Depends what you mean by "egalitarian" for starters. E.g. socialists come in many shades - some want redistribution for the sake of some measure or other of fairness, while some see redistribution as a means for the poorer in society to
demand a better deal.
Assuming that people actually bring their ideals to a game - which is by no means certain (my Civilization-style games tends to end with total war because it's fun when nobody gets hurt for real), the two (and numerous variations) would lead to very different results, and such results would also depend greatly on ability of in-game enforcement.
E.g. you can't have a revolution and change the mode of production if the mode of production is hardcoded into the server (property right enforcement; protecting capital; inability for the in-game community to set and enforce their own law rather than rely on the mods) - unless of course the mods are in on it.
The latter, I think highlight a lot of the difficulty in getting such societies to be good simulations rather than "good enough" simulations for specific types of games: they tend to take a lot of shortcuts in enforcing certain rules "out of game" because having malleable but reliable in-game government and law enforcement is really hard to do with NPC's and requires a fairly big and dedicated user base to make viable with human players, and a lot of the potential strife it would lead to may not fit most games.
When the worst case consequence of a failed attempt at in-game revolution, coups or large scale war is that you "burn" an account, and empathy can be expected to be stunted by lack of perceived real world consequences for your victims, it's much harder to expect people to behave.