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Damien Mason's avatar

The MMO can't be saved

Or at least new ones following the exact same two- or three-decade-old formula can't.

First, you need to look at what the problems actually are:

  1. Personal time commitment MMOs are all about thousands upon thousands of hours with more mechanics than you can shake a stick at. Time is more precious than ever as the traditional 9 to 5 job continues to disappear. This means there's a huge learning curve that puts people off taking up an MMO, and coming together in large groups is like a Souls game in itself.

  2. Competition Every new MMO must compete in one of the densest genres against titans like WoW, Guild Wars, TESO, Black Desert, Final Fantasy XIV, RuneScape, The Old Republic, and so on. It's also vying against other service games and their seasonal battle passes, which are greater in numbers than MMOs are. If every single game coming out wants a piece of your time, how much are you willing to give to another MMO?

  3. Convincing players to join No game is going to poach players from these other titles overnight. After all, players are deep in the sunk-cost fallacy and gravitate towards what they know. Offering a cookie-cutter version of what they're already playing isn't going to do it. Draping a different skin over the same game won't either. You need a unique selling point (USP) that draws people in at an affordable cost.

  4. Transparent planning Once you have your USP to get people through the door, you need a plan in place to keep them. Better yet, make that timeline transparent so people know what they're getting and when. You can't call it quits after a couple of months. You need to swallow maintenance costs and keep it going for as long as possible to entice people.

With this in mind, here are the solutions for each point:

  1. Chunk up the gameplay MMOs shine when with other people, but getting a stack together is just an impossible task the older we get. Make sure it's just as much a single-player experience that can last five minutes as it is a multiplayer five-hour slog in a dungeon. Then, make it scalable so those who stormed ahead can join their less-levelled friends without power creep. The beauty of my favourite service game is that I can hop on solo for a meaningful half-hour lunch that progresses my character or battle pass and doesn't pull me too far ahead of my peers. If the only way someone can get the most out of my endgame content is to block out several hours a night or week, you're excluding most parents.

  2. Blend genres or create a new one The old ways are stale and done to death. Besides, we can access them whenever we want since most MMOs are still going. Create something new and innovative by borrowing from the RTS or city-building genre. Maybe even change the game so much that it doesn't resemble MMOs as we know them today. If you think we've discovered everything, think again: MOBAs weren't established as we know them now until the mid-2000s. There's always more to discover.

  3. Market it Once you have your USP, spread the word. I might not like the game, but the way Epic Games treats Fortnite and its crossovers is a masterclass in how to do it right. Perhaps even consider your MMO a metaverse in its own right, just without the baggage of the phrase. It's also important to structure your payment plans accordingly. You'll probably need to charge a subscription fee in order to recoup costs, as few get away with free-to-play or one-time payment models. If this is the case, make sure your free trial isn't some watered-down version of your game. Preferably, allow discounted costs for first-timers to purchase a week instead of a month-long subscription or a referral system that nets the referer something in return. Give as much as you can. Otherwise, it'll look like all you want to do is take.

  4. Lay out your plans Every year, Ubisoft showcases its year-long plan for Rainbow Six Siege during the biggest competitive tournament for the game. There's still secrecy in shrouding what an operator can do or what a map will look like, but we often know how many we're getting and what nationalities they're from. Give players enough to feel supported and secure but not too much that surprises disappear.

Overall, it all comes back to how long you actually give it. If you're going to pull the plug in the first six months, then don't even bother making one. MMOs are the longest of long commitments. If your game is worth our time, then our time needs to be worth your game rather than an attempt at a quick cash grab.

Lanah Tyra's avatar

If your game is worth our time, then our time needs to be worth your game rather than an attempt at a quick cash grab.

THIS. Reasons why I have stopped playing many MMOs. I didn't feel like a valued customer and especially with F2P games it was clear they just wanted lots of money from the players as fast as possible, with no real customer service or quality product provided in return for our time/money.

Sturmer's avatar

New World's journey exemplifies how even a team of experienced industry experts and nearly limitless resources ($200 million just for development and hell-know how much was used on marketing and support) may not always lead to the creation of a masterpiece. From its shortcomings, we've learned valuable lessons about what not to do in MMO design. By highlighting these issues and then thoroughly addressing them, we can rejuvenate the MMO genre.

First, the leveling and combat system should be engaging throughout, avoiding repetitiveness in quests and crafting, especially at higher levels. Incorporating dynamic storytelling and AI-driven content can enhance player engagement, keeping the game fresh and less predictable. With AI's ability to procedurally generate content, we can move beyond the traditional static quests. Current computing power allows us to shape and change the game world dynamically, tailoring experiences to individual player progress (just look at modern GPUs, they can render whole cut-scenes in ad-hoc mode!). Gone are the days of simplistic objectives like "Gather 10 wolf pelts" at low levels, followed by "Gather 10 Dragon scales" at higher levels. These were the products of limited production resources and game engine capabilities. Now, AI can craft meaningful events and challenges that evolve with the player, providing a unique and personalized journey through the game world.

Second, endgame content needs to be diverse and accessible. This includes reducing grindy elements and ensuring activities are enjoyable and rewarding. Exploits and economic imbalances (you cant avoid them) should be swiftly addressed to maintain a fair playing field.

Third, consider the social aspect of MMOs. Facilitate player interactions and avoid gating content behind large guild requirements. Server capacity should match the game's needs to avoid dysfunctional gameplay environments.

A fourth critical reason contributing to the struggles of MMOs is the tendency to launch games prematurely. Many AAA projects nowadays rush to market, resulting in releases that are unstable, riddled with bugs, and open to exploits. This leads to significant player frustration and a tarnished reputation for the game. Rushing a release has rarely, if ever, proven to be a successful strategy. A more measured approach, where ample time is given for thorough testing and refinement, can ensure a smoother, more polished launch. This not only enhances the initial player experience but also establishes a stronger, more reliable foundation for the game's future development.

Finally, keep updates focused on improving the player experience, not just adding more grind. Introduce varied enemies and environments to maintain a sense of discovery and excitement. Again, AI can aid here.

By addressing these issues and focusing on immersive, evolving gameplay, an MMO can attract and retain a healthy player base. I remain optimistic about the future of MMOs, confident that we will soon witness groundbreaking projects that will endure for decades and shape a new generation of players. These games will not only redefine our understanding of virtual worlds but also create lasting communities and memories. After all, MMOs are not just about fancy graphics or complicated crafting systems; they are fundamentally about meaningful social interactions and the lasting memories these experiences create.

...MMOs are about meaningful social interactions and the lasting memories these experiences create...

FirestormGamingTeam's avatar

Opening Statement: MMOs at this point are down to, WoW/Eve/Guild Wars and a few others, the majority of MMOs either fail on Kickstarter or just outright fail on launch. More and more players are switching from MMOS to SP games and survival games, this can be changed, but to do so, the Devs and companies need to listen to players, not their wallets.

What's to be done?

Right now as the article states we have so many failed MMO launches and IMO it's because it's always trying to pattern the games after the way WoW works. This is a huge mistake, in this day and age when kids are smarter, adults have limited time, and they are not going to play MMOs that are just copies of others with no real thought into them. What's to be done, new and upcoming dev teams need to be original with MMO instead of following the same pattern and storylines, be original, and think up new things!

Why did those players walk away?

This is a difficult one because it is many reasons why players will walk from an MMO, the one issue I have found is when players spend, let's say 6 months playing a game and a new player walks in and spends 200 dollars and boom, he's the same level, better kit and ruining that area for those experienced players, there is nothing worse than a tank or healer or has MCT'd their account. "Buying" your way ahead is very much giving MMOs are bad name and ruins it for others.

The second is locking content behind paywalls, now games such as WoW/Eve Online are F2P models but have subscription-based models that clearly state, that you are limited in the F2P arena as it where. But other games, it's either a trial version or an F2P version that is so limited, it doesn't give a feel for the game so players just walk away, what I love about WoW/Eve Online's F2P is you can experience the game enough to decide to subscribe.

The third is MMO which just adds "patches" into games to add a "tiny" amount of content instead of releasing proper, full-on expansions that if you are subscribed, you get for free (this is where WoW/Eve is different)

Players need a clear reason to keep playing and to subscribe to companies.

Has the market changed since the last MMOs that 'stuck'

In my opinion, it's not the market that players now want from games. With the way the world works and people's free time, family, jobs, and commitments, we want to progress in our games and get somewhere, back around 2003 you had a higher percentage of gamers than you do now in terms of "online" nonstop, the cost of living was not so high, etc.

In this day and age we want fast-paced, decent games that if you think "Okay cool, I got 4 hours I can game tonight" you can choose an MMO, log in for that period, and make real progress, the issue with a lot of games at this time is that 4 hours is nothing and missions/quests can take up to around 1 hour to complete, if you don't run into issues whilst doing so.

This leads to games stagnating nonstop because people cannot just progress, it relies on MMOs on other people, whilst MMO stands for this, there always has to be a single-player element to these games which a lot of MMOs now lack. MMOs need to remember that not everyone can sit there for eight hours a day, every day, and play the game. How would you design an MMO for today?

If I were to design an MMO, it would have a start, a middle stage, and an end stage, the game itself would fully be driven by a storyline, each section and area would have this storyline, and even side quests/missions would be part of the storyline. My endgame would be about players having to join ranks, with in-world events to suit the evenings of time zones giving players the chance to take part in as much as possible.

I would also make sure that content is either F2P or part of the subscription model, I would never have any content that could be "brought" to get ahead, or that couldn't be earned in-game, pets, etc. I would make it as fair as possible for all types of players.

The model would be fully original, with its new theme and storyline. With planned expansions etc. I would look closely at every failed MMO and ask myself "How do we avoid this" and plan around that as well.

It's about making the players feel welcome and valued, not just cash cows.

Thanks for reading!

A

MMOs, like many things, aren't easy things to make flourish. Creating them is easy enough, but making them last is another matter entirely.

The few MMOs that are still going strong, even with all their ups and down, have a mix of few core elements at varying degrees:

The name: World of Warcraft, it's WoW, not a small name.

The ease of play: Guild Wars 2, come and go but you're right back in the flow.

The niche: EvE Online, the only space MMO.

The reward: spending money for them is justifiable. For GW2 is the once you pay you keep forever, for WoW and EvE is being in there, being part of it.

The uniqueness: they are unique with unique settings, worlds, characters.

Mixing these elements, they got in a position where they have a dedicated fan base and continuing developing them by adding expansions is worth the financial effort.

What do MMOs that dies have? They don't have none of the above characteristics, or only some and often in a limited quantity. Most of them don't have a name, they are made to require large investments both in money and in time and the rewards are always felt limited compared to the investment and to other "big names".

Given that, as a new MMO you cannot have a name, then you have to play strong on the other characteristics: you have to make it easy to play, you have to make it rewarding and you have to make it unique. Playing on the niche characteristic is dangerous because it can be rewarding if you catch the right niche or it can doom a game to anonymity.

So, is it easy? Far from it, even more since most things had been done already, like in all things. Is it possible? It is, but you need to innovate, the same way all the "big names" had innovated when they first started and some are still innovating.

avrona's avatar

MMOs seem like a very easy sell. They are either F2P or otherwise relatively cheap for the potentially hours of content, that allow you to make fun memories with either friends or just random people online. At the same time, despite being the king of the roost over a decade ago, now it seems like a dead genre with nowhere to go, despite the fact that games are getting more advance, internet usership is skyrocketing, subscriptions are so normalised, and the demand for fun multiplayer experiences is at an all-time high. So what exactly is going on? Well let's start by talking about what worked for MMOs.

Examples of What Works

For me, thinking about larger multiplayer experiences really brings back memories of those old multiplayer browser games for kids, that were basically MMOs. They were giant, online sandboxes with thousands if not millions of other users . For me it was watching their decline which has been really sad, despite it seeming like something that kids these days would love. They were fun, online games where you could do a lot. However they certainly had their issues. Monetising a game like that was hard, as most of the time it came down to "unlock these epic items by begging your parents to buy you a membership", and the popularity of these titles meant that the server costs were much higher than any subscription revenue.

Then there are other approaches to MMOs that are not struggling. Probably the best example is Wynncraft the MMORPG built in Minecraft, which I once played pretty heavily and got involved in the wider community, and the rather heated and complex nature of guild politics. And beyond the server just being good with fun quests and features, it was that community element that I think made me realise why MMOs like Wynncraft work long-term, and that is that extra layer of freedom. Sure, in those kid browser MMOs I mentioned you did have community elements: fanart, RP, and other activities put together by community members (I mean my whole online career started from a fan blog I ran for one of these games), but in the end it was extremely limited in terms of what can be done. It was a mix of both loving what was there, but also annoyance I couldn't get more involved. So much of what I and others wanted to do was just left to head-canon due to the limitations of the core game, with the development of new features for these browser games always being extremely slow.

In Wynncraft on the other hand, you have pretty much the best of both worlds, both fun moment-to-moment gameplay and mechanics (ok there's still a lot of grinding and button mashing but that's just a curse MMOs can't seem to escape), while also having so many player-driven elements you could get involved in.

Of course that's something that a lot of MMOs do, things like WoW and ESO with its factions, but it's the level of customisation and in-depth escapism is what makes people involved and makes them stay. Look at something like Eve Online, a game kept alive by its basically being a whole alternate universe for people's power fantasies to go wild, with stuff like Star Citizen also building up hype on a similar promise. As much as we like to make fun of the idea of a "metaverse MMO", it's hard to deny that its the elements of those that keep people interested in MMOs. It's not just about the moment-to-moment gameplay, the minmaxing of items and builds, but also about the greater picture, and what else is possible to fully immerse yourself and do stuff you can't do in real life, letting your power fantasies flow.

MMOs are Intimidating

On the other hand, for others it can be so insanely intimidating. They go to an MMO like Wynncraft, or anything else like that, they see all the various menus and sub-menus, stats and items to track, they see the heated community and politics, and they just get scared off. While naturally most MMOs provide tutorials, they often either scratch the surface or what's possible, or they're in themselves so overwhelming that they make many people leave. Then add the community element on top of that, with webs of community politics, player slang and abbreviations, the game's meta, and players complaining about every minute change, and it's very easy to see how players can get scared off. Especially for people looking for something easy to get into, because between works and other responsibilities they don't have much time to play games, it can be almost impossible to get into anything more complex.

When they're not being intimidating, they can be just flat-out boring, a nasty reputation they have earned in the past decade or so, with samey activities, plenty of grind, long travel, and failing to make the stakes feel high, when you see thousands of other players trying to solve the same problems in the world as you.

Marketing

In a world of live-service, multiplayer-only, and otherwise hard to categorise games, MMOs have become clearly a lot more difficult to market. That is why in more recent times we have seen the trend of labelling things as a "metaverse", that even a few short years ago would've just been called an MMORPG.

For many years, MMO marketing was simple in theory, yet still something many people failed at. There were two big questions the devs had to answer when pushing the game:

  1. Why MMO?

  2. Why not just play WoW?

While easy in theory, it's something that they failed at answering over and over and over again, making people uninterested or confused by the genre as a whole. And that certainly only got worse when the MMO flood began.

Nowadays, the concept of MMO can just seem weird, especially to younger players. How can you explain the differences between that and something like Fortnite, or some live-service slop with micro-transactions? In this day and age, the term almost feels foreign, and like a relic of the ancient times, even if many of the core elements remain the same. Now, new buzzwords are coming in to try and replace it, and breathe new life into the concept, like how nowadays people are making AI products of everything, that just a few years ago would've just been called "Smart", rather than "AI-powered". By that definition, with the marketing terms always changing, you could say MMOs never died, just evolved (or devolved, depending on who you ask).

Popularity Was Its Downfall

Seeing the unprecedented amounts of money WoW has been bringing in for Blizzard, like some evil genius scheme to make every gamer with too much time on their hands into a walking ATM, made every money-hungry developer jump on the opportunity to try and create their own digital addiction. And that was even before the current even more dystopian era of live-service, believe it or not! History does truly repeat itself.

This lead to a deluge of MMOs both completely new ones, but also ones based on recognisable IPs to try and a get an advantage when trying to dethrone WoW with the help of that franchise's existing communities. You had MMOs from the usual suspects like Star Wars, Star Trek, and of course The Elder Scrolls and Fallout, but even things like Conan the Barbarian got not one, but two attempts at an MMORPG. And almost all of them failed at answering those two basic questions when attempts to actually promote those games began. To many people, they seemed like either just reskins of the same basic activities, run around, grind, level up, buy new gear, rinse and repeat. They became formulaic, with only the slight differences each franchise brought to the table offering anything new. The overexposure lead to so many sub-par products being released that the genre as a whole was tainted in the eyes of the general public. The last hurrah that most people cared about was ESO and Fallout 76, but they quickly went from last hurrah to the final two nails in the MMO coffin, and the excitement anyone had for them.

However, at the same time, something else was happening. Multiplayer games were still successful, more than ever in fact. Battle Royale games became a thing, not to mention all the one-off hits across the past few years, most of which emphasised some multiplayer element: Pokemon Go, Animal Crossing New Horizons, Among Us, Lethal Company, etc. The love for multiplayer experiences never went away, the lover for the core elements that make up an MMO never went away, but the amount of games that actually put all of those elements together went down to almost zero. Who wouldn't love games that took elements from all those titles I just mentioned, but put them into a grander setting, with more to do, and large lobbies with many more people with them. And whilst we were always able to do that, we can now make games on an even larger scale, with even more people involved. Especially with how prevalent the internet is now, getting people involved in new properties and making them aware of awesome new worlds to explore, is now easier than ever.

Summary

Overall, most of what makes the few rare examples of MMOs succeed in recent years can really come down to how involved they allow a person to be.

Just look at Minecraft as a whole, for example. Even as the world's biggest introvert and misanthrope, I can confidently say that multiplayer Minecraft is always better than singleplayer. That is because so much of what we do in such games benefits from that external validation from others. Building large buildings, transportation systems, and other amenities in a survival world just feels hollow and empty and fake if there aren't other, real people to make use of all of it. And no, NPC villagers don't count.

For me and many others, seeing other people use it, is what makes it worth it, what makes it make sense, what makes me want to put in the time and effort. A lot of that just reflects so much else of what we do as well. I wouldn't probably be making videos if there weren't other people watching them. Even in primary school, sure I was a shy kid who mostly didn't speak to anyone, but I was also the kid that was constantly coming up with playground games for others to play, and being the one dictating the rules and gaining respect for coming up with fun ideas was always worth the effort to talk to people. And while everyone requires different levels of external validation, that is the essential difference between all singleplayer and multiplayer games. Multiplayer games aren't just about collaborating or talking to people, you could hate talking to people, or just people in general, with the greatest passion possible, but still enjoy multiplayer games. Why? Because you get to be seen and show off. You get to kill someone with an insane shot in an FPS, outmatch them with great strategy in an RTS, etc. You can even play with just random people, or in a group with friends as a bonus.

So as much as we make fun of these metaverse promises and all the other overhyped MMO promises in the past few years, we can't deny it's that depth that provides a strong foundation for an MMO. Don't get me wrong, trying to sell your MMO on all those buzzwords makes me gag as well, and it's still very cringey, we are still in the stage of experimentation in that area in what we can get away with. Long-term, I think we will just go back to older styles of marketing for MMOs, but I think with the advances in technology, with games now potentially being bigger than ever, it's time for a potential MMO revival, with the scale and scope that makes people care. Because in the end that's what people want, something that's worth caring about, that is a unique-enough experience that connects them with others that gives that external validation, and provides those epic, natural moments of cooperation, rivalry, what feel like fun random moments that happen in real life that contribute to something greater in the virtual world.

MMOs never lost their core appeal, they just stopped being good. In a similar spectacle to the console crash of 1973 (yeah history runs in cycles and so on), a large quantity of low-quality cash-grabs has tainted the experience in the eyes of most people, and all it will take is just one new breakout hit to potentially get the genre back on track. There's still plenty of great examples out there are still getting a lot of fresh content and active communities, and I would recommend Wynncraft to anyone interested in an actually good modern MMORPG. And if such an amazing experience can be made in Minecraft, they can also be made in all the fanciest game engines and other tools available to devs nowadays. They just need to sit down, remember what people play these games for, and craft something with some actual care for once, breaking away from the reputation of grinding and running around like a headless chicken. However, in this live-service hellscape, that might be too much to ask for. I still hope that if there's anything could that could come out of the current live-service craze is the return of good massively multiplayer experiences, but I'm still hesitant on that.

At the same time, what if scale is the issue. If I were cynical (well ok I'm always super cynical about everything but still you get my point), I would say that if the pandemic didn't bring back the MMO, nothing could. However, that's not really a fair statement. There was of course not enough time to make a whole new game in that window, and stuff like Wynncraft saw huge increases in player counts during those dark days of COVID, as people looked for entertainment and connection with others. Instead that time period saw the explosion of games that were already planned for release, like Animal Crossing or Among Us. However that got me thinking: what if that's what people want instead of MMOs for their multiplayer hit? Again, it's difficult to test this theory to the fullest given how rare good MMOs are nowadays, but during the pandemic, people mostly engaged and had fun with these experiences that are limited in scope. Gamers nowadays want to engage in some murder mystery with friends in Among Us, show off their interior design skills in Animal Crossing, or experience some co-op horror in Lethal Company. They may not want the extra fluff or baggage that comes with a full-on MMO, and these short, sweet experiences might be enough to most. That is why things like Minecraft and Roblox work so well, as gateways into near endless small yet fun multiplayer experiences, and why Fortnite is also taking that approach now as well. Again, it's almost difficult to prove if that's the case, if gamers just want to hop and have fun in these small experiences, but they're also always hungry for more. Since day 1 mods began popping up for all those games, expanding the scope, adding more people, more chaos, more fun elements. Perhaps there's a balance that needs to be reached, we just need studios to give MMOs another go to figure out the answers to all of this though.

Lanah Tyra's avatar

Why people leave MMOs before they even get started?

I was talking to some friends (who dragged me in to FFXIV years ago then left me there alone) and they were saying they have tried many MMOs in the past few years, and stopped all of them for mainly the same 2 reasons:

  • No reason to party up at the beginning of the game: quests are all for single player, mobs die from a couple of shots and you quickly overlevel the beginner area even alone. This might be ideal for someone who wants to play alone, but it's not helping those who want to play the game together with a few friends from the beginning.

  • Beginner quests are too many, and all of them being the run here speak with this run back style.

Even FFXIV which I love, and is a successful MMOrpg running 10 years now has this problem. I often tried to get friends to play it, and they got bored, because we couldn't really do many things together, until they could unlock the first dungeon which is locked behind a story progression, and by the time you get there, you are way over levelled anyway.

How would I fix it:

There should be fewer quests at the beginning, aimed at getting you used to the games controls. Unlocking various NPCs like shop, blacksmith etc could have an optional quest for those who like these, otherwise they would be clearly marked on the map, so experienced players can find them on their own.

I would make enemies defence and HP scale if you are going against them in a party, so it would give the same challenge for solo players and for those who wish to party up from the beginning.

Payment model and platform

F2P has killed many MMOs which were great. Lineage II, Aion, Star Trek Online. Yes, they are still running, but went on a huge decline and the developers don't know how to fix it. While F2P might be a good business model for mobile games, it's not suitable for MMOs, where you want a bunch of people to play for a long time.

We players are part of this problem, as we want everything for free. But a quality game with quality support will never be free. A free trial which lets you play through the first few chapters of the game is good, so you can get a taste of it and decide if you want to play for it, but that has to be playable, and even if functions are limited, still gives a decent experience.

Then monthly subscription is the only viable way. Including additional items for money I would only allow cosmetics, glamours, which don't add any bonus stats to put some people in advantage compared to the average player with the base subscription.

And I would make it cross-platform between PC and consoles. High-end gaming hardware is so expensive these days, many people can't afford to have multiple.

Problems with PVP

Not everyone like pvp, or they might like it but don't want to participate all the time. Those games like WoW and Aion where you have quests leading you to enemy territory and basically encourage you to do pvp are not working, and I'll tell you why.

Let's say you do want to do pvp even as a little lvl 10 player. You go over to enemy territory... and get killed by higher level characters. Yes, in most cases there are restrictions on level difference where you can't kill someone much lower lvl then you, but in most cases this is not balanced out right.

And you might not want to do pvp, you are just exploring the area, minding your own business, when someone comes and kills you out of the blue, then keeps camping that spot or kills the NPC you need for a quest.

How would I fix it:

Pvp should be optional, either by creating a separate server where pvp is allowed, or have a toggle which lets you opt in to pvp (to prevent abuse of the system, you could only swap maybe every hour? So you can't use it to kill someone and then go into defensive mode and run away.)

This would also provide opportunities for big open world pvp event. We are talking about a massively multiplayer game after all, and that leads to the next problem.

Where are the big, open world events?

In most games you can have a party of 4-8 to do dungeons, maybe you have bigger 20+ man raids, but I see less and less big, open world engagements where players have to work together to defeat a huge boss or go ham on each other until the last man standing. It's all good to make the game accessible for more people, let them play through the story on their own, but there has to be something in it where you can engage with all the other players, and not just walk past them in a hub city. I played Lineage II and Aion for the big castle and fortress sieges where the whole server came together fighting against each other. And in FFXIV the Field Operation areas like Eureka and Bozja where people had to work together to spawn the engagements.

Guilds are dead

With most content being optimised for small parties and most bigger communities are organised on Discord, there's not much point anymore to join a guild. It's just another place where you chat with people, but there are no missions for these people to work on together, there are no big group quests and such.

How would I fix it:

I would make quests needed to rank up your guild. Have little missions you need to complete, assign them to guild members to help progress to the next rank. Then there would be engagements to do dungeons or something open world where you would all go together. And to make it worth it after each rank there could be rewards, either some special gear or buffs, something which would make people want to join a guild and work on ranking it up.

Endgame balance... or more like the lack of it...

Endgame is most of the time endless grinding. Either weekly raids or long quests or repeatable, boring dungeons to do for a currency so you can buy gear... which will then be worth nothing at the next patch cycle. This system is not good for those who have less time to play but still would like to accomplish something. There is a huge gap between casual and hard core raid content, and a lot of people don't fit to either of them. Casual is too boring for them and for the hard-core content they can't commit the time or there's no content for them to practice on and get the skills needed to do the hard-core content.

How would I fix it:

Have different ways to earn high-end gear. Different type of content, different difficulty levels so the solo player who is just there for the story can also get something nice, something which makes the hard-core raiders satisfied after putting all the effort into the fight, and something for the casual player who just wants a nice set of armour he can farm together in a weekend, and then when the next patch comes he won't have to grind just to be able to progress with the story.

Better scaling of encounters. What if when you go in with a party into a duty, it's set to normal mode. But you have a slider to change the difficulty of the encounter? Or AI could be used here and after a wipe the game would make a suggestion how to change the difficulty of the encounter or if you clear it, what would be the next difficulty level you should try. This way encounter could be tailored to each group, and people with different experience and skill levels could get that continuous learning and improving with the sense of achievement in the end when they complete a challenging fight.

I would also add ingame option for voice chat. Console players are still in a disadvantage compared to PC gamers who have Discord on the same device where they are playing. And with high-end encounters, especially if you join an established group for a fight as a pug it would be beneficial if people could talk to each other over voice, discuss strats, etc.

Conclusion

make a product which is worth people's time and money and encourage positive interactions within the community. Make it scalable for solo or party players and people with different skill levels. Have reachable, exciting goals for everyone, no matter how much time they have to play.

SIRCAM's avatar

I still enjoy New World even after been in low population and hated for a lot of anti-corporations fellas.

The reason that makes me enjoy New World it's in the video below.
We call this event "World Tours" or ECR (Elite Chest Run) and is priceless to play it everyday.

MMORPG's with more PVE focus and shared open world activities can keep alive a genre forever.

https://www.youtube.com/embed/2a7QjCqqjBc?feature=oembed

PD: i know the bounty is closed, just wanted to express my point of view.

Rich's avatar

Awesome to see new members chipping in on old threads! We do want folks to think of bounties as discussions but with rewards attached, so there's no reason a topic can't be picked back up just because the rewards have expired.

SIRCAM's avatar

Thanks Rich, i really enjoy debate about the stuff that i love.
I hope someday to see New World in this community.

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