These days, classic and progression MMORPG servers are all the rage. That there’s a demand for these things is a testament to how much an MMO can evolve over time. After enough years, it can almost feel like playing an entirely different game.
But which games have changed the most since their initial launch? Let’s take a look at some of the candidates.
As one of the oldest still-running MMORPGs, Ultima Online has had literal decades to grow and evolve. That’s far too much change to adequately cover here, but one particularly notable event worth mentioning came early in its history: the release of Trammel in the year 2000.
Trammel is the second continent added to the game. It is a perfect mirror of the original, Felucca, but with one crucial difference: Trammel does not allow non-consensual PvP.
This added an entirely new way to experience the game, free from the predations of other players, and it proved wildly popular. All subsequent landmasses added to Ultima Online have followed Trammel’s lead by not allowing open PvP.
Star Wars: The Old Republic
At launch, Star Wars: The Old Republic was pretty much just another WoW clone with a Star Wars skin slapped over top. It took until the game’s third major expansion to change that.
Knights of the Fallen Empire introduced major system changes to make SWTOR less of a standard MMO quest grinder and much more like the single-player RPGs Bioware is known and loved for. The leveling game was adjusted to put the focus on class and planetary stories, allowing players to easily ignore the forgettable side missions that had once bogged the game down.
SWTOR as it exists today is a lot closer to the story-driven MMORPG it was originally advertised as.
Aion’s a long-running game with a lot of big changes under its belt, from a free to play transition to multiple expansions.
But its biggest shift in identity came more recently with the massive Awakened Legacy patch. Awakened Legacy radically changed many game systems, hugely streamlined leveling, and controversially removed many whole zones and dungeons. It was a jarring change that angered many, with some comparing it to the infamous “New Game Enhancements” introduced by Star Wars Galaxies back in the day.
For better or for worse, Aion is now a very different game from what it launched as.
World of Warcraft
This list contains a lot of examples of major reboots that rewrote a game overnight. In World of Warcraft’s case, it’s more a matter of incremental changes piling up over time. Over fifteen years and seven expansions, WoW has grown and evolved so much that very little of the original game remains, at least in an untouched form.
Of course, one can identify points in time where things changed more radically than others. Cataclysm rebuilt the original two continents, leaving virtually no zone untouched. Mists of Pandaria introduced a new talent system, while Legion brought with it sweeping class design changes.
What’s funny is that every once in a while you’ll hear speculation about a possible “World of Warcraft 2,” but really, we’re already playing WoW 2. The game has reinvented itself so much it’s more like a sequel to the original MMO, rather than a continuation.
Final Fantasy XIV
Of course, when it comes to reinventing yourself after launch, no game can quite equal Final Fantasy XIV: A Realm Reborn. It’s right there in the title, after all.
As it launched, FFXIV was pretty much broken. It was such a mess the developers at Square Enix stopped even charging a subscription fee for a time, too embarrassed to ask for players’ money.
For most companies, this would be the end, but Square Enix had the resources to try again. Final Fantasy was ultimately relaunched as an almost entirely new game, rebuilt from the ground up. This makes it not only one of the biggest examples of an altered game in the MMO world, but also one of the most positive and successful. Whereas in other games change can be controversial or even despised, here almost everyone agrees it was for the best.
There’s always been a lot of negativity in the MMO community, and it’s always bothered me. But lately, it seems to be getting worse, swallowing the community whole until there’s nothing left.
I’m not saying there isn’t room to complain. Things aren’t perfect. While I think a lot of the concerns over monetization practices are overblown, I won’t contend that it’s not an issue. Meanwhile early access and crowdfunding have “developers” raking in money hand over fist for the vague promise of maybe one day delivering a functional game that actually resembles the original pitch, and if that’s not messed up, I don’t know what is.
And then there’s player toxicity, and the awfulness of development “crunch,” and so on.
I also grant that it’s a lot easier to find problems than to praise what is going well. Speaking as someone who’s paid to talk about MMOs, I’m intimately familiar with how much easier it is to get an interesting discussion out of criticism.
But we’ve moved beyond all that. The community has soared past constructive criticism and become mired in endless doom-saying.
These days not only are people constantly predicting some catastrophic crash in the industry, but more and more I see comments by people who are gleefully hoping for such a thing. They’re cheering for honest, hard-working people to lose their jobs just because the games being made aren’t to their taste, a level of pettiness that would have been utterly unthinkable before the Internet lowered the bar for all of humanity.
Not everyone has gone to that extreme of nastiness, but there doesn’t seem to be any escape from the negativity. Even commentators who used to be beacons of passion and enthusiasm seem to be increasingly pessimistic about the genre.
And you know, I really can’t understand why. Looking at the big picture, the MMO genre seems pretty healthy to me.
A lot of the current cynicism seems to come from the relative lack of new games coming out that are in the traditional mold of MMORPGs like World of Warcraft or EverQuest. Instead things seem to be trending more toward “MMO lite” style games like Anthem, The Division 2, and Fortnite. Fans of the old school feel left behind.
Isn’t this what we wanted, though? Back when a new MMORPG was coming out seemingly every other month, all I remember seeing was people complaining (justifiably) about how sick they were of generic WoW clones. We were all starved for change and innovation.
Well, now we’re getting that. The genre is changing. It might not be changing exactly in the direction that you want it to, but it’s not objectively a bad thing. Indeed, change is a sign of growth, and health.
Whether they’re to your taste or not, games like Fortnite or Anthem are bringing people together in the online space, creating memories, and introducing new people to the world of online gaming. Those are all good things.
And I say that as someone who is at best lukewarm to shooters and wouldn’t touch a battle royale game with a ten foot pole.
Meanwhile fans of traditional MMORPGs aren’t exactly going underserved, either. There are plenty of traditional games like WoW, Final Fantasy XIV, and Elder Scrolls Online that are still thriving.
The space of online gaming is growing, evolving, and providing a greater diversity of experience to cater to all tastes. There may be problems, but there’s also tremendous cause for optimism, even as the community — or at least its vocal members — predict the death of the genre daily.
This negativity has real consequences. For example, word of mouth has become entirely worthless.
Every single game that comes out is now decried as a lazy cash grab, regardless of the reality, which makes it impossible to determine which games are actually cash grabs. I can’t trust player reviews anymore, and increasingly I’m finding professional reviews hard to trust, too. That’s a really bad place to be as a consumer because it’s very hard to tell which games are worth spending cash on (thank the gaming gods for good free to play games).
Then we also have to consider how much of a turn-off to new players this constant haze of negativity must be. If you want to attract new players to your genre, endlessly ranting about how everything is awful is probably not a good strategy.
MMOs as a genre are fine. It’s the community that’s dying.
Often, tradition can be a good thing, but not always. Sometimes traditions can be onerous or destructive, surviving only through a resigned belief that this is how things have always been, so this is how things always will be.
As it is in the real world, so it is in the world of MMORPGs. There are some ingrained or traditional elements of MMO design that have long outlived their usefulness, if indeed they ever had any to begin with. These concepts simply need to be retired, ideally sooner rather than later.
This entry might surprise some people who are familiar with my work, as I have developed something of a reputation of being a lockbox apologist.
And to be clear: My position has not changed. I think the furor over lockboxes is quite overblown, that people take the issue far too seriously, and that the whole situation has become somewhat toxic.
That being said, I have also always been clear that I don’t particularly like lockboxes. I don’t think they’re immoral or the death of the genre, but I also don’t think they’re a good thing to have around, either. It’s obvious that making people gamble for what they want rather than buying or earning it directly is not a good deal for the player.
I reject the idea that lockboxes are any more than an annoyance, but they are still an annoyance. If they vanished from the world tomorrow, I wouldn’t shed a tear.
If nothing else, I wouldn’t have to listen to people endlessly complaining about them anymore.
Factions in PvE Games
I’ve never liked the idea of factions in MMORPGs. I’m not very competitive; I’m the sort of person who would rather cooperate with other players than fight against them.
However, I do grant that there are some games where they make sense. If your MMO is based
on PvP, separating players into discrete factions is a good way to foster team spirit and create the potential for large scale conflict.
Outside of those niche cases, though?
Factions need to go.
MMOs are, obviously, a social medium, so creating artificial divides between players is one of the most counter-productive things you can do. You’re giving people smaller pools of potential group members, less opportunity to make new friends, and more limited options altogether.
Not to mention the potential for toxicity it brings forth. I’m forever amazed that anyone takes seriously the conflict between imaginary video game factions, but in reality the rivalries between factions can spill over into the real world in some very ugly ways. If I had a nickel for every time I heard a World of Warcraft player make the earnest argument that Horde/Alliance players are all children/crybabies/bullies/perverts/genetically inferior, I could fund my own MMO (it would basically be a hybrid of The Secret World and SWTOR, but high fantasy).
Now that the WoW clone craze is winding down and companies are no longer trying to ape Blizzard’s giant as much as possible, the idea of factional conflict in PvE MMOs is fading, but honestly, I don’t think things have gone far enough. I’d like to see those games that still have factions begin to phase them out, at least to some degree. Most games have the conceit that players are freelance adventurers, so they should have the option to work with whomever they choose.
Elder Scrolls Online has a good model to follow. Factions still exist, but are irrelevant outside of the Alliance War PvP system. Anyone can group with anyone, and no content is gated by faction.
And when it comes to new releases, let’s just not bother with factions at all, shall we?
I’ve already ranted about MMO subscription fees in the past. They incentivize bad game design, they discourage variety, and they don’t really offer any of the benefits they claim to. I firmly believe that of all current monetization options for online games, a mandatory subscription fee is the worst deal from the player’s perspective (except maybe crowdfunding and early access, but that’s kind of a whole other issue).
The good news is that these days subscriptions are a dying breed. There’s really only two major games still clinging to them — World of Warcraft and Final Fantasy XIV — and I’m fairly confident they’ll come around eventually. Maybe not today, maybe not tomorrow, but some day.
I just hope it’s some day soon.
The fight for treasure lies at the heart of most MMORPGs. But ideally that fight should be against bosses and monsters, or at most enemy players, not your own teammates.
Yet for many long years, this was the standard mode of operation for most MMOs. At the end of a fight, there was a finite pool of loot drops to share, and players had to decide how to distribute it between them. In a perfect world, a civil discourse would follow, and items would be given out in a fair and orderly fashion.
But we don’t live in a perfect world. Thus, loot drama became a thing. Guilds came up with all sorts of convoluted systems to try to determine who most deserved what item, but in the end there was always plenty of potential for conflict and resentment. And that’s in organized groups. In PUGs, things could get truly ugly.
It needs to be said again: MMOs are a social medium. Any design that fosters anti-social behavior should be eliminated with extreme prejudice.
Thankfully, personalized loot drops, with no competition and no drama, are becoming ever more common, and the days of living in fear of loot ninjas seem to be fading. Even so, there are still plenty of games clinging to the old ways, despite the obvious disadvantages.
Coming from a background in single-player games, death penalties in MMOs are something that’s always baffled me. I don’t understand why they ever existed in the first place, let alone why they’re still around.
In the rest of gaming, if you die, you go back to your last save or checkpoint and start over. The fact you have to repeat whatever killed you (and anything else after your last save) is the punishment for failure, and really that’s all there needs to be.
MMOs have the same thing. By the time you get back to where you died, the boss you were fighting will have reset, or the mobs respawned. You have to start over. And again, that’s really all you need to make death feel meaningful.
But for some reason MMOs feel the need to tack additional punishment on top of that. In the old days we had all kinds of draconian things like corpse runs and XP loss. Nowadays most games have lighter penalties, like gear repairs, but the idea of punishment for death is still there.
And I still don’t know why. It’s being punitive for the sake of being punitive. It doesn’t add to gameplay in any way. It’s only frustrating. At best it can serve as a gold sink, but there has to be more inventive ways to achieve that goal.
Mobs… Mobs Everywhere
One of my biggest pet peeves of MMO design is when developers feel the need to fill every corner of the game world with legions of hostile mobs, making it impossible to go anywhere or enjoy the sights without constantly being jumped by some randomly hostile wildlife.
Now, I do somewhat understand the reasoning for this. You want a game world to present a certain sense of danger, and nothing’s worse than running out of mobs while on a kill quest. But just jamming every corner of every zone full of baddies isn’t a great solution to either problem.
Mob competition is better solved by adjustable respawn times that replenish enemies more quickly when players are killing them in large numbers. Meanwhile, I think excessive numbers of mobs ultimately do more to harm the sense of peril in a game world than they do to help it.
See, if your game is designed such that you’re coming under attack at every turn, each individual enemy can’t really be that dangerous. Otherwise it would become an unplayable slog. This turns mobs into mere speedbumps, rather than something to genuinely be wary of.
What I would like to see is more intelligent mob placement. If there’s a large NPC camp that is involved in important quests, sure, fill it with legions of bad guys. But in the open wilderness, don’t add enemies unless there’s a good cause, and it’s probably better for them to be fewer and more powerful. This creates a certain sense of peril and adventure without making every journey an endless slog of trivial battles.
And developers really need to learn that it’s okay for some areas to be free of danger. Let a pretty glade just be a pretty glade.
2017 was another year without a lot of big name releases in the MMO space. We’re definitely going through a bit of a drought, especially when compared to the post-WoW boom, and that has a lot of people in the MMORPG community worried. The more hyperbolic voices among us rush to once again declare the genre dead, while more moderate figures simply hum and haw and hope for more new releases in future.
But to that I say, “Don’t worry; be happy.” I don’t think there’s any cause for concern. I think everything is just fine. MMO players don’t need a constant stream of new titles; we just need a solid selection of games that continue to grow and prosper. And that’s exactly what we’ve got.
Simply put, we have enough MMOs.
What We Expect
Of course, it’s easy enough to see where this desire for more and more new games comes from. A steady stream of new releases is the bedrock of pretty much any entertainment industry. We’re used to things working that way.
Imagine if Hollywood put out only one or two movies over a period of several years. It would be disastrous. Movie theaters everywhere would go out of business. The entire film industry would collapse.
Closer to home, single-player game developers also need to keep putting out new titles if they want to survive. Even with an ever-increasing reliance on DLC, micro-transactions, and “long tail” monetization, the fact remains most people finish a single-player game (and stop paying for it) within a few weeks at most. Players and developers alike need new games to be released regularly, or the whole system collapses.
But MMOs are special, you see. MMOs aren’t something you pick up and put down in the space of hours, or days, or even weeks. MMOs are about investing months, even years of your time. Even for games that do charge for entry, subscription fees and cash shop purchases will inevitably dwarf box sales, and from the player’s perspective, long-term investment is much of the appeal. We want to be able to set down roots in a game and settle in for the long haul.
So while it’s easy to fall into the belief that a lack of new releases is a red flag, for MMOs, it really isn’t. The genre can survive for extended periods with little or no new games to speak of.
If after ten or fifteen years we still haven’t seen any big-name MMO releases, then I’d get worried. Until then, I’m not concerned.
What We Want
Of course, even if you’re not worried about the health of the genre, it’s still understandable to pine for some new games to sink your teeth into. The excitement of something new and shiny cannot be denied.
Often times the hype leading up to a game’s release is at least as exciting as the actual game. Anticipation is fun. We all like to have something to look forward to.
There’s a rush to the first few days of an MMO’s life that can’t really be replicated by anything else, too. Everything is still fresh and new, not just to you but to everyone, and there’s a festival air to it all. Everything is busy. Everyone is having fun. Chat is hopping, and zones are buzzing. It’s the entire MMO experience turned up to eleven.
For those of us who comment on the genre for a hobby or for a living, new releases definitely make our lives easier, too. It’s unquestionably easier for me to review a new game than it is to find some new insight on the games that have already been out for years.
So yes, it’s understandable to want something new to play. But that still doesn’t mean a dearth of new titles is cause for concern. There are other, better ways to measure the health of the genre.
What We Need
So we’re used to the idea that new releases are how entertainment industries stay afloat, and we have lots of good reasons to find new games exciting, but as I’ve said, MMOs are special, and that’s not what this genre is really about.
MMOs are not, by and large, a one and done experience. They’re not something you finish quickly… or at all. It’s not as though you’re going to play one for a few days and then move on. Not if the developers are doing their job, anyway.
No, MMORPGs are about settling down. They’re about finding a home. They’re games that you build relationships with over years.
We don’t need a constant chain of new games to play. We need games that we can stick with for the long haul, that continue to thrive years after launch.
The health of the MMORPG genre is therefore best measured not by the number of new releases, but by the prosperity and popularity of the games that are already live.
By that measure, I judge the state of the MMO genre to be strong.
We have a strong stable of big name MMOs that are getting regular infusions of quality content, like World of Warcraft, Elder Scrolls Online, and Final Fantasy XIV. We have smaller and older games that continue to chug along, like Lord of the Rings Online and the EverQuests.
We have sci-fi MMOs, like EVE Online and Star Trek Online. We have shooter MMOs, like Destiny and Warframe. We have story MMOs and PvP MMOs and raiding MMOs. We have action combat MMOs and tab target MMOs, photo-realistic MMOs and anime MMOs, subscription MMOs and free to play MMOs.
We live in a world where the only way I’ll find the time to play all the MMOs I want to as much as I want to is if scientists devise a way to function without sleep (and even then it would be a challenge). We have all that we need, and while you can probably point to some games that are struggling, there are at least as many that are thriving.
In the face of that, there just isn’t a pressing need to throw a lot of new games into the mix. In fact, I can even think of some downsides to the idea.
The pool of potential MMO players is, I believe, relatively static. A particularly exciting new game might attract some new players, but I know from personal experience that it can be very difficult to convert a non-MMO player into the genre. I don’t think that a new MMORPG is just going to conjure itself an entirely new playerbase.
That means that any new games are going to cannibalize the players from existing games, at least to some extent. These days, most of us play multiple MMOs, but there is an upper limit to how many games each person has time for. At some point you do run the risk of the players being spread too thin between too many games, and the more people hop around, the less opportunity there is for true online communities to form.
Now, I definitely wouldn’t go so far as to say that more new MMOs would be a bad thing… but it’s not an unequivocally good thing, either.
In the years following the break-out success of World of Warcraft, we saw a steady stream of new MMOs coming out all the time, and some may see that as “the good old days,” but in practice all we got was an endless stream of barely distinguishable games that struggled to find a voice and an audience.
MMOs are not the new hotness anymore, and they’re no longer a genre that every other developer is trying to create a “me too” entry for. But that’s not a sign that the genre is dying; it’s a sign that it’s maturing, and that can only be a good thing.
MMOs thrive on stability. That’s what we should seek above all else, and that’s what we have.
* * *
So I understand why some people are bothered by the relative lack of new MMOs being released these days. It’s not what we’re used to, and it gives us a lack of sexy newness to drool over.
But it doesn’t mean that MMOs are in trouble, and it certainly doesn’t mean that they’re dying. The genre has settled into a quiet equilibrium, and it’s chugging along just fine.
The gaming community loves to focus on the negative, but when you really think about it, now is a great time to be an MMORPG player. Maybe the best time. There are games for (nearly) every taste. Most of the big names are stable and thriving. We’ve got quality and quantity. We’ve got everything we need.
With all the controversy swirling around lockboxes and other monetization strategies, I see an increasing number of people pining for the day when subscriptions were the standard business model for online games.
I think it might be time for a reminder of how we ended up here. There’s a reason that free to play and buy to play are now the norm, and it’s not that developers are conducting an evil international conspiracy to make us lockbox addicts.
It’s that subscriptions failed as a model, and they failed because people realized there are better options. For all the flaws of other business models — and oh boy, they do have them — none are quite so bad a deal for the player as a monthly subscription fee. I firmly believe it is the worst business model for an MMORPG.
Let’s look at all the ways subs ill-serve players, and please note that for the purposes of this article, “subscription” refers only to games that require a regular fee in order to play. Optional subscriptions as part of a hybrid model are an entirely different beast, and something I’m entirely okay with.
They Enforce Grinding
One of the biggest fallacies I’ve ever seen put forth in the MMO community is that only free to play business models affect gameplay.
These days, the only subscription game I play is World of Warcraft. It is also by far and away the grindiest game I play. This is not a coincidence.
Honestly, are people truly naive enough to believe that things like attunements, lengthy reputation grinds, and low drop rates were implemented because they were fun? No, they were designed to extend the life of content, allowing developers to earn more subscription dollars from each player.
This is why while most other games make the main story something you can just jump into and enjoy, WoW locks it behind weeks of reputation grinding. This is why Blizzard is now staggering its patch releases, with a trickle of new content unlocked each week, rather than patching it in all at once. Have you ever noticed how it always takes more than thirty days for anything to fully release?
One of the eternal criticisms of free to play games is that they force you pay cash, or grind endlessly. Don’t get me wrong, “pay or grind” is not a great deal for the player, but it’s still better than a subscription game, where you pay to grind.
A good example is WoW’s upcoming allied races feature. Whereas if a free to play game added a new playable race, you might have to pay to unlock it, WoW will require you to both pay for the new expansion and spend weeks — potentially months — grinding various reputations to unlock the new races.
Free to play games ask for your money or your time, but subscription games demand both, because for a subscription game they’re one and the same.
As the Goblins say, “Time is money, friend.”
They Spit in the Face of Customer Loyalty
Subscriptions are essentially “Yeah, but What Have You Done for Me Lately: The Business Model.” It doesn’t matter how many hours or how much money you pour into a game. If you haven’t coughed up $15 in the last thirty days, you’re completely locked out.
Let’s say you lose your job or otherwise hit a financial rough patch, and can no longer afford your subscription fee. Well, kiss goodbye to the characters you’ve spent potentially years developing. Say farewell to all the friends in your guild. Sucks to be you.
That’s a terrible way to treat a loyal customer.
Games based around micro-transactions may have their flaws, but when you buy something, it’s yours. If you don’t have the funds to keep spending as you have, you can still keep playing, and enjoying all the perks you’ve bought in the past.
But to a subscription game, you’re only as good as your last payment. Never have I felt less like a person and more like a walking dollar sign than while playing a subscription game.
They Discourage Variety
In the past, there weren’t many MMOs around, and it made sense to just fully commit to one. But these days the field is overflowing with choices, and most people want to be able to enjoy more than one game.
Subscriptions make that a lot more difficult. If you’re paying a subscription to one game, playing anything else is going to feel like you’re wasting money because, well, you are. And if the other games you want to play are also subscription based, the cost is going to get prohibitive pretty fast.
Subscription games want you to play them and nothing else, and that sucks the fun out of the whole hobby. You don’t get to enjoy other games as much, and you burn out on your main game more quickly.
Their One Strength Is a Lie
The one advantage a mandatory subscription is supposed to hold over other business models — the chief argument I see put forth in its favour — is that it creates a level playing field. You pay a single fee and get access to the whole game. You don’t have your wallet eaten away by numerous extra charges, and everyone is put on the same level.
Which is great except for the fact that isn’t true at all.
Let’s again use World of Warcraft as an example. To start playing it at all, you first have to buy the base game, which is $25 here in Canada (I believe it’s about $20 for Americans).
These days, Blizzard rolls all legacy expansions into the base game, so that will get you a lot of content, but if you want to play WoW to any significant degree, you’ll have to buy the most recent expansion, too. Blizzard not only abandons legacy content but will often go out of their way to make it unrewarding, and the community never lingers in old expansions, which cuts off the group-centric experiences WoW is built around.
So you need to buy the current expansion, currently priced at $63 up here, and that’s assuming you don’t spring for the deluxe edition, which contains a number of exclusive cosmetics. If you want to keep playing for any length of time, you’ll need to keep buying expansions as they release.
Then there’s the cash shop to consider. While WoW’s might not be quite as fully stocked as some free MMOs, it’s still pretty extensive, and also priced higher than most other games. The companion pets alone would run you around $200 if you wanted all of them. Often the mounts and pets in the cash shop are far more elaborate and detailed than anything in-game, as well.
“But those are just cosmetics,” I hear you say. And I really have no problem with games selling such things in principle. I just bought myself a new hairstyle in ESO a few days ago.
But it’s not just cosmetics. The cash shops also feature things like race changes, name changes, and server transfers, and while most of those are minor conveniences, choice of server can have a huge impact on your experience of an MMO, and it’s inevitable some people will need to transfer. Maybe you picked a dead server without realizing it, or maybe your once-thriving community has fallen apart.
It gets worse if you play multiple characters, as most people do these days. At $32 per character (again, Canadian numbers), transferring more than one or two characters will cost more than a new AAA game.
It keeps going. Nowadays you can also buy character boosts that instantly level you to just below the current cap, and there’s the WoW Token to consider. With it, you can buy gold that can then be spent on BoE epics, allowing you to gear up your character entirely through the cash shop.
All this from a business model that’s supposed to give everyone everything for one monthly fee.
This isn’t unique to WoW, either. Final Fantasy XIV engages in similar practices, and while things may have gotten more pronounced in recent years, MMOs have always charged extra on top of their subscriptions, even if just for expansion packs.
The ideal of a subscription putting everyone on equal ground is a noble one, and if it were actually true, I’d probably feel a lot better about subscription games. It still wouldn’t be my favourite model because of the other problems listed above, but at least it would have a strong argument in its favour.
But it’s just not true. It was never true, and it’s getting less true all the time. Subscriptions don’t make games fair, they don’t prevent the best rewards from having price tags, and they don’t stop people from buying power.
* * *
MMO monetization is a messy business. Developers want to make as much money as possible, and players want everything for free. No solution will ever fully satisfy both sides. But while every model has flaws, none are worse for the player than a subscription fee for access. It’s a failed model, and it doesn’t deserve resurrection.
“blogging about them [MMORPGs] doesn’t appear to be a thing any more.”
Tobold, MMORPG blogger turned general gaming blogger, created waves with this statement. It’s a testament to his legacy in the community though that he is able to create such ripples for a community he doesn’t really place himself within any longer. It sparked defense from several bloggers and a handful of readers. Many clamored that MMO blogging is far from dead, citing a wealth of posts composed every week.
The quantity of posts originating from self professed MMO blogs doesn’t necessarily point to the trade’s life or death. After all, everyone shifts their attention away from MMOs here and there. Tobold points to single player game articles on MMORPG.com as evidence of a decline in this niche field. Here at MMOBro, we too touch on single player games. Does that make this less of an MMO site? I don’t think so. Rock, Paper, Shotgun has had board game articles, but they’re still squarely a PC gaming site. The focus of topics here is still on MMO(RPG)s.
That said, it is true that there are less (if any) pure MMORPG sites out there. The answer as to why is as clear as it is subtle. The proliferation of MMO and MMO-lite games has blurred the distinction between MMOs and MMORPGs to the point where that line has all but faded away. Distant cousins of the genre like MOBAs have embraced growth and achievement mechanisms that made the genre popular in the first place. Now that players don’t have to inhabit a persistent world, nor necessarily grind for growth, MMO populations have fallen.
The reality is that it only seems that way to MMORPG purists and veterans. To everyone else in the world, Destiny occupies the same genre as World of Warcraft. And that means the genre is as healthy as ever. It’s just not restricted to PC anymore nor does it require a hundred players to occupy the same space. MMOs have always been about achievement/progression, online play, and persistent characters. Maybe that wasn’t the intent of developers – but that’s what kept people playing and led to the genre’s massive growth. Without progression, people quit and move onto something else. All of this is why our MMO games list includes a myriad of online options. MMO means different things to different people.
It may not be an MMO, but Shadow of War really feels like one.
All of this trickles down to single player gaming as well. MMOs continue to lay the ground work for addictive feedback loops. Only playing players pay, so developers focus on creating content that keeps players busy without drifting into boredom. You can see these loops implemented into AAA single player titles like Shadow of Mordor and Shadow of War. The developers for those games spent so much time copying those loops that they even added loot boxes, but that’s another discussion entirely.
This trickling effect isn’t a one way street though. Features from single player games regularly make their way into MMOs. Perhaps the most compelling of such features is rich, linear stories. Final Fantasy XIV arguably boasts the best storytelling in series history. Most of the game’s story can be experienced without any other players. Despite this solo focus, we don’t look at Final Fantasy XIV as less of an MMO. To many, it’s the best of its kind on the market.
This is why we can’t assess MMOs in a vacuum anymore. Gaming genre definitions have and will continue to blur. What makes an MMO an MMO, an RPG an RPG, and so forth no longer applies in any strict sense. Genre names are only starting points for us to find a product that will fulfill that which we’re seeking. Many video games can provide the same sensations as MMOs and vice versa. Because of that, I think it’s critical that MMO bloggers in fact do not wholly focus on MMO content. The only way bloggers, journalists, and writers can fully explore the genre is by stepping outside of it.