Open Sourcing MMOs
The Stropp's World blog has an interesting editorial of the pros and cons for open sourcing MMOs, especially those that have "died." Stropp examines both sides of the issue and makes some compelling arguments. "So, there are some good reasons for a company to open source the game that it is soon to retire, and there are a couple of good reasons against. What to do? If opening up the client is not an option, open up the server code. This would allow the open source community to take the software, install it on a community server and open it up to the fans. Other players might want to grab the source and create their own private servers, perhaps with different rule sets for PvP and the like. The life of the game could be extended for years, supporting a thriving community."
You massively overestimate the power of security by obscurity and massively underestimate the power of reverse engineering. Just about every instance of server-client gaming where the server trusts the client has resulted in subverted clients to cheat using that trust. Modern MMOs (and any other server-client games) do *not* trust their clients.
They don't open source old games probably for the exact same reason any large legacy project isn't automatically open sourced - licensing issues. There are probably large swathes of code they don't have the right to release in such a manner. Game companies very rarely write all their own code from the ground up. Instead they take some basic building blocks (graphics engine, sound engine, network engine) and build around that.
In some cases, they simply take an existing game engine, license it and add their own content. Interestingly enough, one of the few game companies that has a reputation for opening the source on their old games is also one of the few game companies with a reputation for completely rewriting the engine from scratch every time (a.k.a. ID Software)
Even if you somehow wave your magic wand and make all the licensing issues in the engine code disappear, you're still left with the same issue for art assets: There are often a large number of licensed art assets (textures, music, etc etc) in a game as well.
There is an Open Source MMO project, launched over ten years ago (I remember it was announced on Slashdot) called WorldForge. It, so far, has failed to really go anywhere. Don't get me wrong, it has stayed alive, and they do have some tech they've built. But nothing that's really much of a game. They've had various things that I would describe as 'prototypes' or 'tech demos' - I check in on them every year or two to see what they have.
WorldForge has it's developers, but for whatever reason, it never seemed to reach that critical mass where there were a lot of developers, artists, writers, etc who really jumped in and started building a true MMO with it, that I can tell. It's interesting, but for whatever reason, it seems like an MMO is just something that, at least so far, doesn't seem to work well as an Open Source project.