I think that's passion. I mean people do that with Furcadia prol (I DL'd furcadia back in the day, not really knowing what it was... I SWEAR.)
I agree with it in regards to 'in game,' but I think I know people who I would consider hardcore who aren't really news fiends.
Here's my hardcore, especially in reference to open pvp sandboxes:
I think hardcore begins as "a world." (This might get confusing.) From it being a world, then things begin to matter. IMMERSION is the first step to making a game hardcore NOT how often you can pvp or where. You start with the world, make it something that it's like "when you die in the game you die IRL" (haha, well I mean you can tell by how MO affects people's brains it has a huge impact on them.) Then, within that world, you have to start allowing it to shape itself. You need very minimal intervention, but sometimes intervention is required. Systems that intervene, to me, are not so good because they will never grasp the whole of the "living, breathing, ever-changing" world.
So, hardcore is that. The ability to PvP, make friends, allies, enemies, grief (to some extent, as long as your playstyle isn't hard grief; I still think those people need to be removed), build/shape (again to some extent because we've seen people abuse stuff like walls.)
For instance, mechanics like... blacklisting, whitelisting (not to allow pvp in town, but to allow bad rep in town), turning off guards, etc etc, those are sandbox features. I think there should be some of the larger towns like maybe MK and Tindrem that cannot be affected in those ways because if you just make EVERYTHING hardcore, you will drive off everyone. There needs to be some haven for people who are mostly strong willed but say don't wanna get down with the zerglings (for instance me, ahem.) I quit cuz walls cuz that was basically the same idea, zergs had gated everything w/ pw'd walls and such it's just like fuck diz gam.
You have to keep a non 'in-crowd' population to keep your game hardcore. The game needs wild tribesmen. Otherwise it just becomes a big nutcup as coined.
A hardcore MMO should behave like a real world and the more things you can do that mimic reality the better (lol to a point, don't put words in my mouth!!) Systems should not inhibit the tools the player has. More tools = more hardcore, but again, in an ideal world there would be some level of moderation if those tools were being used outside of 'intended game mechanics.' I'm not one of those wew sandbox creative thinking people. I'm a rules AS WRITTEN person.
The never safe part of MO I think is overrated and has led to a lot of bandaids that affected the parts of the game that shouldn't be safe. I think people should have a reasonable expectation of safety in certain places, and they added a lot of safety (guards @ appliances etc,) that maybe was heavy handed. Still, the world also needs towns people.
There needs to be a balance between imperial soldier/barbarian/traveling salesman/citizen. Something MO has NOT achieved, and while I don't think MO1 failed, per se, I think it was what it wanted to be... I do think that the 'good full loot sandbox' will take those kind of things into account. Some day someone will figure it out. If SV doesn't wanna be the first, they don't have to!