We are Nostalrius, a World of Warcraft fan-made game server. AMA
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All throughout running a server, I asked myself whether the community was unbecoming (not just towards us, but towards each other), or whether we (and the servers before us) were just doing a terrible job at fostering a positive environment. A few years after we shut down our server, I heard a rather famous League of Legends player had started a private RO server, and a few months later, heard that he flipped out and told the community to f--- off, shutting the server down.
It's hard for many people to imagine a community more "toxic" than in League, so I had just figured, perhaps the failure wasn't our fault. Reading the comments in this AMA really makes me think though, that there was actually a solution, and we had just failed in community management.
My words of wisdom here: lots of people focus on product development, but the community is often just as, if not more important; don't neglect it.
I played a tiny bit of RO back in the day, and instead got the impression that the community was mostly populated by teenaged anime fans, so of course the baseline for maturity was lower. And with the way the web was so much more fragmented back then, most of the kinds of people that today would make a thread in a notorious community saying "hey there's a new private server launching, anyone wanna start a guild?" would instead have to be obnoxious in the in-game chat until they found like-minded people.
I wouldn't beat yourself up too much wondering about how you could have done things differently, because at the end of the day the intrinsic appeal of certain games to certain demographics has by far the greatest effect on what kind of community will develop around it, and if you're making a direct clone of an existing game, your hands are obviously tied. In all likelihood, it was out of your control from the moment you turned the server on.
Had Blizzard stifled their freedom to create (they used to provide a map editor with earlier games), the worlds most popular video game may not exist.
You could play mods as easily as the game itself. Designers could fork each other's maps. This spawned incredible numbers of games. In addition to the MOBA (League of Legends, DotA) genre, Starcraft 1 mods also popularized the Tower Defense genre (Plants vs. Zombies, Desktop Tower Defense).
It was frustrating to see Blizzard's designers drop the ball with Starcraft 2. The original discovery model -- Host a game with a mod, or see hosted games -- was simple and imperfect, but effective. Blizzard failed to understand why the original system worked, and "fixed" what wasn't broken.