamic and ever present danger in the world that scripted NPCs just don't provide and the fact that they are caused by other players (with malice or otherwise) makes you think of other players in a certain way which is contributing to elements of the community. Even in your message you said "malice toward the scum that did it" is evidence that you are not immune to these elements. You saw someone training and those people became "scum" of the server for you. Maybe after seeing that you wouldn't group with them. Maybe if you are a guild leader you would not invite them to your guild. Maybe if they needed help some other time you would decide not to help the "scum" that you remembered acted like that. These are all elements contributing to layers of the community even if this particular example is negative. Nobody is immune from the impact of players who have agency in the game. And for the record as a former GL of a raiding guild I can tell you that those sorts of bad reputations on the server played a significant role in recruiting and roster management. The reputation of my guild was very good on our server because we didn't invite players like that and anyone who acted like an a** got the boot. Certain other guilds were full of people like that and those guilds had a very different reputation. Again.. these things all fit into the community building aspects of EQ and is completely absent in most MMOs now.