MMO Genre Evolves Beyond World of Warcraft Clones
Veteran designers suggest the MMO genre is moving past its World of Warcraft imitation phase. Successes in sandbox and social gaming indicate a demand for different kinds of persistent online worlds. Publishers are cautioned against chasing massive scope, with a focus on player desires seen as key to future MMO development.
Coverage across 3 outlets
The Daily Grind: Have you tried any new-to-you MMOs this year?
This article discusses the author's decreased willingness to try new MMORPGs due to time constraints and a perceived lack of innovation in the genre. It poses a question to readers about their experiences with new MMORPGs this year and whether they continue to play them.
Former Ultima Online lead says MMOs are "finally free of the fever dream of imitating World of Warcraft" thanks to Stardew Valley, Animal Crossing, and more
Raph Koster, lead designer of Ultima Online, believes the MMO genre has moved beyond the World of Warcraft-imitating phase, citing the success of sandbox titles like Stardew Valley, Animal Crossing, and Minecraft. He argues that the demand for social experiences and persistent worlds, even with smaller player counts, makes it an opportune time for new MMOs like his upcoming game, Stars Reach.
'People want MMOs', says veteran designer Jack Emmert, it's the publishers chasing WoW-level scope that…
Veteran designer Jack Emmert believes players still want MMOs, citing the sales of New World as proof, but argues that publishers' pursuit of WoW-level scope and budget leads to failure. He suggests that a more focused vision and reasonable expectations are key to creating successful new MMOs, rather than trying to replicate existing giants.