this post was submitted on 24 May 2026
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"I think that the idea that the MMO crowd doesn't exist is belied by the number of players who are still in World of Warcraft"

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[–] alphabethunter@lemmy.world 1 points 1 day ago

I had some good 50+ hours of fun in Farever, it's an MMO lite type of game, nothing innovative, but very solid. I'm eagerly waiting for their next update.

[–] Stupendous@lemmy.world 1 points 2 days ago

I want a new AAA MMO that does a grand narrative but does a bit more sandboxy stuff. Like Albion Online has a consistent playerbase. Runescape. New indie MMOs all seem to be the player based resource economy style with minimal questing like Bitcraft Online. TESO but more player but more player economy. Some happy medium between TESO/SWTOR/FFXIV and the non-narrative centric mmos

[–] Meatwagon@lemmy.dbzer0.com 58 points 4 days ago* (last edited 4 days ago) (3 children)

I want an MMO where social reputation actually matters. None of this phasing shit where you play with people you'll never see again. MMOs need a sense of community. Modern WoW is just a single player game that lets you get cursed at by 12 year olds right now.

My MMO wishlist is more survival mechanics. Having to prepare before you leave town. Like in old WoW. You have enough food for you and your pet? Bullets? Potions? Leaving town was an event as was getting to the next one.

[–] naeap@sopuli.xyz 16 points 4 days ago (2 children)

Yeah, looking back...25(?) years, Ultima online was my go-to

You could just be making a living by running a shop and stuff.
In that sense it really was like a second world.
We had meetings there, where we discussed and decided together how to proceed with the city or some current problems.

The quests weren't the main thing for me, much more the people there on this specific server

[–] Kolanaki@pawb.social 7 points 4 days ago (2 children)

UO didn't even have quests until, like, the 3rd or 4th expansion. Just being a world drove players to have their own events and make up their own quests, and I have not really played anything that allowed that kind of freedom with the kind of community that embraced what it was like UO.

[–] ZombiFrancis@sh.itjust.works 2 points 4 days ago

Just being a persistent world was a huge novelty in and of itself.

Asheron's Call was my time sink. It had quests and stuff but the devs had a storyline they developed with active monthly updates. It made everything feel so alive on top of it also just existing in realtime.

And even so the quests and stuff they added was extra fluff. The social system and trading economy were the backbone of the game. It wasn't until trade bots really took over that the social system collapsed.

[–] naeap@sopuli.xyz 2 points 4 days ago

It's quite some time ago

I do remember something like, server events, the admin could trigger

Maybe I mixed that up with quests or I actually played a pretty late version

But yeah, UO was absolutely great :⁠-⁠)

[–] Meatwagon@lemmy.dbzer0.com 2 points 4 days ago (1 children)

I was too young to catch the UO train, but from everything I heard about it I would have loved it.

[–] naeap@sopuli.xyz 3 points 4 days ago* (last edited 4 days ago)

I'm still loving it

A remake with the same principle would be absolutely awesome

Edit: because of your comment, I've checked out, if there are still servers online
Seems to be :⁠-⁠)

https://www.uoservers.com/

[–] HubertManne@piefed.social 8 points 4 days ago (1 children)

this is way the opposite of the type of mmo I want.

[–] VoodooAardvark@lemmy.zip 8 points 4 days ago

I think the article underscores both of your sentiments well - don’t try to be everything for everyone, have a vision and a niche and min max that thing.

[–] devolution@lemmy.world 3 points 4 days ago

Yeah... I kinda don't miss that aspect. Star Wars Galaxies made me like that aspect. FFXI made me truly hate it. Nothing like losing half a level in xp.

[–] chunes@lemmy.world 50 points 4 days ago* (last edited 4 days ago) (2 children)

MMOs (the kind that are actually good) require people to be social to function properly. Everyone wants to build single-player experiences that function as MMOs kinda sorta. It has a big impact on the quality of these games.

People are less social than they were 20+ years ago too.

[–] devaly@ani.social 24 points 4 days ago (1 children)

The problem is the lack of innovation on the formula. Many MMOs are the exact same mechanics, quests, dungeons, with a different lore and graphics.

Ideally all classes should be able to farm alone, ideally the grind should not punish adults with limited time.

But I totally agree l, socialization is fundamental to it. I just miss new ways to make players socialize.

I miss Ragnarok Online in this regard, where sitting would recover hp, mp faster, making players often sit and talk while they wait to recover.

[–] dubyakay@lemmy.ca 4 points 4 days ago* (last edited 4 days ago)

RO was godlike. And so was Eve Online. I wish more games favoured an open ended game play formula.

I'm completely sucked in by Project Zomboid at the moment. If it had better Multiplayer, with easier to find servers, more comprehensive mod handling and a refined netcode, it'd be the GOAT.

[–] RickyRigatoni@piefed.zip 4 points 4 days ago* (last edited 4 days ago)

Just give me an experience like azerothcore with playerbots and I'll be happy.

Also if ya'll want a singleplayer mmo play erenshor. It's more everquest than wow in gameplay tho.

[–] arcine@jlai.lu 11 points 3 days ago (2 children)

Make a SMALL mmo for heaven's sake ! How many crazy scale MMOs need to fail before someone learns that lesson ? Make a really, really polished slice of an MMO, and build up from there.

[–] PolarKraken@lemmy.dbzer0.com 3 points 3 days ago* (last edited 3 days ago)

I like that idea too, more of a MMO than a MMO.

(Mediumly Multiplayer Online, I mean, none of that massively nonsense, let's call it... that...hmm? No I won't apologize, hey, get your hands off me!... Jazz tossed out of Bel Air snippet)

[–] TotalCourage007@lemmy.world 1 points 3 days ago (1 children)

Tbh I'd rather just play a really good Single Player game over any MMO. Level 5s RPG fantasy life comes to mind with how well it can beat anything multiplayer. I'm le tired of credit card simulators.

[–] arcine@jlai.lu 1 points 4 hours ago

I like the multiplayer aspect though ! But I would settle for co-op.

[–] JustEnoughDucks@feddit.nl 25 points 4 days ago (3 children)

I think it really depends. People literally have significantly less time than they did in 2005 when WoW got big. People have to work longer or multiple jobs just to pay sky high rent and mortgage prices with long, stagnated wages.

I get wanting to bring back the nostalgia of a bygone era but these community mmo's where they were very social were a gigantic time sink that most people simply can't do now.

[–] djsoren19@lemmy.blahaj.zone 2 points 3 days ago

god so much this.

I'd love to play some Burning Crusade Classic and raid again, and it is admittedly much easier to raid at a high level in that than Classic where you gotta get world buffs in addition to your flasks and potions, but I just don't have 16-20 hrs per week to dedicate to an MMO right now. I'm just too busy looking for a partner and a better job.

[–] wampus@lemmy.ca 6 points 4 days ago* (last edited 4 days ago)

MMOs in the early 2000s were an incredibly cheap form of entertainment though. For like $10/month, you got something that you and friends could goof around on for a few hours a night all month, and it was a primary 'meeting space' for those friends. I still remember when my online friends shifted away from ICQ, and just moved to WoW as their primary spot to contact each other... like I'd go in to WoW to sort out RL dates with my gf at the time, cause that's where she'd be in her time off.

Part of the point I'm trying to make is that it's not necessarily that people have less free time now, or that the cost is a huge burden, but that their attention/disposable income is split between a lot more 'stufff' online when they're off. Social media, in general, wasn't as big back in the 2000s, and MMOs filled part of that connectivity niche -- you'd log in to WoW to catch up with real-life friends. Now you just glance at their facebook page or whatever periodically and pretend like you've kept in touch. And before, you'd get by with just the $10/month single MMO subscription and a $5 Netflix subscription shared between all your friends, now you get people that have like 5-6 different 'streaming' subscriptions, vpn subscriptions, cloud gaming pc subscriptions, etc etc etc. Heck, just think about the old landline setup vs current cell phones -- in the past, the whole family had like a $30/month landline connection with a generic $10-20 handset or two in the house; now each person in the family needs a $50+ cell plan, or you can get a family plan for a slight discount, but you still gotta buy everyone mobile phones every few years, etc.

[–] Obi@sopuli.xyz 8 points 4 days ago

Exactly, I miss WoW now and then and especially when I get over-the-top busy with work/life, not because the game is so good but because I miss the simpler life I had back then when my biggest stress was getting realm-first achievements.

[–] ICastFist@programming.dev 3 points 3 days ago

The big thing about MMOs is that they (try to) create communities, and being part of a community is a surefire way to make people stay.

Give too much freedom for a single player and the community as a whole falters. Give them enough to do without groups, but leave the "good stuff" as something exclusive to groups and don't give dungeon finders or similar auto-grouping tools. I say this as someone who spent way, way too much time playing WoW like a single-player game

[–] tachikoma@lemmy.today 15 points 4 days ago (1 children)

Oh a tread about MMOs?

I guess I'll shamelessly plug Foxhole. Not your traditional MMO. The community is small enough that a lot of people know each other. Also no subscription fee! Please join green team. 👍

[–] megopie@beehaw.org 4 points 4 days ago (1 children)

Yah, I think foxhole is a really good example of why the idea of “reinventing the MMO” is a really good discussion.

Before foxhole I had largely bounced off of MMOs because a lot were overly focused on “quests”, boss fights, loot tables and other spreadsheet nonsense. The sword and sorcery setting of many also just didn’t grab my attention.

Foxholes focus on collaborative logistics, supply chains, and large scale persistent warfare, not to mention being more grounded as a setting, actually engaged me and got me involved in teamwork and collaboration that was very fun.

Also blue team rules green team drools.

[–] tachikoma@lemmy.today 5 points 4 days ago

Also blue team rules green team drools.

[–] devolution@lemmy.world 9 points 4 days ago (1 children)

Anybody remember .hack? I want an MMO that is like how the animes and cutscenes portrayed it. Not necessarily that actual game.

The other thing I miss is the social experience and not having to worry about 12 yr olds or pedophiles ruining it.

My ideal MMO would be something like No Man Sky with the scale of Star Citizen. Star Wars Galaxies had the right idea but botched the execution.

[–] Mesophar@pawb.social 2 points 4 days ago

The World was always what I wanted in an MMO, but now I probably want something more like Log Horizon

[–] lath@piefed.social 19 points 4 days ago (3 children)

I want a good MMO, but I also don't want to pay a lot to play it properly.

[–] FoxFairline@lemmy.blahaj.zone 11 points 4 days ago (1 children)
[–] jtrek@startrek.website 5 points 3 days ago

Guild Wars 2 is the only MMO that doesn't aggravate me.

  • Feels like a real video game. You can dodge and stuff.
  • Other players can only help. No "kill stealing"
  • Other players are frictionless. They show up, do whatever, leave. No need to make a formal party
  • Level cap doesn't go up. No need to chase stats forever.

You do have to buy the expansions, but the core game is free now.

[–] jnod4@lemmy.ca 7 points 4 days ago

I love wow but I don't want to pay ten euro a month even though I have time to play every 2 months

[–] gwl@lemmy.blahaj.zone 5 points 4 days ago
[–] pory@lemmy.world 6 points 4 days ago

People want to be in on the ground floor of the new hype thing. Then they leave. That's what New World proved, its colossal dropoff in active players and revenue wasn't entirely because Amazon killed some golden goose. Anyone trying to say "people want new MMOs" is probably coping about that surely the new MMO they want to not fail is going to survive.

New Thing Hype works for a couple years to be sure. And then you run into the content wall and learn that by playing a more established MMO like FF or WOW or ESO or GW2 you get decades of "new content" all at once.

[–] Coelacanth@feddit.nu 13 points 4 days ago (2 children)

"I think that the idea that the MMO crowd doesn't exist is belied by the number of players who are still in World of Warcraft"

I'm not saying the MMO crowd doesn't exist (though I do hold the opinion that trying to launch a new MMO in this day and age is a fool's errand - so, actually maybe I am saying that!). But this argument is really weak - WoW players aren't playing because they want "an MMO", they are playing because they want to play WoW. Either because they're already so deeply entrenched in it, or because they want to recapture the nostalgia of ages past (see the success of WoW Classic and various pirate servers). There is absolutely no reason to think all these WoW players have any interest in a random new and different MMO.

[–] Switorik@sh.itjust.works 8 points 4 days ago

I miss classic wow. This is back before every piece of loot was was rolled with rng stats, sharding that demolished all sense of community, and class homogenization. The game will never be the same and I don't support blizzard anymore due to their actions.

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The thumbnail made me think that this was Michio Kaku saying that.

[–] Don_alForno@feddit.org 2 points 3 days ago

I'm replaying Crosscode and just yesterday I thought that the MMO that game is set in would be cool as an actual pixel art MMO.

[–] Smaile@lemmy.ca 3 points 3 days ago

Yah we just need something new that brakes away from the wow style RPG, some are trying but I don't think they go far enough.

[–] HubertManne@piefed.social 7 points 4 days ago (1 children)

I like mmos as virtual worlds to hang out in. The more real the world is. cycles of day and npcs behaving what would be normal. animals. it is like the most important. almost equally important is a a lot of customization in character ability and costuming. Its also important that there are roles so that one person can't do it all. gameplay honestly, to me, is basically the last thing but it does need to be fun but not to hard for casuals to be a part of it.

[–] deft@lemmy.wtf 6 points 4 days ago (1 children)

I miss fun grinding. Now all grinding feels like I gotta log in everyday or fall behind on events or something stupid and I ain't about that. I wanna get addicted for two weeks and be able to come and go without having to battle "the meta" all the time

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[–] VoodooAardvark@lemmy.zip 6 points 4 days ago (5 children)

New World was super good. Amazon canned it when it was at its peak too.

[–] alphabethunter@lemmy.world 0 points 1 day ago* (last edited 1 day ago)

I mean, New World was fairly good, but calling it peak when it was cancelled just smells of copium.

New World had two problems:

  1. It took too long to farm all the way to end game content and take part in the social mechanics that the game had been created for (open world war was super fun, and being part of one of the three factions was super cool as well, we had real rivalries on my server)

  2. They had no real understanding of how to actually monetize their game. It was originally supposed to be a one time purchase with cosmetics, but the cosmetics on the store all looked awful, and they completely ignored that a major part of MMOs is farming to look cool. The game basically died after they released a paid DLC (that cost more than the base game when it was released) that not only gated new content, but also removed content from the base game and made it dlc exclusive. First Light and Cutlass Keys were removed as areas from the base game, including an end game dungeon, and then made dlc exclusive. They also made the asinine decision of making mounts into dlc exclusive mechanic. This completely fractured the playerbase in two types of people: the ones who saw the writing on the wall, and the idiots who paid for the dlc.

Edit: formatting

[–] eleijeep@piefed.social 9 points 4 days ago (1 children)

What made it worth playing? I never played it but it looked like a fairly buggy, uninspired cookie-cutter MMO to me, so I'd be really interested to hear what I was missing.

[–] VoodooAardvark@lemmy.zip 5 points 4 days ago* (last edited 4 days ago) (1 children)

The audio was fantastic, chopping trees and mining ore was rewarding just hearing it. Visually it was beautiful. The combat was super good too, not just hitting numbers on the keyboard. Wars were a blast if you were in a decent company. Dungeons and OPR (basically a two team hold the positions death match) were solid. The server population issues they had due to the architecture took forever to overcome though and queues could be long. They never fully overcame this.

I never got into WoW or really any others before. The only other one was Wild Star because it was quirky and unique and also had a combat system that wasn’t just pushing keys and made positioning matter, but new world took it up another notch from there.

[–] eleijeep@piefed.social 7 points 4 days ago

I'm so glad that you mentioned WildStar, because that was the last MMO that I fell in love with. I watched all my old stream videos recently and had a moment.

[–] Ledivin@lemmy.world 2 points 3 days ago

Amazon canned it when it was at its peak too.

...what? Peak what, exactly?

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[–] megopie@beehaw.org 3 points 4 days ago* (last edited 4 days ago)

They make a good point about how massive multiplayer games shouldn’t try to compete with wow, nor to try and implement every feature that wow has, but I think it goes beyond that. I think they need to question the pre existing assumptions of what an MMO is. Like, fundamentally, it’s a mass multiplayer online game, but so much of what gets associated with that concept is not really inherent to it.

Quests, bosses, grinding NPCs for equipment, ect ect. What the shape of content even looks like for these kinds of games.

There is so much potential in the concept of a big world with lots of players all interacting and it is held back by attempting to hew to a certain formula that looks very similar to WoW. Specifically the reliance on NPCs to fill out the world and to act as a source of resources.

Someone brought up foxhole and I think that’s a really good example. It is made by a small team(like… 10 people if I recall?) and it completely lacks a lot of the stuff normally expected in an MMO. No NPCs, no leveling or skill points, no quests or missions. All of the purposes those systems normally fulfill are handled through largely player driven dynamics. It’s a profoundly collaborative game built on team based PVP and an entirely player driven economy. Importantly, you are not playing a hero or unique character, nor collecting particularly valuable equipment overtime. You are cannon fodder, and you will die. In some ways, you are the NPC. Some parts of it definitely share heritage from the genre, but it expands on a lot of stuff that I feel is under developed in most.

It’s a departure from the normal formula and I think it shows that the potential audience for MMOs is actually much larger than the current crop, as a lot of people who play were never into other MMOs. The genre has pigeonholed its self by attempting to chase an existing audience that are used to a certain dynamic, but there is so much more potential that is left on the table.

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