While private servers for MMORPGs often preserve snapshots of MMOs as they existed during certain points in their history, allowing players the opportunity to relive those nostalgic early years, Molior RS is something else entirely. The massive amount of time needed to get Molior RS this far is evident, yet I still couldn't shake the big question of why anyone would want to play what is easily perceived as a rickety imitation of a professionally developed MMORPG. Part of that is a bigger emphasis on exploration, a concept that Aaron suggests has been missing from Runescape as players focus more on "min-maxing their characters."
We want them to enjoy it for what it is rather than what they think it should be," Aaron says. "We tell people when they first join Molior RS not to play it like they would Runescape. It's easy to look at Molior RS and criticize the way it tries to force Runescape's round blocks into Neverwinter Night's square holes, but Aaron and Colton embrace those differences as what makes their game unique. His knowledge of the C# programming language allows him to tinker with entire blocks of Neverwinter Nights 2's source code, something that Colton believes "they were never intended to do" by developer Obsidian Entertainment. "That didn't work out well." Phase two was just as shaky, but it wasn't until Triston joined the team that the skill system started making real progress. "The way we had skills first set out is that Aaron wrote conversations with all the objects, so you'd basically be talking to a tree stump if you wanted to chop it up," Colton laughs. Some combat skills are unavailable because of how Neverwinter Nights 2 handles stats.