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The Pub at MMORPG.COM  » What is missing from the recent crop of MMORPG's?

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57 posts found

Novice Member

Joined: 6/11/05
Posts: 633

11/17/13 6:44:54 PM#41
Originally posted by Nadia
Originally posted by GuyClinch

Almost all the problems spring out of the success of World of Warcraft. Don't get me wrong Warcraft had many strong qualities.

But the one 'takeaway' that developers had was that  'hand-holding' = money.

Thus in even the best modern MMOs we have excessive handholding which is entirely different then the pre-warcraft MMOs.

i agree w this conclusion

It's true but it wasn't entirely on the developers account.
Guides strongly simpflified the experience.  Players won't make any decisions regardless of the systems complexity - at the end most just look up the perfect build / rotation on the net or watch the video how to play.


Pi*1337/100 = 42

  User Deleted
11/17/13 7:18:44 PM#42

I agree with many of the points made so far. The single thing that struck me as a bad idea was Dungeon Finder.

It was a game changer in more ways than one, sure you could find a group easily now, but that led to empty leveling areas, awful pug experiences (from rushing, to tanks & healers who can reach max level and still not know the basics of thier role), people reaching max level so fast as to not understand many important parts of the game. Moreover a really bad attitude to other players since insta-grouping allowed everyone to be a complete jerk with no consequences.

Players used to make an effort to be civil before Dungeon finder. Getting a group did take time, but generally because of this dungeons were a lot more fun as people wanted to finish the dungeon succesfully, wanted to give it another go if there was a wipe, and sometimes wanted to team up again with that friendly dude who helped you with tips, or maybe an enchant.

I made more casual friends before Dungeon Finder than after. It was enjoyable having other players whisper with "Hey m8 remember me from yesterday? We're doing X then maybe Y, fancy coming along?"

Everyday in every MMORPG I play I see the same question, "What's the quickest way to reach Max Level", followed by the same stock answer "Reach X level and join Dungeon Finder"


Advanced Member

Joined: 11/08/13
Posts: 336

OP  11/17/13 7:34:45 PM#43
Originally posted by Soliloquy

I'm going to remind you guys to keep it civil.


Was it anything else? 


Novice Member

Joined: 12/02/11
Posts: 795

11/18/13 12:09:34 AM#44

A unique experience that makes each login a new adventure. I don't want to know all the answers to all the questions in an MMORPG anymore. I don't even want to know the questions! Give me a damn surprise already.

I wish someone had the courage to forget the label MMORPG and make a game that isn't about levels, scripts, phat lewts and all the other things weighing down the genre. Just forget those things. Make a game without those preconceived notions of what an MMORPG "requires". Don't refine, do redefine.

I know it sounds idealistic, but I don't see the point of remaking the same experience over and over.

Enter a whole new realm of challenge and adventure.


Novice Member

Joined: 2/16/12
Posts: 144

11/18/13 12:17:42 AM#45
Originally posted by LittleBoot
Originally posted by Soliloquy

I'm going to remind you guys to keep it civil.


Was it anything else? 

Hehe, yeah, that was a bit out of left field.


Hard Core Member

Joined: 8/14/08
Posts: 1582

11/18/13 12:27:55 AM#46
  1. World
  2. Competent Crafting
  3. Immersion
  4. Complexity & Depth
I want a world that operates like a world and isn't a uniformly spaced collection of landmarks. I want mounts that are more than a glorified run speed buff. I want a compass but no map or GPS-style you-are-here markers.
Basically I want Oblivion + Eve Online in my MMORPG.



Apprentice Member

Joined: 11/19/11
Posts: 79

"When you put good will out there it's amazing what can be accomplished." -PW

11/18/13 12:31:35 AM#47
Community is probably the biggest one, ever since MMOs have gone towards letting you solo 90% of the content people stopped talking and making an mmo feel alive. I'm only 20 so my mmo experience with the early games is slim, i started WoW in 2005/06 and before that i watched a cousin play EQ and EQ2 which is what got me into the genre. I had also played City of heroes and that game was a glorified chat room and i loved it. I literally paid $15 a month to stand in atlas park and talk to people it was a blast. 

Novice Member

Joined: 2/16/12
Posts: 144

11/18/13 9:41:16 AM#48
Originally posted by Malinkadink
Community is probably the biggest one, ever since MMOs have gone towards letting you solo 90% of the content people stopped talking and making an mmo feel alive. I'm only 20 so my mmo experience with the early games is slim, i started WoW in 2005/06 and before that i watched a cousin play EQ and EQ2 which is what got me into the genre. I had also played City of heroes and that game was a glorified chat room and i loved it. I literally paid $15 a month to stand in atlas park and talk to people it was a blast. 

I loved City of Heroes also. Great community. It is a game that, in many ways, was Old School by virtue of the fact that its development pre-dated WoW, so there was yet no defined AAA standard. They did a lot of things differently and managed to find a perfect balance of a game that allowed you to jump into the action, grouped or solo, very quickly; and yet they didn't follow most of the protocol of modern MMOs in terms of solo-oriented questing and late game gear-grinding. They believed in grouping, they believed MMOs were about group play, but they managed to do it without ever feeling like it was forced. And they completely ignored gear, and pretty much left money and gear out of the game entirely . . . that is, until they were bought out by corperate NCSoft.

And that is exactly when things started going downhill, albeit very gradually. You can't destroy a game overnight. But NCSoft immediately took steps to make the game more WoW-like. They made gear and money extremely important, introduced PvP, pushed more solo oriented mission/quest lines, and then eventually included raiding and end game content. Then once they completely transformed it into a super-hero WoW clone they canned it in hopes to drive the player base to their newly released Guild Wars 2.


Apprentice Member

Joined: 7/17/13
Posts: 44

11/18/13 9:57:02 AM#49

The absence of solo content. I'd like to feel everything I do helps the guild or the community I'm playing for in some way. I'd like that to be the new definition of an mmo.

On a side note. Just advancing the game, even if it would be for the whole game community doesn't really fit that description. So I would only apply that definition to player to player to interaction.


Novice Member

Joined: 1/17/12
Posts: 872

11/18/13 4:10:34 PM#50
Originally posted by Aison2
Originally posted by Nadia
Originally posted by GuyClinch

Almost all the problems spring out of the success of World of Warcraft. Don't get me wrong Warcraft had many strong qualities.

But the one 'takeaway' that developers had was that  'hand-holding' = money.

Thus in even the best modern MMOs we have excessive handholding which is entirely different then the pre-warcraft MMOs.

i agree w this conclusion

It's true but it wasn't entirely on the developers account.
Guides strongly simpflified the experience.  Players won't make any decisions regardless of the systems complexity - at the end most just look up the perfect build / rotation on the net or watch the video how to play.


The game has to support something like "perfect" build in the first place, the content has to be simple enough to be trivialized by a guide.

No video will help you if you dont like how it suggest you should play and a alternative approach can be more fun to you, but there has to be one.

Those things are the developers fault. 

Flame on!



Advanced Member

Joined: 11/10/05
Posts: 5629

11/18/13 4:20:36 PM#51

Hopelessly large game worlds. I don't need them to be chock full of content. But I do kind of miss that feeling of being in the middle of nowhere in an mmo.

I remember one day in SWG, I was out in the middle of Rori farming leathery hides for about an hour. Not a soul in sight until some guy came flying by on a swoop. He got off and came up to me saying something like, "what the hell are you doing out here? do you need help?" lol And that would make sense for him to think that since I was so far away from any town its like I was left for dead.

Yeah I miss that.


Novice Member

Joined: 10/29/13
Posts: 3

11/18/13 10:08:43 PM#52

-Quests that make you feel like you have accomplished something

-Memorable towns every town just feels like short pit stops

-Creativity/Soul mmo's now tend to copy whatever is popular instead of giving the players something completely new 



Hard Core Member

Joined: 3/16/12
Posts: 193

11/23/13 6:58:32 PM#53
Immersion. Consequence. Modern graphics.

Novice Member

Joined: 11/03/13
Posts: 43

11/25/13 11:30:26 AM#54

I need this.

The outcry of the hardcore gamer to get more depth is what has briefly renewed my waning passion in game development.


To be honest, last night I wanted to just stop making my game because...well, it's just a lot of work. Burnout I guess after hundreds of hours. Especially when some small stuff like the GUI drains your imagination and inspiration like a TrueBlood vampire in a faerie village.

Reading this renews my passion and reminds me why I started in the first place.



Hard Core Member

Joined: 9/18/04
Posts: 967

11/25/13 11:32:00 AM#55
Common Courtesy.

TGIF...Thank God I'm Female

"My Fantasy is having two men at once...
One Cooking and One Cleaning!"

  User Deleted
11/25/13 11:42:54 AM#56

What is missing from the new MMORPGs? That new feeling.

The genre hasn't had a significant shake up since WoW and EQ2 launched, the recent action combat phase has spiced it up a bit, but the rest of those games were the same old thing we have been playing for over 10 years now.

The games aren't bad, its just older players are getting burnt out because there are no new experiences. Also we are comparing them to established games that have been out and polished for many years now.  Games like WoW and EQ2 were missing many of the staple MMO components that we have come to expect when they launched, but we didn't know any better back then.  Now everyone expects 10 years worth of polish in a newly released game.

While EQN and some of the other sandboxes might shake up the genre, you might just need to take a break from the genre and come back with a fresh perspective.    


Apprentice Member

Joined: 6/11/08
Posts: 10959

I think with my heart and move with my head.-Kongos

11/25/13 12:16:03 PM#57

The new crop of MMORPGs do have millions of extra players, so maybe what's missing is a feeling of playing something exclusive rather than playing something that everyone else has played or is playing too.

I can not remember winning or losing a single debate on the internet.

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