rustys-name-is-kumar wrote: ↑
February 25th, 2025, 11:34
Wretch wrote: ↑
February 16th, 2025, 23:03
Mmos were better back then because the internet was young and people were better. You cannot have good mmos or online communities now because people are terrible. There is no fixing this without massive societal shifts. Every other guess or explanation is nonsense.
mmos only really worked for the novelty of how its multiplayer operated, the idea of sharing a gigantic world with other players and embarking on adventures seemed tight 25 years ago. hell, online gaming back then in general felt fresh and new to many people.
but quarter a century later where there's more multiplayer **** releasing every week the magic is gone and by extension the mmo novelty long wore off. what exists now are low effort **** games that try to bring back the olden days but never will. nobody is playing a full loot-on-player-death sandbox because people don't want to waste their time and nobody wants to have to play a game where they need to mandatory group to kill scrub trash mobs in a cave.
Novelty?
MUDs were around since the late 70's though. It wasn't some "new" thing. They evolved over the years adding graphics until MMOs in the late 90's made them fairly well known. EQ is literally a MUD with graphics placed over the top of it.
It may have been a novelty to those who were ignorant of online gaming and somehow thought EQ was some amazing new tech or game play discovered, but for those who had been playing them for the last couple of decades before they became well known, it was simply expanding that form of play to a graphical sense with a larger world and player interaction.
It is a certain style of play that some find enjoyable and modern MMOs have completely moved away from it I would say the progression to modern MMOs was a process of removing the original style of MUD play and replacing it with console/arcade play in multiplayer. Most of the original play concepts of MUDs are missing in modern MMOs in terms of mechanics and exploration.
In EQ for instance it took MUDs base concept and expanding upon various concepts of it.
Exploration, Risk vs Reward, Choice and Consequence, Long Term progression, etc... are all concepts of play that are mostly lacking in modern MMOs due to the claims that they are "tedious", yet many enjoy what they provide in play.
Modern games put in Maps/Mini-maps, easy recovery, eliminating regression play and focusing purely on active gain based progression (ie there is no loss, simply not gaining on failure) and packaged it in a fast paced and progressing system of play. Choices are meaningless and the games have become nothing more than cheap thrills akin to playing a slot machine with infinite coins.
I think game play is what is lacking, or rather this style of game play.
The important factor though is the audience. The bulk of mainstreamers want an action/arcade game and don't find these elements of play enjoyable. There is a conflict in the audiences and the reality is that modern MMOs have been only attending to them.
Point is, MMOs today aren't really the same games of the past. Different focus, goals, styles, and expectations. Much of what you can see in modern MMOs is easily available in many single/multiplayer games and they attend to an audience that expects that concept of play. So in that respect, I would say... sure.. let MMOs die as they serve no real purpose because of that.
MMOs of the past don't exist in any real format in the market though. As I said, they are essentially MUD style systems of play and contain many concepts of play that modern games do not have.
Don't get me wrong, there are "some" that have similar styles, but most try to chase modern designs that conflict with the overall original style of play.
I don't think MMOs will ever return to the state they were on release (EQ had I think 800k at its peak), but I do think there are enough people who desire that old school play style due to the nuances of its systems, providing a company can achieve that respect in play.
The issue I see is with games like Pantheon who initially had a "goal" of reviving those concepts, but seem to have missed the point in their attempt to cater to modern demands. At its base, it does pretty good, but I will say it is not what I would call a true representation of the concepts I mentioned above.
I think M&M will be a closer reflection of those principals in play, so we will see how well it does (which I think regardless, it will do quite well because of their development practice and budgeting) .
This type of MMO isn't a novelty though, it is a system of play that has been around long before most people knew about it and a style that certain types of people enjoy. The question is, can developers recognize this and develop for the correct audience to achieve success because mainstream can not sustain these types of games due to their expectations and demands being at complete odds with its form of play.