American and Korean made MMORPGs dominate the market, as demonstrated by an earlier infographic on Which Country Makes the Best MMOs. Yet their paths to prominence have led to unique deviations. It’s easy for nationalists to say one is better than the other, but that’s largely subjective. It’s clear though that developers from these countries exhibit very different design decisions.
What appeals to one audience may not appeal to another. In the context of two countries on opposite sides of the world, most of that appeal has to do with the culture itself. This Google translated page of top Korean MMOs tells a different story than does our list of top MMOs or MMORPG.com‘s ratings. Americans and Europeans seem to share similar opinions so I’ll be lumping the transatlantic partners into one “Western” group. The differences between Westerners and Koreans create talking points that can lead to some interesting conclusions.
The five Korean MMOs where we see the largest disparity are Lineage, Lineage II, Dungeon Fighter Online, Mabinogi, and Hero Online. Some of these aren’t even available in the West. It’s not that publishers haven’t tried porting them. They just haven’t succeeded. So what do these titles share in common? Not a lot, at least first glance. Lineage is a war-centric PvP MMO. Mabinogi is a free form, cooperative, life skills heavy MMORPG. Dungeon Fighter Online is a side scroller and Hero Online a fairly generic post World of Warcraft MMORPG. That’s not to say there aren’t commonalities though.
The easiest similarity to point out is that all of these Korean MMOs involve significant amounts of grinding. In the West, we typically think of grinding as killing creatures over and over to level up. While that’s one type of grinding, it’s not the only kind. Lineage is heavy with the creature grinding, but for Dungeon Fighter it’s running the same missions. Characters advance in Hero Online via kill quests and Mabinogi via using skills. Maxing out characters in all of these titles takes a long time (especially when counting rebirths). For Koreans that’s more gameplay. For Americans and Europeans, that’s more bland repetition. There’s more to these games than just advancement though.
Pets are everywhere in Korea’s top MMOs. This has made it’s way over to the West but largely as more of a cosmetic addition. In Korea, pets are heavily integrated into the gameplay itself. Hell, in Lineage II you can ride a freaking wyvern into battle! Graphics obviously aren’t a big deal either. Most of these Korean MMORPGs didn’t look advanced on release so by today’s standards, ugly may be too generous. Mabinogi is the only visually impressive title with its artistic cel-shading. Conversely, Western audiences show difficulty not praising (or criticizing) a game’s appearance.
Where we see the most prominent differences between the two audiences though is in monetization. Mainly, Koreans seem unfazed by pay to win cash shops. Westerns froth at the mouth at the very mention. I would guess this stems from most of Korean gaming occurring in gaming cafes with an hourly rate. From that perspective, it makes a lot of sense. If every hour costs money, why not spend some extra cash to speed up advancement? It’s probably more cost efficient to pay the publisher than pay the gaming center. By contrast, Western play time is typically free so non p2w MMOs find more mainstream success.
Perhaps though, what is missing from this list of Korean MMOs is more telling than what can be found. Inspired questing is a huge component of successful MMORPGs in the West. World of Warcraft, Star Wars: The Old Republic, Elder Scrolls Online, Lord of the Rings Online, Rift, and Final Fantasy XIV are all successful MMORPGs. They’re also quest heavy games, but other titles have gained support with a sandbox approach. Eve Online, RuneScape, and ArcheAge are successful sandbox MMORPGs without a huge quest emphasis, so it’s not a prerequisite for success in the US. Interestingly, almost all of the best quest-driven MMORPGs come from well recognized IPs in the West. That leads me to two takeaways. One, themepark MMORPGs are better served by an existing IP. Two, sandbox MMORPGs might be the path to success for Korean MMOs.
That’s a number of differences between MMOs popular in the West vs. Korea. But what does it mean?
it means that us Westerns dislike grinding, or at least need to have it obfuscated. We’re more interested in the destination vs. the journey. Lengthy leveling hasn’t been in vogue here for over a decade. Reaching endgame seems to be all that anyone talks about. Meanwhile, lengthy leveling is still going strong in Korea. An affinity for pets in Korean MMOs speaks of a greater attachment to their avatars. A willingness to spend money to “win” or advance that avatar reinforces the idea.
Westerners also appear to be more brand loyal. The most well known MMORPGs here almost all result from some popular, preexisting IP. Branding plays its part in Korea too but is in a completely different league. It’s unclear whether Americans and Europeans love questing or if questing centric gameplay is the easiest path to delivering existing IPs to customers. My guess is that it’s a little bit of both.
It’s fun to see how different cultures view their virtual worlds when their physical worlds are separated by more than just miles.
MMORPGs have grown to such heights now that they warrant their own category for year end video game awards. However, MMOs evolve to a much greater extent than games from other genres. An MMORPG’s full potential might not be realized until years after launch. It is with this thought in mind, and the fact that hindsight is 20/20, that we’ll be taking a retroactive look at the best MMORPG by year for the past twenty years. We’ll start in 1996, the first time that multiple graphical MMORPGs would release in the same year.
Best MMORPG of 1996 – The Realm (Online)
Originally launched as simply The Realm in 1996, this cartoony MMO game graphically resembles old point and click style games like Quest for Glory. The Realm offered a surprising wealth of content in its debut year that included player housing, a 1000 level cap, multiple dungeons to explore, and a decent character creation system. The Realm Online’s most notable feature though is its turn based, tactical combat. Although most mobs aren’t terribly challenging, this style of combat added a layer of depth still not present in any many MMORPGs. It also lead to some tense, tactical PvP battles in The Realm.
Of course, The Realm is pretty flawed too. After seeing all the heavily instanced world has to offer, there isn’t much else to do besides grind. There isn’t a real trading system either (only gifting or dropping items) so players hire middle men to facilitate trades, which has been abused by scammers. Yet it doesn’t compare to the “old days” where a lack of solid protection for players’ houses led to unintended burglaries or the gold duping exploit that massively inflated every item’s price. Despite being fixed, these issues sadly persist as the most notable memories of The Realm.
The Realm Online seems to still be running. It was apparently sold to a group of fans several years ago, who have managed to keep it running but do little else to entice players.
Best MMORPG of 1997 – Ultima Online
I thought for sure that Tibia would win its year, but there’s no way it could stand up to the legacy that is Ultima Online. Not only did Ultima Online bring the term MMORPG to the world (we were calling them graphical MUDs prior), but it also created the basis for sandbox MMORPGs. Players entered Ultima Online with a vision of their character and could match that vision surprisingly well. With skills ranging from magery to musicianship to animal taming, it seemed like the developers had thought of everything. The world itself teemed with life. Hell, you could even own a castle. Pretty sweet.
The truly open nature of Ultima Online did lead to some serious player griefing though. Outside of towns, players were fair game and a lot of stronger players targeted easy prey. Since players would also drop all of their gear and loot on death, player killing could be quite profitable. Less violent players could sneak and steal items out of others’ backpacks. For victims, playing Ultima Online was probably akin to playing a shopkeeper in Skyrim. All the sudden everything was gone and you could barely react.
Eventually, Ultima Online split their servers between the PvP friendly Felucca and the carebear land of Trammel. It’s a decision that in equal parts killed and saved the game. The lack of a strong deterrent for Ultima Online criminals would have wiped out the player base, but the game also lost much of its unique “dangerous real world” feel. The most lasting memory for Ultima Online though is when a player killed the invincible Lord British, controlled by Ultima’s creator Richard Garriott.
Best MMORPG of 1998 – Nexus: The Kingdom of the Winds
I’m honestly surprised that Kru Interactive hasn’t made any new games. In the late 90s they gave us Nexus, Dark Ages, and Shattered Galaxy. All were pretty cool games, and all are still running. I guess the age of 3D is scary, but that’s fine. There are plenty of 3D MMOs out there from other guys.
Nexus: The Kingdom of the Winds was for many their best offering. It seems to be doing the best too in 2016 with biweekly patches. The combat has never been anything to write home about, but what made Nexus special was its social system. Nexus sported a deep political system alongside a mentor system to encourage veterans to help new players. Not everyone was friendly in Nexus, but everyone felt connected. I feel that the systems in place in Nexus make for some of the best socializing of any MMORPG. If only the actual gameplay was as addictive…
Best MMORPG of 1999 – EverQuest
Runner-up: Asheron’s Call
I was tempted to choose Asheron’s Call for 1999 because I personally enjoyed the game more. Ultimately, EverQuest’s lasting legacy proved too monumental to overlook. While developers were trying to figure out the magic MMORPG formula, it would be EverQuest that would leave the biggest imprint of the first generation MMORPGs.
EverQuest’s success was burgeoned by their dedication to creating an atmosphere that resembled tabletop role-playing games such as Dungeons & Dragons. The game offered players mostly typical fantasy races and classes with a classic alignment system. Multiple varying server rulesets were enacted to center gameplay on a particular player activities. For example, the Vallon Zek server would go down as the first major factional warfare as one’s race dictated PvP status. Rallos Zek allowed bloodthirsty players to kill anyone, much like Ultima Online.
Most importantly for EverQuest, this MMORPG offered players difficult PvE encounters and started the whole raiding thing. The Sleeper is perhaps the most famous raid encounter of all time since it took three highly geared guilds working together for hours to take him down. Players also regenerated health slowly after combat in EverQuest, which lessened the action but increased the social interaction. I don’t miss resting, but I lament the increasingly anti-social nature of multiplayer gaming since EverQuest’s MMORPG heyday. For many veterans, EverQuest is the best MMORPG of all time.
Best MMORPG of 2000 – Allegiance
Allegiance is a pretty cool game that was ahead of it’s time. Some might argue that the lack of a massive, persistent world (games are eventually won) disqualifies Allegiance as being an MMO. I don’t agree and perhaps more importantly, there were no other MMOs released in 2000. It sort of wins by default, but that doesn’t make it a bad game. The core gameplay revolves around one member of a faction playing the role of an RTS commander with their allies controlling individual ships. Maps are explored, buildings are built, resources collected, technologies researched, and eventually full on wars are waged. It was pretty complicated then without a great tutorial and no doubt partially caused the disappointing sales numbers for developer/publisher Microsoft.
Although Microsoft pulled the plug on this pseudo-MMORPG long ago due to population, fans still run the game.
Best MMORPG of 2001 – Dark Age of Camelot
EverQuest may have been the first MMORPG to implement faction warfare, but Dark Age of Camelot perfected it. Faction warfare in Dark Age of Camelot is referred to as Realm vs. Realm (RvR), unique from the free for all brawl that was simply PvP. In Dark Age of Camelot, players would enter the MMORPG by choosing one of three mythical races to represent. The combat system resembled EverQuest so players familiar with the venerable MMORPG and looking for more structured PvP could easily jump into Camelot.
The primary focus for Dark Age of Camelot’s RvR has always been a 3-sided factional conflict. This maintains balance despite shifting populations. While one side may grow dominant, two sides can temporarily ally to turn the tides. Camelot, to this day, is simply the best MMORPG when it comes to epic castle sieges and territory defense. The population has waned, but the options for a true alternative simply aren’t there.
I do want to give honorable mentions to RuneScape for showing that browser MMORPGs could be fairly legit and Anarchy Online, specifically for their hype machine. Anarchy’s promised a unique setting, and I loved the idea of a neutral faction. The video below got me hyped beyond measure for the sci-fi MMORPG.
Unfortunately, Anarchy Online disappointed in a huge fashion and clearly released too early. It would eventually became a good MMORPG, but it’s launch would go down as one of the worst in MMORPG history. Luckily, Dark Age of Camelot would come to the rescue in October 2001.
Best MMORPG of 2002 – Final Fantasy XI
Runner-up: Ragnarok Online
Although not released until the following year in the US (along with Korean competitor, Ragnarok Online), Final Fantasy XI put PvE players to the test. EverQuest required grouping, but players could advance eventually by playing more casually. Final Fantasy XI scoffed at the idea. Not only did Final Fantasy XI require grouping, it required coordination. The game did not shy away from grinding, but did reward players with greater EXP bonuses for chaining mobs in quick succession. Although grinding mobs was all the rage until World of Warcraft’s release, Final Fantasy managed to create a rewarding system for the repetitive activity. The familiar Final Fantasy setting, with chocobos and all, also helped to draw players in.
The raids and end game bosses of Final Fantasy XI required not only high end gear, but high end skills too. Whereas most of EverQuest’s high end encounters were designed to be defeated if properly geared, Final Fantasy XI couldn’t care less. To this day, Final Fantasy XI has yet to be surpassed in the difficulty of it’s PvE encounters. It’s unlikely that it will be as providing content that only a fraction of the population will see isn’t good business.
Best MMORPG of 2003 – EVE Online
Runner-up: Star Wars Galaxies
Eve Online is to PvP what Final Fantasy XI is to PvE. To this day, Eve is still the premiere open ended PvP system. Corporations ran by actual players fight over areas of the galaxy in order to obtain resources to grow further. Fleets of hundreds engage in battles with similarly sized opponents. Politics and espionage are another layer on the complex cake that is Eve Online.
Not only did Eve Online present its players with an MMORPG that boasted sandbox freedom, it also introduced a unique skill progression system. In Eve Online, skills are learned in real time whether online or not. Want to master a particular type of battleship? Just wait a month. This concept allowed players to further engage in the content they wanted without worrying about grinding for levels. Finally, Eve Online also did away with the common practice of multiple, split servers. Upwards of 30,000 players can still be found playing Eve Online simultaneously to this day. Max player counts of individual World of Warcraft servers occupy a fraction of that.
The audience is relatively niche compared to mainstream MMORPGs, but is loyal and dedicated. There’s simply nothing quite like Eve Online to this day. That it’s still running and a better game than ever 13 years later is a testament to that statement.
Best MMORPG of 2004 – World of Warcraft
Runner-up: EverQuest II
I mean. Duh. Of course it’s World of Warcraft.
2004 would go down as the most important year for MMORPGs since 1999. It saw a couple other AAA MMORPGs releasing in EverQuest II and City of Heroes. Interesting titles such as Saga of Ryzom, Vendetta Online, Metin2 and Knight Online also debuted. But everything paled in comparison to Blizzard’s behemoth MMORPG.
World of Warcraft took the popular MMORPG formula and perfected it. Blizzard’s only truly unique contribution to the MMORPG genre was the implementation of quests as the primary method of leveling up. Until 2004, quests were largely an afterthought in MMORPGs. They were either too obfuscated or too few to be used as a form of advancement. World of Warcraft changed that and set a precedent for the importance of questing in MMORPGs. We even did a feature on MMORPGs with the best quests. You might notice that World of Warcraft is the only game listed that released before 2007.
World of Warcraft didn’t simply rely on quests to draw in millions of players though. Blizzard polished their first MMORPG to the nth degree. The art design is fantastic, the classes are interesting, grouping became useful instead of required, and the game truly brought the Warcraft universe to life in a virtual world. Is it the best MMORPG of all time? That’s debatable, but, it is certainly the most influential due to its wild success.
Best MMORPG of 2005 – Guild Wars
Runner-up: Silkroad Online
The original Guild Wars was built on delivering a near immediate endgame with long term horizontal progression, heavily instanced content, and no subscription fee. All four of these defining features things were brand new to the MMO space and have surprisingly inspired very few similar combinations.
The maximum level in Guild Wars is twenty, which can be reached in one day. From there, the primary method of advancement is learning new skills through completing various missions. Each player in Guild Wars has access to only eight skills at a time so gaining more skills doesn’t necessarily make your character stronger. Players in Guild Wars don’t chase bigger numbers but instead seek more skills to provide adaptability. Players can even create PvP only characters with access to all skills for competitive PvP. These design decisions lead to communities that don’t fracture due to varying commitment levels. It’s one of the best perks about horizontal progression, but can also lead to players feeling like there’s not enough advancement to warrant continued play. Luckily, Guild Wars does not require a subscription fee.
Up until this point, monthly subscription fees were the norm for MMORPGs. Free to Play MMOs wouldn’t become popular for a few more years yet. Thus if you wanted to play an MMORPG you had to pay a monthly fee. Guild Wars did away with that, in part thanks to the heavily instanced gameplay to lower server costs. Instanced content also allows developers to create challenges balanced around a particular number of players, at the cost lessening the massive part of the multiplayer experience. This has its pros and cons but certainly helped to define Guild Wars as one of the most unique offerings in the MMORPG genre.