Thank you INTO THE AM for the Elevated Everyday Graphic Tees! Get yours now and get 10% off when you use this link: intotheam.com/IDYL i'm not even joking i wear these t shirts every day.... and i never shower... 1 like = 1 shower
Yes, I do want a new MMORPG. One where the world is so huge it takes real life days to cross it, and it's not meant to be traveled by anyone other than the most dedicated. There is absolutely no fast travel. And every region of this world will have its own unique resources. These things would let unique player cultures develop based on the resources available. Different systems of government can be used for your culture. And it would open up real trade between the various cultures. There could be a real trading class with skills focused on being a better trader. PvP would be limited to border areas and places where unique resources are located. And it would be open world pvp in those areas only. You enter the area, you are auto flagged. And you only drop the loot you gathered in your backpack, not the stuff you are wearing. Anyway, enough ranting. I think AoC is the first major step in this direction with the node system and how mayors of cities are chosen. How it pans out in the long run is anyone's guess.
And absolutely no microtransactions. Charge a fair monthly fee and that is it. If the company wants to create a store for people to buy stuff, it has to be for items NOT directly in the game.
LOL why did youtube censor my post? WTF is wrong with this platform? I said nothing evil. Let me try to retype it again with generic boring words: Yes, I do want a new MMORPG. One where the world is so huge it takes real life days to cross it, and it's not meant to be traveled by anyone other than the most dedicated. There is absolutely no fast travel. And every region of this world will have its own unique resources. These things would let unique player cultures develop based on the resources available. Different systems of government can be used for your culture. And it would open up real trade between the various cultures. There could be a real trading class with skills focused on being a better trader. PvP would be limited to specific areas and places where unique resources are located. And it would be open world pvp in those areas only. You enter the area, you are auto flagged. And you only drop the loot you gathered in your backpack, not the stuff you are wearing. I think AoC is the first major step in this direction with the node system and how mayors of cities are chosen. How it pans out in the long run is anyone's guess.
Yes, I desire a new massively multiplayer online role-playing game with the following features: - An expansive world that takes real-life days to traverse, catering to dedicated explorers - An ever changing world based on player actions. - No fast travel options - Unique resources in different regions to foster distinct player cultures - Various systems of governance for different cultures - A robust trading system with specialized skills for a player merchant class - Limited player-versus-player combat in specific areas with unique resources worth fighting for - Auto-flagging for PvP upon entering designated zones - Loot drops limited to gathered resources, not equipped items I believe Ashes of Creation is taking steps in this direction with its node system and mayoral elections. The long-term success of this approach remains to be seen.
I think a lot of MMORPGs fail to capture the "RPG" part of the genre. The boring fetch quests and streamlined zone-based leveling, only to have this ridiculously massive open world be boiled down to a set of instanced dungeons is a real shame and really fails to capture that immersive experience players are asking for. I'm glad Riot said that they are going back to the drawing board for their League MMO because they feel that people don't want a generic MMORPG with a league of legends themed coat of paint. Problem is that it is very hard to come up with a cohesive, innovative and immersive gameplay experience that doesn't eventually boil down to a railroaded progression- especially in the "minmax" culture of the modern gaming audience (but that's another issue).
I think that's the problem with the "theme park" design popularized by WoW. Each new generation gets more and more streamlined, the world gets a backseat, leveling doesn't matter anymore because most content is locked in max level, most work in crafting and building characters and reputation have minimum impact in the end. I think people just want that open ended rpg feel of older games, but with modern graphics.
@@raulzilla WoW Classic managed to find a good middle ground though, actually even TBC and WoTLK were able to do so. The new on rails quest(hub) design was really introduced in Cata and it killed everything.
@@wurzelbert84wucher5 Like you said, it was a middle ground, the on rails quests was always there in WoW it was just more subtle, it was the begining of focusing in the solo player in a multiplayer game.
@@raulzilla I played games like DaoC, it wasn't really fun to level nor was the world very fleshed out lore wise without quests. And while not perfect, questing together in Classic/Vanilla could be fun in places.
One of the reasons why Guild Wars 2 is still around is because when they first came out, they specifically wanted to be different from WoW, not just another WoW clone. They purposefully designed their game to improve upon many of the most common complaints that people had against WoW at the time. By differentiating, they managed to become the best-in-class MMORPG for a smaller segment of the market that WoW didn't really appeal to. GW2 is still the best game that appeals to this certain segment of players, which keeps the player base coming back, despite having a tiny development budget compared to WoW.
I think if the IP Guild Wars 2 had wasn't so aggressively mediocre/unknown, it'd be a lot more popular today. There have been many missteps for certain, but the gameplay and systems added like gliding and mounts and horizontal progression are incredibly strong compared to the other biggest mmos. If gw2 was say a Star Wars game instead, it'd be right up there with wow and ff. If they can get gw3 running smoother and looking a little better, I think even without IP power it will get right up there with WoW and FF. provided they can maintain a good content cadence, which is what originally killed gw2's momentum.
@@theBEATdude It's because the GW2 company is notoriously bad at marketing. Like, probably the single worst gaming company in the world at it. I've seen solo indie devs with better marketing.
@@CurtisKJohnston Haha. The only GW2 ads I remember seeing were banner ads heavily pushing Quaggan, and even at the time it just felt like they were doing it because murlocs were popular for WoW.
@@CurtisKJohnston The original Super Adventure Box ads were pretty damn strong imo, hell they even got Dunkey to play gw2. But other than that it has definitely been abysmal.
But they alienated players who played during GW1 where you could mix and match your classes. The only thing different with GW2 is just you can use different weapons for different skills. Still a farcry from GW1 class system. If they ever make GW3 in the future, they should go back to the GW1 class system.
I don't know why I'm watching your videos, I don't even play MMOs, much less MMORPGs. So no, I don't want a new MMORPG. I would, however, like you to continue making more videos, Mr President. Keep up the good work.
Same here - haven't played MMOs in years - WoW since Wrath, Guild Wars 2 since Path of Fire, and have no interest in playing them again. But I find these videos genuinely fun to watch.
@@tonetraveler992 I tried WoW 20 years ago. I had a few friends who were really into it back then and needed a guild member, but I didn't really get the appeal be honest. I went straight back to playing Baldur's Gate and Morrowind.
MMORPGs heavily rely on their community to be successful. This is why established franchises have worked for most games. The concept that most of the people who played the OG World of Warcraft in 200X era were people who played Warcraft 3, an RTS, is a very real thing (I'm one of them). This also explains why Final Fantasy, Elder Scrolls and Star Wars still work out today. Games like Guild Wars, Runescape, Maplestory and Lineage have cultivated their communities in the early 2000s or late 1990s. Ever since social media came out, the entire NEED for a community kinda vanished. So whenever a new game comes out, the players congregate around the personalities and streamers playing rather than the game itself.
I play an MMORPG because I know my friends and/or other people are playing it too. Fundamentally, MMO means Massive Multiplayer Online. Without that MMO aspect, it's just an RPG. That being said, I also want a good MMORPG that will respect my time and money. WoW isn't that anymore, at least to me.
also a lot of those people who played the early mmorpgs are already pretty old or have passed on. I remember back in TBC , I joined a guild full of folks around the ages of 40-70 years old, I was just a 20 yo kid compared to them.
yeap established franchise is incredibly important like, if I don't care about the world, why would I want to explore every corner of it? lotro was obviously good on that, and wow having played wc1-3
@@snuffeldjuret Yeah, I find it difficult to invest myself in a completely new lore experience. It's definitely possible, but its far more difficult in-general. Some games can do it, I've seen Genshin do it for example.
Completely agree social media destroyed the social aspect and need. I was 12 when Lineage II and WoW came out and my mind was BLOWN when realizing other players were real people from all over the globe. I was the most social kid. I learned more about life talking to people in-game than in public school.
I don't truly see Brighter Shores as a "new MMO" that's intending to compete yet, since it's officially just public early access. I see it as a *foundation* for an MMO, and I see it as a foundation with a couple interesting, experimental ideas that I'd love to see fleshed out. I actually think that if you let it cook for 6, maybe 12 months, it might turn into something pretty special. Anyone who is on the fence though, I do NOT recommend jumping in and expecting anything other than an early access experience. I highly recommend letting the 8 person dev team iterate until they're comfortable with a full release, and then give it a shot then, during patch 1.0. Of course anyone's opinions ARE VALID if they dislike the game. The dev team released an unfinished and unpolished version of their game to the public for feedback, and completely disliking it is absolutely valid feedback. Personally, I see the clear flaws that others point out, but I believe it will work out to a cozy little low-intensity MMO that has some staying power.... eventually. And for now, I readily admit I'm a bit addicted, but I think after this first month I will probably give it a break until new content comes out. I just feel like it's in a good position to grow into something cool and different.
I’m enjoying brighter shores as is. There’s hundred of hours of gameplay to be had. It’s new and exciting. The devs are pushing daily updates. The reviews are already mostly positive so this video is misleading.
literally any early access game you shouldnt play it expecting it to be super good. Some are better than others but its to be expected that it will have issues.
Brighter shores has tons of potential and Gower is very actively updating it from community input. It's not going to topple osrs, but it's also the first game to pull me from osrs in years.
Honestly, EVE is the epitome of "needing others". You can do solo stuff but if you ever want to actually play the game properly, you need swaths of people with different ships, factions, skills, etc. The skilling system is a waiting game that can be sped up - but again, solo you can't really do that. On one hand I like the skilling system in EVE. You dont have to play and still make progress. If you play you can progress even quicker. Then again, I do enjoy OSRS skilling where the benefit is immediate and visible right away.
@@mobius4247 30k avarage player count(30.000 players online) less than osrs 110k but considering the gmae has been active since 2003 thats pretty damn good, it didnt do the whole remake the game thing osrs, its just one constantly updated game for over 20 years
@@mobius4247 I wouldn’t worry about that too much. Those 30k are stable and if you find a good corporation, there is always someone online you can chat to. The game is big, and there are quite a few systems every day that are either completely empty or have 2 people in them. However, you won’t even venture into such a space for some time and as said, it’s about being social anyway, you’re gonna be where your corp resides:)
I don't know if anyone's told you this Idyl, but you have a special gift for awkward/cringe comedy that many attempt and few pull off. Keep on being my favourite goofy fella in the MMO space
I agree. That plus thought video essays keeps me subscribed. Though I wish he would keep his political opinions to himself. But so far the content outweighs the propaganda.
Honestly I've been fine with the classic MMO combat, systems and progression. I just wish unique stylistic choices were still around. I loved the look of a lot of the older anime MMOs (fiesta, trickster, luna online, mabinogi, pangya, ether saga online, RO etc hell even Maplestory2 or B&S?) and felt like each one really had their own aesthetic even though the core gameplay loop wasn't too different. (excluding pangya and games like audition I guess) I just wish there was a new game with a similar cute look that also implemented QOL features that a lot of those older games lacked (like remote quest turn in/pick up for repeats, or slightly faster level progression, easy skill tree respec, high and consistent frame rates, UI customization, quest loot counting for the whole party etc I could keep listing). When I've been playing webfishing lately, it honestly made me realize I just miss having a game that I can do stuff in/make progression while hanging out together with friends. I don't need crazy raids or boss fights, just it was always nice to be able to go home, know exactly what I wanted to get done or work towards (ex: I want to get to lvl30 by the end of the night tonight) and get comfy and chat with friends or meet new people in the space. Mobile MMOs suck and even if I were to have friends playing with me there's no reason to do much stuff together or even really play the game since it's all auto playing itself. It makes me sad since as a kid I was so excited to see where the future of the genre would go. So much was coming out and it seemed like every year you could really see the slow improvements to graphics and systems. But now when I look at what is around and playable, it's like nothing has even progressed... I'm caught up on ffxiv which I've played on and off since launch and that's one of the big ones people always recommend and I wouldn't even really say it's anime in terms of what I'm looking for, plus the character creator is severely lacking. (Yes there's all the glam which is nice but no detailed face or body sliders bleh)
I’ve never had a strong enough pull to try another MMO besides RuneScape / Old School RuneScape, so it’s kind of difficult to gauge what a potential new MMO could do to convince me. I think the biggest factor separating OSRS from other MMOs, for me, is the solo player experience. I’ve always had this perception of other MMOs being exclusively focused around cooperative play. In other MMOs, you have to grind through the boring fetch quests to level up your account, and then you get to the “real game”, which is doing raids and joining a guild. You don’t get to have fun by yourself, and what people consider the good parts of the game are all the team-based content. For someone like me, who loves the feeling of existing in the same world as other players while also going on their own journey and accomplishing their own goals, it never feels like the other games in the genre have something to offer me. I don’t get the impression that I can have my own adventure, instead my fun is entirely dictating by grouping up with others to do the group content. Whenever I look at other MMOs, I don’t ever see things like group skilling, or clue scroll hunting, or good / decent quests, or any of those other things that make playing RuneScape by yourself so much fun. So I guess that’s one thing that new MMO developers would need to do to get me on board: having a great singleplayer experience that fans of the game will rave about just as much as the non-solo content.
I know exactly what I want. I want Lord of the Rings online with a reasonable pricing model and modern graphics. Give me that and I'm set for the next 10-20 years.
Of course we want new MMORPGs, we just want MMOs that are actually good games and focus on the player experience, storytelling, world building, lore, etc, before predatory monetizing schemes. The problem is that the gaming industry has grown too big for its own good, and the lack of innovative productions is showing. Saying we don't want new MMOs is just like saying "you'll own nothing and you'll be content". Nah. Not at all.
I mean, the storytelling is still there in the big MMOs. You just have to read it or watch the cutscenes. The art and level design is better than ever in all the big MMOs. The monetization allows for this, to a certain extent. People are just bored of mmos. This isn't unique to mmos. I'm bored of FPS games because they all feel the same to me, no matter what heroes and abilities get added.
@@silo_olis wow classic still has a huge population I just tried it again this week and its going to get bigger again next week with new servers. These people including me have always been waiting for a new good mmo but they literally cannot make a game that isn't 90% cash shop and 10% content. FF14 is good but very old by now and they are probably waiting too.
You're very right. I want the old MMO I used to play after they improved it but before they ruined it (which is extremely subjective on both counts) along with the friends I used to have in the game before they scattered. Sketchy private servers can give me the former, but not enough of a large stable playerbase for the latter.
My experience with over 4+ decades of gaming is that people have ONE mmo and even when they tire of that MMO they look for other MMOs which are similar. But this quest for a replacement of the ONE never works out as new MMOs can’t be like the old one you loved, and the old one you loved doesn’t match your memories anymore. It’s a cycle of nostalgia and discontent.
As someone who spent 20 years playing WoW while trying different MMOs, the one that finally did it was FF14. Granted, my main motivation for playing is story first and gear second.
I kinda want (or i think i want) an MMO where power progression is tied in with social progression. Where you start playing solo but will make more friends as you progress, not because you are social butterfly, but because the game rules force you to help others and seek the help of others, and rewards you for that.
this is sort of the reason why I want a season of wow where all mobs are elite, to really ramp up the need to play together with people. I also think that would make the world feel more real as it would just be more dangerous.
@@snuffeldjuret yeah thats the kinda MMO I'd like. So hard you have to communicate with people. Vanilla had some elite quests where you needed to form groups. But instead of 90/10 in terms of easy/elite, I'd want something like 50/50 or more.
The biggest issue I could see with this is that it causes an opposite effect in a lot of PUGs (groups with random other players). Look at how raids function. The game only requires you to socially progress enough and tolerate/coordinate with people enough in order to down the bosses that have the loot you want. Not to say you can't find a group of people you actually like playing with, but I'm looking at this from a devil's advocate perspective due to how one negative interaction can cause a whole perspective change (in this case, regarding social aspects being tied to progression still leading to people minmaxing and being toxic when you don't do what they want). It's not any player's responsibility to change the behavior of others, so unless the developers specifically put in social rules like how FFXIV can ban someone for being an absolute toxic turd, then you can't really expect people not to gamify a system so that they are still toxic where they feel they need to in order to get the reward they need. In other words, social progression is tied to power progression already - what we need is some kind of moderation to keep the social aspect respectful and fun to be a part of rather than what we're seeing now with people flaming others for any reason they so choose. Yeah sometimes it's funny, but it's also toxic and exhausting to see every day when, like others have said, there's social problems all over the rest of the internet (not really as much IRL if you go outside, but we're talking about MMORPGs so lets be honest, we spend a bit more time indoors than others...)
@@fearture7485 I just don't see pantheon going the distance personally, The trailer made me hype, Logging into the game wiped the smile off my face, The idea of it sounds more fun than the reality of having to play it, Just like Escape from tarkov, Thank god path of exile 2 is out, The way we communicate online 24/7 these days has changed the mmo landscape and i don't think that level of socialization we think we want is ever going to come to light, Careful what you wish for you might just get it.....
Man I just want a new MMORPG with anime-ish art style and actual competent devs since PSO2: NGS, Blue Protocol and Tower of Fantasy fumbled the bag sooooo hard.
You're right. We don't want a NEW mmorpg. We want what was lost from the OLD rpgs - no solved formulas, no 'inside the box' thinking developers, no fomo, no seasonal passes and content that consists of 'collect 10000 random doodads', no raids where you waste more time than the road to and from work every day. A new and unexplored world with unknown ideas and undiscovered formulas for success or formulaic content 'packaging'. I'd really love to be able to explore a mmorpg that is completely new and unknown to me. Think of how much wow has trimmed its content down to a 'one standard patch-sized treadmil of acme generic content' science, and remember how all the monsters are basically level-scaled to you, and how all the monsters in the zones are basically the same stats no matter what type of monster they are. They're all scaled to your level and they're either melee or caster (very rare ranger), who rarely sometimes have some 'flavor' ability that means nothing. How they're all spread around the zone like butter on a piece of toast - thin layer covering the entire thing so that you are never doing anything different than the 10000000th mob encounter in the world. There is simply no variety anymore. Even dungeons are now stretchpants with M+, always stretching to your item level and you can never be done. All the items have stretching item levels as well.
well said imo, given the current state of gaming, I think we first can come back there when mmorpgs stop being static. Basically almost nothing in the world should be static, and the focus should be to explore the newly randomized.
what I want in an mmo is the fights, combat and presentation of FF14, the permanance of progression and relaxing skilling ability of OSRS, and the PVP of old elsword, with social aspects mixed with ff14 and maplestory
Only thing I agree with here is the Skilling of OSRS. I think the community aspect of FF14 has gotten worse, with it's toxic positivity mindset that's quite restrictive. If you aren't like minded or think like them, they will harass and are weirdos about it. It's almost second life levels were drama FUELS them and I'll hear about drama going on with people in servers that aren't even on my data center. Unless you mean the social features like all the emotes , music etc then I agree. Same with MapleStory. Also the combat in ff14 is far too delayed and not snappy enough for me to ever say I want it over another games. I would prefer GW2, BDOs or WoWs over that gameplay wise. Ashes of creation is in alpha and id consider the gameplay more fun. I'm also just not huge on the lengthy set rotation, however. The presentation of said fights and general raid fights, I'd sorta agree besides the delay. I prefer going based off animations rather than the cast bar.
I personally know dead well, what I want from an MMO: Principal things: 1. Single-layer world (no layers (copies of the world), no instances (including dungeon instances), no instances for daily quests (and no daily quests whatsoever - those are the worst) - the only exception may be at the very start during tutorial) - it means all players of the server are in the same single world and its resources (mobs are understood as resources as well) are limited exclusively to player choices and activity. 2. Strict and limited loot tables: each separate mob has its own loot table (which is exact and quite small - no more than 10 items total); same items can be present in different tables (ex. dew can drop from little dewdrops (lv.1) and from another variation (say spring dewdrop, lv. 10) but they should not coincide completely + each mob has some item that constitutes its essence (like card from RO) and has specific unique boni that it can grant (either by slotting it into the gear, by consuming, using it for skills, etc.). 3. Static drop chances with a strong emphasis of 'as little actual loot as possible'. Meaning that trash (teeth, fangs, hides, wolfbutts, whatsoever) can drop from monsters right and left (but gear and especially specific gear and items (like slotted or unique, cards or essences etc.) should be very rare (their rarity should be meaningful: say 5lv. crappy sword should drop from a generic lv. 4-6 mob reasonably easily (say 5%), but when it comes to, say, a bis dagger for a 1-hand rogue with 3 max slots - well its drop chance should be extremely low. 4. The world should not adjust to a player in any way. At all. It's the players who should adjust to the world. It means that the mobs in a location A should always be strictly defined and remain the same (same quantity at a specific spot, same level, same skills, same respawn time (the only exception, when dynamic respawn is ok, may be for just a few very starting zones). And they should remain there and be the same nomatter what level the player comes back to that place or how many players are there. 5. As few restricting mechanics as possible (ideally no bound items at all (or at least account-wise bound with other options) to allow healthy economy; no level-bound location / mob restrictions - you should go wherever you wish and try killing any mob you wish and all should be limited exclusively by combat mechanics (hit chance, casting time, etc.)). This will mean some level of imbalance (at least at the early-mid stages) but this, imo, is much better then emasculated 'sameness' of perfect balances. There are a ton of nuances to them and, of course a lot more about preferences (like the view mode or presence / absence of pvp, craft, loot progression, approach to mobs, quests-orientation, etc., etc.) but those 5 are the 'musts' for me to consider an MMORPG a candidate for a prefect one. I realize it might be silly or even laughable for some (for the majority, more likely) but please bear in mind, it's just a personal opinion.
@@toph_toff974 sounds like even back further to the way MUDs usually did things. You could grab a group and try to kill a hard mob with whatever level you wanted, though the weak ones could get killed. No instances, just world fights. Part of the reason for instances though is that MUDs didn't have as many people as MMOs so you would get poor performance with hundreds of people on a mob, for example. Basic muds allowed trading of items to other player or characters regardless of who looted it.
Nobody want's to develop new MMOs because they are usually a huge ongoing investment, so they just gravitate towards the largest audience, which is wow clones and do that. Problem is, that corner has been way over saturated for close to 15 years now, and most you will usually get is a peak around launch when desperate MMO players clammer for the promise of a new game, but then just leave after it turns out it
What has changed most over the years to me, personally, is the way the community interacts with me and vice-versa. I'm a WoW guy. I play dungeons. I love dungeons. I like raids, but I love dungeons. Over the years dungeons have gotten harder on the high end and with this comes a lot of pressure. Pressure that most people are incapable of dealing with. I'd like to make friends so I don't have to play with random people, but damn is it hard to make friends in a competitive environment. I don't mind accepting mistakes from other people, but at the same time - given I'm growing older, am a dad, have stupid adult responsibilities - I don't have the time to accept other peoples mistakes over and over and over again. So it became the better choice to go into random groups and "hope for the best". So...in the end, what's changed most is ME. I'm not social enough to truly enjoy any new game. I judge it on the verdict of a single player experience with a couple of random dudes in dungeons every now and then. And this is a problem. I'm sure I'm not the only one thinking this way. But hey, at least I know I'm the issue and a new game can't fix me. There's always the chance I end up in a new game and there's a guild that's social and suddenly I start to like the people I'm dealing with. But.. I don't see that happen, for now.
@@jesseschoonveld7706 when people say they want wow 2 they typically mean they want classic +(not season of discovery) with a visual overhaul. Retail wow is basically a mythic simulation. Which can be great if you have a core group of people to push through the hard content and you're into that kind of difficulty push within the wow engine(I like it in that case). But it fails to hit the core values that the classic gameplay hits and a majority other modern mmo's also fail at.
@@GregoMyEggoLive I know, that was the point of the video. People don’t want a “new” mmo, they want classic versions of the games they used to play. I’m just pointing out that if they’d make a WoW 2 it would have all of the design flaws current WoW has.
bro none of it is it, they just need to find a way to bring people together for group activities and have you make meaningful progress within like a reasonable 2 hour window
I hated expression "exception that proves the rule" for years but the original meaning makes total sense - I'd just never heard anyone use it properly. A good example is a sign that says "no parking Saturday" - that is the exception that proves the rule that outside of Saturday, parking is allowed.
New mmorpg concept: combining Rust, Valheim, and Runescape into one. To prevent complete server domination, it would be better to have npcs spawn more procedurally and based off evolving situations rather than static locations or events. So long as there's enough npcs to keep players company, pvp factions won't be able to control the server and keep down the noobs that are spawning, always making them lose loot keeping them in a grind cycle (like in Rust)
It’s the persistent world that distinguishes the “MMO” genre from just an arpg. That’s what makes wow, eq, FF14, guild wars, new world, and others feel unique.
If you're an Old School RuneScape (OSRS) fan like me (I’ve been playing RuneScape since the early days!), you should definitely give the new Dofus 3 a try. After the Evolution of Combat (EoC) update, I started playing Dofus, and to this day, I still switch between Dofus and OSRS every now and then. And here’s the best part: on December 3rd, new servers are launching, and over 200,000 players have already pre-registered to jump in! Here’s why it’s worth a look: Turn-Based Strategy and Tactics: Dofus 3 offers turn-based combat that puts your strategic thinking to the test, just like the calculated approach to OSRS boss fights and PvM battles. You can develop your own playstyle and use skills and positioning to secure wins. Deep Progression and Grinding: Just like in OSRS, there are loads of skills to train and plenty of ways to grind. It takes dedication to max everything, and that gives the same sense of accomplishment OSRS players know and love. PvP Content: Dofus 3 has intense PvP content, including the Kolossium battles and Alliance vs. Alliance (AvA) fights. If you love the risk and excitement of OSRS PvP, Dofus 3 offers a fun and unique twist in a turn-based setting. Economy and Skills: Dofus 3’s crafting and trade systems allow you to specialize in various skills, giving the same satisfaction OSRS players get from training and trading. Community & Nostalgia: The Dofus community is tight-knit, much like the OSRS community. Dofus has been around since 2004, so its player base shares a similar nostalgic connection to the game. This is the perfect time to jump in with thousands of others on new servers and experience that same sense of accomplishment as OSRS - but in a fresh, unique setting!
Honestly, I don't want new MMOs. I want the current MMOs to survive as long as possible, the MMOs I'm already attached to. They're more than enough for me.
@OneFiveYankee to each their own. I'm not saying that new MMOs shouldn't be created. Obviously, the gaming industry needs to expand and move forward. It's just that I personally have no need for it.
World of Warcraft was also an established brand. We may have all forgotten about RTS games, but before WoW came onto the scene Warcraft 3 was on everyone's mind
I personally hard disagree about Wildstar the game could and would have been become a huge success if it weren't for the publishing company and bad/confusing advertising completely crippling it
People don't know what an MMORPG is, they repeat what some content creators say and this is mostly beneficial for wallet warriors. Also, people want MMOs to be something that is not RPG nor MMO, when they already have games that give what they want. Between wallet warriors, bad influencers and ideologies like "dynamic, fluid modern = good, static old = bad", we are trapped in bad games and the Sport like mentality is also making all worse, that's another bad trend also affecting MMOs. Solution: promote good old games. Promote niche. Ignore what others think and have critical independent thinking. And MMORPGs will need some way of indie low cost development system, needs to be indie and needs to be cheap to make, kind of like Path of Exile was back in the day.
I'm a simple man, all i want is to play with characters that throw daggers, punch stuff, use spell and sword at the same time or a character that uses two crossbows. If the game has one of these features i'll play
Aw New World looks way better on PC, New World is an MMORPG I'm addicted to since it came out on consoles and even if I don't like the PVP side of it I just love going around and upping my skills
One of the biggest problems I've seen with MMO development today is that the playerbase has changed. The people who are willing to sink hundreds of hours into MMOs are playing coop multiplayer games (which are sometimes RPG-like) that didn't really exist back in the day. Now there are hundreds. I'll name just a few: Valheim, Seven Days to Die, Empyrion, Satisfactory, Factorio, Conan Exiles, Ark, Minecraft, Terraria, The Forest, Sons of the Forest, Avorion, and maybe even Rust for those players that liked PvP. Basically, there's so many co-op games you can install and play that will take up hundreds of hours of your time that when these same players look at MMOs available, they see the grind and go, "Nope!". It used to be that $10/month for a game was nothing, because MMOs would develop new content for us and we were starved for new games. A "good" single player RPG would maybe come out once every year, and it wouldn't have multiplayer capabilities. Now we'd rather play a co-op RPG for 2-3 months for $20-30, then move to another coop RPG for 2-3 months for $20-30. Why stop moving along when you can see 90-95% of an MMOs content in less than 2-3 months?
This was an... interesting video for UA-cam to recommend me after I just found an MMO I enjoy after nearly 20 years of looking! See, there was an MMO I loved back in 2001. But around 2007 the love started to wear off because something about it felt... different. So I tried about 50 other MMOs. Didn't like any of them. But just this month I found an MMO that has all the same things I loved about the MMO back in 2001! That MMO is Brighter Shores. By the way. If that wasn't obvious when I replied to your comment. And the 2001 MMO was Runescape, which I thought was just dandy until they made it less like Runescape and more like the 50 other MMOs I couldn't stand playing. Yeah, that's right, Brighter Shores is more like Runescape than Runescape is. What a world we live in.
When you look at how the "big" MMOs started, they had a small fraction of the functionality they have today. A new mmo though has to compete and be as broad in scope from day 1, so they don't have the chance to find their vibe and grow in a more organic way
As a person who has played WoW ever since it started I will tell you that I am invested in the story. All those years of raiding week after week as these raids where current raid tier. I helped defeat Ragnoras(twice), Blackwing(twice), Onyxia (twice), Malygos, Lich King/Arthas, Deathwing, Kel'thuzad, Illidan, Archimonde, Kil'jaeden, sargeras, C'thun, Yogg'Saron, N'Zoth, Argus, all their minions and many more. My character participated in Azeroth's history going on 20 years. It's hard to find a new MMO that can offer me a history of what I done that is all a part of the story.
I find it fascinating how he went through the whole video without once mentioning Guild Wars. Guild Wars 2 is by far the best 'modern' MMO, and by that I mean it is an MMO that actually does new things that are better in the classic MMOs, like the battle system is more fluid, how questing works got overhauled, progression treadmill was thrown into the bin, mounts actually got to be more than just a % buff to movement speed, PvP was actually uncoupled from the other parts of the game etc. That doesn't mean the game is perfect, like the monetization while fair can be complicated, information is presented in confusing ways etc., but in my opinion it is simply the best 'modern' MMO (aka not just a revamped version) we have.
Think my biggest problem is when mmos has gone so long that your now at the 100ths in levels. And the fact my favourite mmos has changed away from what I liked about it. I loved the dark theme, medieval fantasy.
I think part of why many new MMOs failed is that they don't have a strong IP backing it up. As you mentioned, WoW, FF14, Elder Scrolls Online, these all are based in beloved franchises with sprawling worlds and deep lore that we've already explored in single-player focused experiences before. The step into MMO form allows the fans to experience the world in a new way while simultaneously getting to share their love of the series with other players. Games that try to be MMORPGs right out of the gate don't have that. New World is, as the packaging says, a new world. There are no connections or shared experience among the players that give it a try. There's no "oh, I remember this from this earlier game in the series" moments, there's no continuation of a narrative that you're already invested in.
You know what I miss? The simple MMORPG days. Like in Ragnarok Online. You go online, start as a Novice, choose your class during your journey, just have the appereance of your class, and maybe only your head looks different (lol). It was simple not overflowed with fetchquests, just exploring, killing mobs, joining people's group and find out what the actuall is going on. But what I would like: People! In my country and my friends are not really playing MMO's. My wife want's to play WoW maybe, but that became boring for me ngl. And maybe some Anime graphics. I don't need to see every equipment on my character. I tried a lot. Really a lot, but some people are really cancerous and killing the vibe for me tbh. It's not like I don't know what I want, it's just not there, that's the problem. And the next problem is, that the things I want are not the things other peoples want. We are individuals and we go onto things with different aspects and such. That's why it is so hard for new MMO's to compete against the big ones. And also because of the big ones. No matter what you do, you will go back to your cozy or comfort MMO.
What do we want from mmorpg? War!!! Between!!! Fucking!!!! Factions!!!! Open world pvp without timegating, requirements and other bullshit. Basically we want better, improved upon, vanilla WoW. So many games makes everyone feel like friends and that just gets dull.
Honestly, if I just find a really nice guild; people are nice in the guild, they help each other out, talk about stuff, keep the guild active, participate in guild events, encourage newbies to participate in world events, and just be overall nice people, I'm hooked. I was playing BDO for about 8 months. I didn't even notice how messed up the P2W in that game was before the guild I was in disbanded and I was having a hard time doing my daily quests going solo. I wasn't able to find a new fun guild since they had high gear score requirements and the previous guild I was in adopted a newbie like me. Which also leads me to the other thing that made BDO bad for me: you can never catch up to the veterans, even if you go all out P2W. But hey, even if all these bad things were in BDO, it would've been fine if I was in a fun guild. So, I quit.
What do I want? Realism in the art style. Multiple different fun mechanics. PvX, as i enjoy both sides of that coin. Depth. Story. Vast and detailed character creation. Vast open world with lots of room to spread out. Large parties and larger raids. Slower combat. more meaningful decision making. Fast travel is ok but not completely necessary if there is a good mount system. Battle on land AND sea. Castles. Awesome esthetics. Group and solo play, but far less solo than group as id like being pushed ibto doing things with groups over running solo all the time. Balance between all characters type. Multiple race choices. Multiple class choices with multi classing. Class identity with all classes being very unique and not playing exactly the same. In depth professions. The list goes on but those are some things i want from a good MMORPG.
why are gamers so obsessed with realistic art styles... they are so boring and overused everywhere. a cartoonish art style and textures are so much more better...
Ashes of creation ticks all of those boxes, but it's in alpha 2 and still good 2-3 years away from release. edit: except the fast travel box since it has no fast travel, but you do get fast land mounts.
Because the depth of the real world is yet to be emulated by video games? Immersion? Grounded setting? For example how am I supposed to take something like a WoW cutscene seriously when there is bright blue pauldrans with metal that has no reflectivty, and their jaws are blocky and flapping everywhere? Theres games that do realistic art styles well, and ones that do Cartoon styles well (See cuphead).
If it ever comes out (and that is a great big IF), I think the Riot/League of Legends/Runeterra MMORPG will be the the last bastion of hope for MMORPG players.
I absolutely want a new MMORPG, but I want one built on the fundamental philosophy and design principles that made the old school turn of the century MMOs so much fun that we're still playing them 20+ years later. It's not my fault no modern studio or publisher wants to fill that hole in the market without stuffing their product full of predatory monetization or prioritizing convenience and a single-player style ChoSimba story experience instead of just giving the market what it's very clearly demanding. What you're doing is the equivalent of telling someone they don't really want steak because they don't want to go to the trendy new vegan restaurant that boasts a steak facsimile that's totally just like the real thing, honest!
hi idyl thank you for another video, however the bit about bacon at the beginning has caused me intense physical and mental harm so you will be hearing from my lawyers shortly, thank you for your time
so here's the thing. Every new MMO that comes out, will always compete with 20+ years of development and content of the established MMO's. Its simply not possible to outperform these old titles. Thats why new mmos feel so lackluster so often. I think, unless a well known franchise with a already huge audiency realeases a MMO, a Riot mmo or like a fortnite mmo gamemode, we won't see a new one disrupting the market any time soon
I would love to see a slow paced MMORPG that is somewhat a kin to a anime world where you have the possiblity to run your own shop and where there is dungeons like in the anime called Delicious in Dungeon where it basically is an endless dungeon but each floor has a different biome and different monster types and the difficulty increases for each floor. And as for the player driven shops it should be so you can't set you own prices but it's tied in to what the materials costs so no matter what it wouldn't feel pointless to make most items because there is a pofit loss on almost everything because someone undercuts the prices so much and ruins the whole market.
I remember to this day when I was 11 years old, a player named CatFancy33 gave me a tinderbox in RuneScape. I thought that was the coolest person ever. It was 2005. Thank you for the tinder box nice lady.
Eso is there but also ik you'll get bored anyway cause the world building needs to be decent enough to hook you into the game. If you didn't care about world building you might as well be playing stick figure mmo
There IS a huge market for new MMOs, the issue is that what we get is either a WoW clone or trying to be like pre-WoW games by copying them near 1-1 without understanding why that doesn't work.
Naoki Yoshida followed the Jeff Kaplan playbook. Let's give respect to the fact that live service + consistent, long-term commitment = easily oversaturated market.
Actually in late 2024 the subscriber count in World of Warcraft, which Blizzard doesn't provide data on, but 3rd parties are saying it is near 11 million subs, close to that peak 12 million subs during it's lifetime.
If World of Warcraft Classic hadn’t released I would probably be playing FF14 or trying new games. But it came out. And I’ve been telling myself I’ll stick with it just a little longer to scratch that itch but that’s been going on for four years now. I might actually burn out on Classic though. Finally. Unlike some people there is really no way I will play retail WoW. At least not without trying out some other games instead. I am looking for a new game that feels like an MMO, has a big open world that is fun and completely multi player, is not overly dependent on instances, never feels like a 3rd rate one player game, and is not pay to win. And is pretty popular. It needs a lot of people.
OK, my problem with new MMO‘s is that they very rarely innovate. And when they do, they usually do it badly. I was genuinely excited for New World, however, when I heard about late game through the player grapevine and heard that it felt like a hollow shell of an MMO I lost interest. There needs to be something in the late game now if you don’t provide that in an MMO you’re not providing players enough to buy your game. It doesn’t have to be raids, it can be something else, but, whatever it is needs to be repeatable and worth spending my time on at that point, once I have already leveled my skills.
If I can have a great story, a fun questing / leveling experience, cool outfits, and a great community - it's a win MMORPG for me! I mean, happy 20th anniversary to WoW, my 1st and most beloved MMORPG.
The problem with Modern MMOs is they're too single-player focused. While sure, not everything needs to be done with a group, but the scales have tipped too far into the anti-social singleplayer focus side. Prime Example: FFXIV. The MMORPG space imo has been taken over by a crowd of people that do not want or understand what an MMORPG even is, and to make matters worse the Developers of said MMORPGs cater to that crowd. Leaving behind their audience that stuck by the developers' side through thick and thin, leading to where we are now. Jaded MMORPG Veterans circling around the "globe" to find a new MMORPG that'll provide everything they had before this new crowd swarmed the scene changing everything.
Honestly I think the “looter shooter” became the next mmorpg like we have our big games but want new ones and then the ones that come out fans will say they suck
I do actually, but I want a proper next gen MMO that pushes the core of the MMO genre back on track. I want persistant open worlds shared by thousands of players with server technology that can run big battles and events. And developers that focus more on community events and community story telling instead of jank single player experiences and linear, solo storylines, with the only "MMO" part about it being 'raids' which has less players than 24/7 2fort server on TF2, because WOW somehow became the gold standard of MMOs despite no major developer recognizing that blizzard robbing players of their agency to make linear, seasonal content made them lose millions of players year after year.
I truly believe no company other than Riot could make a big MMORPG that does well, they have such a huge audience that already love the world of League and all the lore, to be able to explore that would be such a big winner for them.
I really, really want a world I am familiar with. Never played league, so know nothing about it, but I could see myself trying it, although I am not excited. I am much more interested in amazon's lotr.
The thing about "investment" into an MMO, is I think people mistake grindy time-sinks as the thing you *want* to do, when most of the time, you just sort of do that stuff as a way to chill out, meaning the games are more of a "hangout space" than a traditional "game". And frankly, I think MMO's would be a lot more successful positioning themselves as that thing you play when you're *between* other games. I think that's something Fortnite does really well. I don't know anyone who just *loves* playing Fortnite, but it's something easy that fits into whatever your gaming habits are. You get some cool skins, can hang out with friends pretty easily, but doesn't require a constant investment of time. Essentially, MMO's should probably do more to embrace being a "sandbox" to play in, as opposed to a "game" in the traditional sense. My take, anyways.
it’s why i loved club penguin as a kid, just hanging out in random spots with also quests and activities to do but it was mostly a hangout game with friends
I want something that captures the feel of MMOs like Ragnarok Online in it's prime, Space Cowboy Online, RF Online, or oldschool Final Fantasy 11. Objectively perfect games that all did many things that broke off from that general WoW clone style, be it their gameplay, artstyle, or challenge, they went hard. But then again, I've always liked things that ended up being more obscure to a large general audience. The early .Hack games, Rengoku The Tower of Purgatory & The Stairway to Heaven, Drakan The Ancients Gates, Evergrace, Drakengard, Otogi 1 & 2, hell even Monster Hunter and Armored Core when they first hit the shelves and only had a cult following. I dunno, you tell me what I want. Because I'm still trying to find more of whatever *it* is. I just don't think they make *it* anymore these days..
I haven't watched you much and was on an Idyl binge for the past few hours, thought this video said "1 month ago" then was confused when I saw just 300 likes for the obvious king of MMORPGs (you said it yourself). I guess I'm a regular watcher now.
I think you really hit the nail on the head talking about how people dont try new MMO rpgs because it means they have to stop playing their current one. I think the genre has moved too much toward daily and weekly activities for people to feasibly play more than one MMO beyond a casual or rotational schedule.
Idyl, you never fail to make me laugh, thanks. No, this isn't sarcastic, I find you genuinely funny. I think there's a couple of factors at play as to why MMO's have been on the decline for so long. 1. Culture has changed. With the rise of algorithm driven media, our reward centers are all screwed-up. Why spend hours and hours trying to level in an MMO, having setbacks (however major or minor) and the like when I can get that dopamine hit from scrolling to the next Tiktok video, not even watching most of them in full. Media companies have trained us to not really think longterm, but instead, keep seeking that next hit. When it's a slot machine, you never know when you're going to get it, so you just keep pulling that lever. This applies to much of modern MMO design as well, where the prevailing idea is that "The Game Starts At Endgame(TM)", when all the MMO's I ever enjoyed were about the long term. Leveling slowly, gradually getting new gear and having your eyes of the prize of that level 60 character so you could do some new dungeons you'd never seen before. Now everyone just wants to be immediately be at endgame and skip the leveling process, because no one is able to grasp the long term picture of things, they just want everything now. 2. Rolling into that, people are all in competition with each other all the time. Look at the popularity of LoL, Valorant or any of the other million live service games that generally pit people against each other. Now go out into the Meat Space and look at how everyone is constantly competing for stuff; having the biggest car, the best education, etc. Folks who constantly keep their kids busy and in all sorts of activities, without time for creative play. They're not wrong, it's just that they see it as giving their kids a leg-up and enabling them to have a better future over their peers. There's even been a general decline for the past several years in stuff like Team Sports, meanwhile Individual Sports have seen participation increases. Anyway, the point of number 2 is: No one wants to work together. The prevailing thought seems to be that if we're working together, we're helping the competition and falling further behind those who are not. Thus our games have become more focused on individual gains, rather than group projects where a rising tide raises all boats. Ok, so maybe the above is just over analysis , so let's move into some different points. 3. I'm old. I'm 40, I have little kids and a wife, I just don't have time to dedicate hours and hours to a game anymore, let alone seclude myself in my office by myself for hours on end. I still love games, but I need them to fit into my life more than I fit them into my life as I used to. I want to play on a handheld, on my couch, relaxing and giving it maybe a maximum of an hour of my attention at a time. I need to be able to set it down, get up and attend to other things; MMO's just aren't conducive to that at this point in my life. 4. This one is maybe counter-intuitive, but I want slower games. Back when we started on MMO's, most people still had dial-up internet and the games had to compensate for that. We had action bars, global cooldowns and generally, things were just slower. Now it's all action combat and the game demands your attention at all times, because you need to dodge, you need to counter, you need to attack when the time is right. When I started playing Everquest in 1999, I was coming off several years of very heavy multiplayer FPS gaming with Quake, Quake 2 and Half-Life. Suddenly I had a game where I didn't have to devote all my attention to it, but could have a conversation over the phone with my friend, have long chat conversations with online friends while I waited for a boat to arrive or sail or while I was waiting for something to spawn. I could watch a TV show, but still feel like I was accomplishing something in the game because things weren't so fast paced that I needed to give it all of my attention. It was different from the FPS games I had just come off playing. Relating Point 4 to 3, I could take a break, get up and do things I needed to do. I could set my character to wait for the boat, go make a drink, grab a snack, whatever and then come back. I could wait on a long flight path in WoW and go pee, I could fight something I know my character will easily kill and just have them auto attack while I divert my attention away to something else. MMO's just aren't like this anymore and I'm just not into action games like I used to be and I suspect many MMO fans aren't either, yet we're an aging demographic and they keep making MMO's for younger folks who just don't care for that style of gameplay. The good news is, as many of us age further, we might actually have more time again. Kids will become older and we can delve back into our hobbies a little more intently; when my kids are teens and only want to be left alone in their room, I may have time to dedicate to an MMO again. At any rate, this is long winded and ranty, but I just wanted to share my own thoughts on it. By the by, have you checked-out Erenshor? I played quite a bit of the demo on Steam, as it gave me that MMO feel without needing to be committed like a real MMO. Worth a shot.
New World could have been the modern version of Runescape. They had this amazing world, great gathering/processing systems, rather great combat system. Yet here we are.
Thank you INTO THE AM for the Elevated Everyday Graphic Tees! Get yours now and get 10% off when you use this link: intotheam.com/IDYL
i'm not even joking i wear these t shirts every day.... and i never shower... 1 like = 1 shower
I want my like to count as -1 shower.
Yes, I do want a new MMORPG. One where the world is so huge it takes real life days to cross it, and it's not meant to be traveled by anyone other than the most dedicated. There is absolutely no fast travel. And every region of this world will have its own unique resources. These things would let unique player cultures develop based on the resources available. Different systems of government can be used for your culture. And it would open up real trade between the various cultures. There could be a real trading class with skills focused on being a better trader. PvP would be limited to border areas and places where unique resources are located. And it would be open world pvp in those areas only. You enter the area, you are auto flagged. And you only drop the loot you gathered in your backpack, not the stuff you are wearing. Anyway, enough ranting. I think AoC is the first major step in this direction with the node system and how mayors of cities are chosen. How it pans out in the long run is anyone's guess.
And absolutely no microtransactions. Charge a fair monthly fee and that is it. If the company wants to create a store for people to buy stuff, it has to be for items NOT directly in the game.
LOL why did youtube censor my post? WTF is wrong with this platform? I said nothing evil. Let me try to retype it again with generic boring words:
Yes, I do want a new MMORPG. One where the world is so huge it takes real life days to cross it, and it's not meant to be traveled by anyone other than the most dedicated. There is absolutely no fast travel. And every region of this world will have its own unique resources. These things would let unique player cultures develop based on the resources available. Different systems of government can be used for your culture. And it would open up real trade between the various cultures. There could be a real trading class with skills focused on being a better trader. PvP would be limited to specific areas and places where unique resources are located. And it would be open world pvp in those areas only. You enter the area, you are auto flagged. And you only drop the loot you gathered in your backpack, not the stuff you are wearing. I think AoC is the first major step in this direction with the node system and how mayors of cities are chosen. How it pans out in the long run is anyone's guess.
Yes, I desire a new massively multiplayer online role-playing game with the following features:
- An expansive world that takes real-life days to traverse, catering to dedicated explorers
- An ever changing world based on player actions.
- No fast travel options
- Unique resources in different regions to foster distinct player cultures
- Various systems of governance for different cultures
- A robust trading system with specialized skills for a player merchant class
- Limited player-versus-player combat in specific areas with unique resources worth fighting for
- Auto-flagging for PvP upon entering designated zones
- Loot drops limited to gathered resources, not equipped items
I believe Ashes of Creation is taking steps in this direction with its node system and mayoral elections. The long-term success of this approach remains to be seen.
I think a lot of MMORPGs fail to capture the "RPG" part of the genre. The boring fetch quests and streamlined zone-based leveling, only to have this ridiculously massive open world be boiled down to a set of instanced dungeons is a real shame and really fails to capture that immersive experience players are asking for. I'm glad Riot said that they are going back to the drawing board for their League MMO because they feel that people don't want a generic MMORPG with a league of legends themed coat of paint.
Problem is that it is very hard to come up with a cohesive, innovative and immersive gameplay experience that doesn't eventually boil down to a railroaded progression- especially in the "minmax" culture of the modern gaming audience (but that's another issue).
I think that's the problem with the "theme park" design popularized by WoW. Each new generation gets more and more streamlined, the world gets a backseat, leveling doesn't matter anymore because most content is locked in max level, most work in crafting and building characters and reputation have minimum impact in the end.
I think people just want that open ended rpg feel of older games, but with modern graphics.
@@raulzilla compare that to entering bree and rivendell in lotro, holy cow that was amazing.
@@raulzilla WoW Classic managed to find a good middle ground though, actually even TBC and WoTLK were able to do so. The new on rails quest(hub) design was really introduced in Cata and it killed everything.
@@wurzelbert84wucher5 Like you said, it was a middle ground, the on rails quests was always there in WoW it was just more subtle, it was the begining of focusing in the solo player in a multiplayer game.
@@raulzilla I played games like DaoC, it wasn't really fun to level nor was the world very fleshed out lore wise without quests. And while not perfect, questing together in Classic/Vanilla could be fun in places.
One of the reasons why Guild Wars 2 is still around is because when they first came out, they specifically wanted to be different from WoW, not just another WoW clone. They purposefully designed their game to improve upon many of the most common complaints that people had against WoW at the time. By differentiating, they managed to become the best-in-class MMORPG for a smaller segment of the market that WoW didn't really appeal to. GW2 is still the best game that appeals to this certain segment of players, which keeps the player base coming back, despite having a tiny development budget compared to WoW.
I think if the IP Guild Wars 2 had wasn't so aggressively mediocre/unknown, it'd be a lot more popular today. There have been many missteps for certain, but the gameplay and systems added like gliding and mounts and horizontal progression are incredibly strong compared to the other biggest mmos.
If gw2 was say a Star Wars game instead, it'd be right up there with wow and ff. If they can get gw3 running smoother and looking a little better, I think even without IP power it will get right up there with WoW and FF. provided they can maintain a good content cadence, which is what originally killed gw2's momentum.
@@theBEATdude It's because the GW2 company is notoriously bad at marketing. Like, probably the single worst gaming company in the world at it. I've seen solo indie devs with better marketing.
@@CurtisKJohnston Haha. The only GW2 ads I remember seeing were banner ads heavily pushing Quaggan, and even at the time it just felt like they were doing it because murlocs were popular for WoW.
@@CurtisKJohnston The original Super Adventure Box ads were pretty damn strong imo, hell they even got Dunkey to play gw2. But other than that it has definitely been abysmal.
But they alienated players who played during GW1 where you could mix and match your classes. The only thing different with GW2 is just you can use different weapons for different skills. Still a farcry from GW1 class system. If they ever make GW3 in the future, they should go back to the GW1 class system.
I don't know why I'm watching your videos, I don't even play MMOs, much less MMORPGs. So no, I don't want a new MMORPG. I would, however, like you to continue making more videos, Mr President. Keep up the good work.
You're watching Idyl cause he's a goofy goober and we like goofy goobers around here sir.
Same here - haven't played MMOs in years - WoW since Wrath, Guild Wars 2 since Path of Fire, and have no interest in playing them again. But I find these videos genuinely fun to watch.
@@lilbigbozo Right on the money there, friend. Goofy gooberism transcends game preferences.
@@tonetraveler992 I tried WoW 20 years ago. I had a few friends who were really into it back then and needed a guild member, but I didn't really get the appeal be honest. I went straight back to playing Baldur's Gate and Morrowind.
This! I literally don’t even game anymore and never was into MMO’s but i just love watching these videos
Nobody likes MMORPGs, they like their MMORPG
no i hate that one as well
I love mmos, I play elder scrolls online, rs3, osrs, gw2, FFXIV, WoW, and now brighter shores.
@@drackaris_what are you a billionaire?
Nah I hate the MMORPG I play too
@@drackaris_ Brighter Shores sucks
MMORPGs heavily rely on their community to be successful. This is why established franchises have worked for most games. The concept that most of the people who played the OG World of Warcraft in 200X era were people who played Warcraft 3, an RTS, is a very real thing (I'm one of them). This also explains why Final Fantasy, Elder Scrolls and Star Wars still work out today. Games like Guild Wars, Runescape, Maplestory and Lineage have cultivated their communities in the early 2000s or late 1990s. Ever since social media came out, the entire NEED for a community kinda vanished. So whenever a new game comes out, the players congregate around the personalities and streamers playing rather than the game itself.
I play an MMORPG because I know my friends and/or other people are playing it too.
Fundamentally, MMO means Massive Multiplayer Online. Without that MMO aspect, it's just an RPG.
That being said, I also want a good MMORPG that will respect my time and money. WoW isn't that anymore, at least to me.
also a lot of those people who played the early mmorpgs are already pretty old or have passed on. I remember back in TBC , I joined a guild full of folks around the ages of 40-70 years old, I was just a 20 yo kid compared to them.
yeap
established franchise is incredibly important
like, if I don't care about the world, why would I want to explore every corner of it?
lotro was obviously good on that, and wow having played wc1-3
@@snuffeldjuret Yeah, I find it difficult to invest myself in a completely new lore experience. It's definitely possible, but its far more difficult in-general. Some games can do it, I've seen Genshin do it for example.
Completely agree social media destroyed the social aspect and need. I was 12 when Lineage II and WoW came out and my mind was BLOWN when realizing other players were real people from all over the globe. I was the most social kid. I learned more about life talking to people in-game than in public school.
I don't truly see Brighter Shores as a "new MMO" that's intending to compete yet, since it's officially just public early access. I see it as a *foundation* for an MMO, and I see it as a foundation with a couple interesting, experimental ideas that I'd love to see fleshed out. I actually think that if you let it cook for 6, maybe 12 months, it might turn into something pretty special. Anyone who is on the fence though, I do NOT recommend jumping in and expecting anything other than an early access experience. I highly recommend letting the 8 person dev team iterate until they're comfortable with a full release, and then give it a shot then, during patch 1.0.
Of course anyone's opinions ARE VALID if they dislike the game. The dev team released an unfinished and unpolished version of their game to the public for feedback, and completely disliking it is absolutely valid feedback. Personally, I see the clear flaws that others point out, but I believe it will work out to a cozy little low-intensity MMO that has some staying power.... eventually. And for now, I readily admit I'm a bit addicted, but I think after this first month I will probably give it a break until new content comes out. I just feel like it's in a good position to grow into something cool and different.
I’m enjoying brighter shores as is. There’s hundred of hours of gameplay to be had. It’s new and exciting. The devs are pushing daily updates. The reviews are already mostly positive so this video is misleading.
literally any early access game you shouldnt play it expecting it to be super good. Some are better than others but its to be expected that it will have issues.
Brighter shores has tons of potential and Gower is very actively updating it from community input. It's not going to topple osrs, but it's also the first game to pull me from osrs in years.
Love brighter shores it's so cozy and different
Brighter Shores feels like working in a factory & the combat feels like playing Adventure Quest on your lunch break except with less things to do.
you always leave out eve online, i guess you didnt have 5000 hours to get in to mid game
Honestly, EVE is the epitome of "needing others". You can do solo stuff but if you ever want to actually play the game properly, you need swaths of people with different ships, factions, skills, etc.
The skilling system is a waiting game that can be sped up - but again, solo you can't really do that.
On one hand I like the skilling system in EVE. You dont have to play and still make progress. If you play you can progress even quicker. Then again, I do enjoy OSRS skilling where the benefit is immediate and visible right away.
@@viktor.m. the game really dosent even start unil you down load vent(boomer discord)
Don't only like 30k people play that game?
@@mobius4247 30k avarage player count(30.000 players online) less than osrs 110k but considering the gmae has been active since 2003 thats pretty damn good, it didnt do the whole remake the game thing osrs, its just one constantly updated game for over 20 years
@@mobius4247 I wouldn’t worry about that too much. Those 30k are stable and if you find a good corporation, there is always someone online you can chat to.
The game is big, and there are quite a few systems every day that are either completely empty or have 2 people in them. However, you won’t even venture into such a space for some time and as said, it’s about being social anyway, you’re gonna be where your corp resides:)
I don't know if anyone's told you this Idyl, but you have a special gift for awkward/cringe comedy that many attempt and few pull off. Keep on being my favourite goofy fella in the MMO space
Well put
I agree. That plus thought video essays keeps me subscribed. Though I wish he would keep his political opinions to himself. But so far the content outweighs the propaganda.
One of the few where I don't "skip the bits"
Honestly I've been fine with the classic MMO combat, systems and progression. I just wish unique stylistic choices were still around. I loved the look of a lot of the older anime MMOs (fiesta, trickster, luna online, mabinogi, pangya, ether saga online, RO etc hell even Maplestory2 or B&S?) and felt like each one really had their own aesthetic even though the core gameplay loop wasn't too different. (excluding pangya and games like audition I guess) I just wish there was a new game with a similar cute look that also implemented QOL features that a lot of those older games lacked (like remote quest turn in/pick up for repeats, or slightly faster level progression, easy skill tree respec, high and consistent frame rates, UI customization, quest loot counting for the whole party etc I could keep listing).
When I've been playing webfishing lately, it honestly made me realize I just miss having a game that I can do stuff in/make progression while hanging out together with friends. I don't need crazy raids or boss fights, just it was always nice to be able to go home, know exactly what I wanted to get done or work towards (ex: I want to get to lvl30 by the end of the night tonight) and get comfy and chat with friends or meet new people in the space. Mobile MMOs suck and even if I were to have friends playing with me there's no reason to do much stuff together or even really play the game since it's all auto playing itself.
It makes me sad since as a kid I was so excited to see where the future of the genre would go. So much was coming out and it seemed like every year you could really see the slow improvements to graphics and systems. But now when I look at what is around and playable, it's like nothing has even progressed... I'm caught up on ffxiv which I've played on and off since launch and that's one of the big ones people always recommend and I wouldn't even really say it's anime in terms of what I'm looking for, plus the character creator is severely lacking. (Yes there's all the glam which is nice but no detailed face or body sliders bleh)
It couldn't be the fact that new mmos don't break any new ground and are monetized like ass 🙄
I’ve never had a strong enough pull to try another MMO besides RuneScape / Old School RuneScape, so it’s kind of difficult to gauge what a potential new MMO could do to convince me.
I think the biggest factor separating OSRS from other MMOs, for me, is the solo player experience. I’ve always had this perception of other MMOs being exclusively focused around cooperative play. In other MMOs, you have to grind through the boring fetch quests to level up your account, and then you get to the “real game”, which is doing raids and joining a guild. You don’t get to have fun by yourself, and what people consider the good parts of the game are all the team-based content.
For someone like me, who loves the feeling of existing in the same world as other players while also going on their own journey and accomplishing their own goals, it never feels like the other games in the genre have something to offer me. I don’t get the impression that I can have my own adventure, instead my fun is entirely dictating by grouping up with others to do the group content. Whenever I look at other MMOs, I don’t ever see things like group skilling, or clue scroll hunting, or good / decent quests, or any of those other things that make playing RuneScape by yourself so much fun.
So I guess that’s one thing that new MMO developers would need to do to get me on board: having a great singleplayer experience that fans of the game will rave about just as much as the non-solo content.
I agree that getting single player content down is a solid route to making a good game, and then it can just happen to be an MMO or not.
There's is only one reason. New MMO's suck.
modern gaming landscape probably hurts the mmorpg idea the most, so it is no wonder they are so bad.
I know exactly what I want.
I want Lord of the Rings online with a reasonable pricing model and modern graphics.
Give me that and I'm set for the next 10-20 years.
exactly
it isn't really hard to understand
the reason i dont play that game anymore is the retarded amount of content to slog through and the lvling experience is kinda meh
Of course we want new MMORPGs, we just want MMOs that are actually good games and focus on the player experience, storytelling, world building, lore, etc, before predatory monetizing schemes.
The problem is that the gaming industry has grown too big for its own good, and the lack of innovative productions is showing.
Saying we don't want new MMOs is just like saying "you'll own nothing and you'll be content". Nah. Not at all.
aka you just want to complain
I mean, the storytelling is still there in the big MMOs. You just have to read it or watch the cutscenes. The art and level design is better than ever in all the big MMOs. The monetization allows for this, to a certain extent. People are just bored of mmos. This isn't unique to mmos. I'm bored of FPS games because they all feel the same to me, no matter what heroes and abilities get added.
@@silo_olis wow classic still has a huge population I just tried it again this week and its going to get bigger again next week with new servers.
These people including me have always been waiting for a new good mmo but they literally cannot make a game that isn't 90% cash shop and 10% content. FF14 is good but very old by now and they are probably waiting too.
No you don't. This is literally just what people say but their actions and choices prove time and time again it's untrue.
@@Freestyle80 Exactly. So tired of this same old tired "argument". All they do is whine.
You're very right. I want the old MMO I used to play after they improved it but before they ruined it (which is extremely subjective on both counts) along with the friends I used to have in the game before they scattered. Sketchy private servers can give me the former, but not enough of a large stable playerbase for the latter.
My experience with over 4+ decades of gaming is that people have ONE mmo and even when they tire of that MMO they look for other MMOs which are similar. But this quest for a replacement of the ONE never works out as new MMOs can’t be like the old one you loved, and the old one you loved doesn’t match your memories anymore.
It’s a cycle of nostalgia and discontent.
you nailed it perfectly in my case.
As someone who spent 20 years playing WoW while trying different MMOs, the one that finally did it was FF14. Granted, my main motivation for playing is story first and gear second.
@@KibaPwnUI’ve been enjoying wow the last few weeks after almost 15 years of XIV
Kinda sad I missed the wow heyday (no internet back in 2004-2012)
I don't have any. I am ready for a new one, if it is actually good.
I have 2 MMOs: ESO and GW2
Another counter-example: Albion Online came out in 2017 and has been going strong ever since
I kinda want (or i think i want) an MMO where power progression is tied in with social progression. Where you start playing solo but will make more friends as you progress, not because you are social butterfly, but because the game rules force you to help others and seek the help of others, and rewards you for that.
this is sort of the reason why I want a season of wow where all mobs are elite, to really ramp up the need to play together with people. I also think that would make the world feel more real as it would just be more dangerous.
@@snuffeldjuret yeah thats the kinda MMO I'd like. So hard you have to communicate with people. Vanilla had some elite quests where you needed to form groups. But instead of 90/10 in terms of easy/elite, I'd want something like 50/50 or more.
Socialization is already painfully integrated into our day to day… charm mmo’s had is long gone of discovery, i’m tired of yall
The biggest issue I could see with this is that it causes an opposite effect in a lot of PUGs (groups with random other players). Look at how raids function. The game only requires you to socially progress enough and tolerate/coordinate with people enough in order to down the bosses that have the loot you want. Not to say you can't find a group of people you actually like playing with, but I'm looking at this from a devil's advocate perspective due to how one negative interaction can cause a whole perspective change (in this case, regarding social aspects being tied to progression still leading to people minmaxing and being toxic when you don't do what they want).
It's not any player's responsibility to change the behavior of others, so unless the developers specifically put in social rules like how FFXIV can ban someone for being an absolute toxic turd, then you can't really expect people not to gamify a system so that they are still toxic where they feel they need to in order to get the reward they need.
In other words, social progression is tied to power progression already - what we need is some kind of moderation to keep the social aspect respectful and fun to be a part of rather than what we're seeing now with people flaming others for any reason they so choose. Yeah sometimes it's funny, but it's also toxic and exhausting to see every day when, like others have said, there's social problems all over the rest of the internet (not really as much IRL if you go outside, but we're talking about MMORPGs so lets be honest, we spend a bit more time indoors than others...)
@@fearture7485 I just don't see pantheon going the distance personally, The trailer made me hype, Logging into the game wiped the smile off my face, The idea of it sounds more fun than the reality of having to play it, Just like Escape from tarkov, Thank god path of exile 2 is out, The way we communicate online 24/7 these days has changed the mmo landscape and i don't think that level of socialization we think we want is ever going to come to light, Careful what you wish for you might just get it.....
wildstar was actually really fun
Man I just want a new MMORPG with anime-ish art style and actual competent devs since PSO2: NGS, Blue Protocol and Tower of Fantasy fumbled the bag sooooo hard.
You're right. We don't want a NEW mmorpg. We want what was lost from the OLD rpgs - no solved formulas, no 'inside the box' thinking developers, no fomo, no seasonal passes and content that consists of 'collect 10000 random doodads', no raids where you waste more time than the road to and from work every day. A new and unexplored world with unknown ideas and undiscovered formulas for success or formulaic content 'packaging'. I'd really love to be able to explore a mmorpg that is completely new and unknown to me.
Think of how much wow has trimmed its content down to a 'one standard patch-sized treadmil of acme generic content' science, and remember how all the monsters are basically level-scaled to you, and how all the monsters in the zones are basically the same stats no matter what type of monster they are. They're all scaled to your level and they're either melee or caster (very rare ranger), who rarely sometimes have some 'flavor' ability that means nothing. How they're all spread around the zone like butter on a piece of toast - thin layer covering the entire thing so that you are never doing anything different than the 10000000th mob encounter in the world. There is simply no variety anymore. Even dungeons are now stretchpants with M+, always stretching to your item level and you can never be done. All the items have stretching item levels as well.
well said
imo, given the current state of gaming, I think we first can come back there when mmorpgs stop being static. Basically almost nothing in the world should be static, and the focus should be to explore the newly randomized.
what I want in an mmo is the fights, combat and presentation of FF14, the permanance of progression and relaxing skilling ability of OSRS, and the PVP of old elsword, with social aspects mixed with ff14 and maplestory
Good lord if FFXIV got OSRS skilling account progression ported into it for outside of combat content I'de never unsub.
FF combat is dogshit it’s just a worse lineage 2
Great way to kill an mmorpg right at the start - including ff14 combat ? ouch....
Only thing I agree with here is the Skilling of OSRS. I think the community aspect of FF14 has gotten worse, with it's toxic positivity mindset that's quite restrictive. If you aren't like minded or think like them, they will harass and are weirdos about it. It's almost second life levels were drama FUELS them and I'll hear about drama going on with people in servers that aren't even on my data center. Unless you mean the social features like all the emotes , music etc then I agree. Same with MapleStory. Also the combat in ff14 is far too delayed and not snappy enough for me to ever say I want it over another games. I would prefer GW2, BDOs or WoWs over that gameplay wise. Ashes of creation is in alpha and id consider the gameplay more fun. I'm also just not huge on the lengthy set rotation, however. The presentation of said fights and general raid fights, I'd sorta agree besides the delay. I prefer going based off animations rather than the cast bar.
I'm no expert but I didn't have too much fun with FF14's combat. Lost Ark's combat was *chef's kiss* tho
I personally know dead well, what I want from an MMO:
Principal things:
1. Single-layer world (no layers (copies of the world), no instances (including dungeon instances), no instances for daily quests (and no daily quests whatsoever - those are the worst) - the only exception may be at the very start during tutorial) - it means all players of the server are in the same single world and its resources (mobs are understood as resources as well) are limited exclusively to player choices and activity.
2. Strict and limited loot tables: each separate mob has its own loot table (which is exact and quite small - no more than 10 items total); same items can be present in different tables (ex. dew can drop from little dewdrops (lv.1) and from another variation (say spring dewdrop, lv. 10) but they should not coincide completely + each mob has some item that constitutes its essence (like card from RO) and has specific unique boni that it can grant (either by slotting it into the gear, by consuming, using it for skills, etc.).
3. Static drop chances with a strong emphasis of 'as little actual loot as possible'. Meaning that trash (teeth, fangs, hides, wolfbutts, whatsoever) can drop from monsters right and left (but gear and especially specific gear and items (like slotted or unique, cards or essences etc.) should be very rare (their rarity should be meaningful: say 5lv. crappy sword should drop from a generic lv. 4-6 mob reasonably easily (say 5%), but when it comes to, say, a bis dagger for a 1-hand rogue with 3 max slots - well its drop chance should be extremely low.
4. The world should not adjust to a player in any way. At all. It's the players who should adjust to the world. It means that the mobs in a location A should always be strictly defined and remain the same (same quantity at a specific spot, same level, same skills, same respawn time (the only exception, when dynamic respawn is ok, may be for just a few very starting zones). And they should remain there and be the same nomatter what level the player comes back to that place or how many players are there.
5. As few restricting mechanics as possible (ideally no bound items at all (or at least account-wise bound with other options) to allow healthy economy; no level-bound location / mob restrictions - you should go wherever you wish and try killing any mob you wish and all should be limited exclusively by combat mechanics (hit chance, casting time, etc.)). This will mean some level of imbalance (at least at the early-mid stages) but this, imo, is much better then emasculated 'sameness' of perfect balances.
There are a ton of nuances to them and, of course a lot more about preferences (like the view mode or presence / absence of pvp, craft, loot progression, approach to mobs, quests-orientation, etc., etc.) but those 5 are the 'musts' for me to consider an MMORPG a candidate for a prefect one.
I realize it might be silly or even laughable for some (for the majority, more likely) but please bear in mind, it's just a personal opinion.
this sounds like wow classic leveling experience to me lol
Check out Dofus
@@toph_toff974
Not even close...
Only point 4 kinda fits
@@toph_toff974 sounds like even back further to the way MUDs usually did things. You could grab a group and try to kill a hard mob with whatever level you wanted, though the weak ones could get killed. No instances, just world fights. Part of the reason for instances though is that MUDs didn't have as many people as MMOs so you would get poor performance with hundreds of people on a mob, for example. Basic muds allowed trading of items to other player or characters regardless of who looted it.
Ashes of creation?
Nobody want's to develop new MMOs because they are usually a huge ongoing investment, so they just gravitate towards the largest audience, which is wow clones and do that. Problem is, that corner has been way over saturated for close to 15 years now, and most you will usually get is a peak around launch when desperate MMO players clammer for the promise of a new game, but then just leave after it turns out it
What has changed most over the years to me, personally, is the way the community interacts with me and vice-versa.
I'm a WoW guy. I play dungeons. I love dungeons. I like raids, but I love dungeons. Over the years dungeons have gotten harder on the high end and with this comes a lot of pressure. Pressure that most people are incapable of dealing with. I'd like to make friends so I don't have to play with random people, but damn is it hard to make friends in a competitive environment. I don't mind accepting mistakes from other people, but at the same time - given I'm growing older, am a dad, have stupid adult responsibilities - I don't have the time to accept other peoples mistakes over and over and over again. So it became the better choice to go into random groups and "hope for the best".
So...in the end, what's changed most is ME. I'm not social enough to truly enjoy any new game. I judge it on the verdict of a single player experience with a couple of random dudes in dungeons every now and then. And this is a problem. I'm sure I'm not the only one thinking this way. But hey, at least I know I'm the issue and a new game can't fix me. There's always the chance I end up in a new game and there's a guild that's social and suddenly I start to like the people I'm dealing with. But.. I don't see that happen, for now.
1:37 whats the name of the music in the background?
Bastion OST - A Proper Story
People don’t want a new mmo, they want to be 14 again
sigh... we know
I want WoW 2, not FF. Or a Sci-Fi MMO.
@@Darth0308 You basically already have WoW 2, or 3. With how much the game has changed at this point.
@@jesseschoonveld7706 when people say they want wow 2 they typically mean they want classic +(not season of discovery) with a visual overhaul. Retail wow is basically a mythic simulation. Which can be great if you have a core group of people to push through the hard content and you're into that kind of difficulty push within the wow engine(I like it in that case). But it fails to hit the core values that the classic gameplay hits and a majority other modern mmo's also fail at.
@@GregoMyEggoLive I know, that was the point of the video. People don’t want a “new” mmo, they want classic versions of the games they used to play.
I’m just pointing out that if they’d make a WoW 2 it would have all of the design flaws current WoW has.
Bro, I can't get your Patreon song out of my head. I'm literally making dinner singing it to myself jfc
0:55 what was that game?
bro none of it is it, they just need to find a way to bring people together for group activities and have you make meaningful progress within like a reasonable 2 hour window
I started playing Throne and Liberty last week, and Im having a blast starting a new MMO after so long lol
The combat is so much fun
The combat is the least entertaining part of this game. It just feels so clunky and i can't put my finger on it.
It’s the worst mmo i’ve ever played
I hated expression "exception that proves the rule" for years but the original meaning makes total sense - I'd just never heard anyone use it properly. A good example is a sign that says "no parking Saturday" - that is the exception that proves the rule that outside of Saturday, parking is allowed.
The bastion music drop was such a TotalBiscuit callback I miss that man so much.
You know what people REALLY don't want? Cringy UA-cam influencers trying to sway opinions.
New mmorpg concept: combining Rust, Valheim, and Runescape into one.
To prevent complete server domination, it would be better to have npcs spawn more procedurally and based off evolving situations rather than static locations or events. So long as there's enough npcs to keep players company, pvp factions won't be able to control the server and keep down the noobs that are spawning, always making them lose loot keeping them in a grind cycle (like in Rust)
You might be interested in Ashes of Creation if you're into that.
It’s the persistent world that distinguishes the “MMO” genre from just an arpg. That’s what makes wow, eq, FF14, guild wars, new world, and others feel unique.
Idyl is Todd from Bojack Horseman
If you're an Old School RuneScape (OSRS) fan like me (I’ve been playing RuneScape since the early days!), you should definitely give the new Dofus 3 a try. After the Evolution of Combat (EoC) update, I started playing Dofus, and to this day, I still switch between Dofus and OSRS every now and then. And here’s the best part: on December 3rd, new servers are launching, and over 200,000 players have already pre-registered to jump in! Here’s why it’s worth a look:
Turn-Based Strategy and Tactics: Dofus 3 offers turn-based combat that puts your strategic thinking to the test, just like the calculated approach to OSRS boss fights and PvM battles. You can develop your own playstyle and use skills and positioning to secure wins.
Deep Progression and Grinding: Just like in OSRS, there are loads of skills to train and plenty of ways to grind. It takes dedication to max everything, and that gives the same sense of accomplishment OSRS players know and love.
PvP Content: Dofus 3 has intense PvP content, including the Kolossium battles and Alliance vs. Alliance (AvA) fights. If you love the risk and excitement of OSRS PvP, Dofus 3 offers a fun and unique twist in a turn-based setting.
Economy and Skills: Dofus 3’s crafting and trade systems allow you to specialize in various skills, giving the same satisfaction OSRS players get from training and trading.
Community & Nostalgia: The Dofus community is tight-knit, much like the OSRS community. Dofus has been around since 2004, so its player base shares a similar nostalgic connection to the game.
This is the perfect time to jump in with thousands of others on new servers and experience that same sense of accomplishment as OSRS - but in a fresh, unique setting!
Honestly, I don't want new MMOs. I want the current MMOs to survive as long as possible, the MMOs I'm already attached to. They're more than enough for me.
Terrible take.
@OneFiveYankee to each their own. I'm not saying that new MMOs shouldn't be created. Obviously, the gaming industry needs to expand and move forward. It's just that I personally have no need for it.
World of Warcraft was also an established brand. We may have all forgotten about RTS games, but before WoW came onto the scene Warcraft 3 was on everyone's mind
That first tshirt with the ocean scene screams 80’s. There were so many landscape shirts in bright colors back then.
Technically for 2024 Blue Protocol was announced to be EoS but server will be available till January 2025
I know what I want and I want Defiance back, the MMO/ TV show. Also shooting big world bosses with guns and 200 other players was cool.
I personally hard disagree about Wildstar the game could and would have been become a huge success if it weren't for the publishing company and bad/confusing advertising completely crippling it
People don't know what an MMORPG is, they repeat what some content creators say and this is mostly beneficial for wallet warriors. Also, people want MMOs to be something that is not RPG nor MMO, when they already have games that give what they want. Between wallet warriors, bad influencers and ideologies like "dynamic, fluid modern = good, static old = bad", we are trapped in bad games and the Sport like mentality is also making all worse, that's another bad trend also affecting MMOs.
Solution: promote good old games. Promote niche. Ignore what others think and have critical independent thinking. And MMORPGs will need some way of indie low cost development system, needs to be indie and needs to be cheap to make, kind of like Path of Exile was back in the day.
ermmm *holds up spork* bacon is so epic I'm glad someone said it
the liberals dont want you to eat mens bacon, only vegan "soy tofu"
I'm a simple man, all i want is to play with characters that throw daggers, punch stuff, use spell and sword at the same time or a character that uses two crossbows. If the game has one of these features i'll play
Aw New World looks way better on PC, New World is an MMORPG I'm addicted to since it came out on consoles and even if I don't like the PVP side of it I just love going around and upping my skills
One of the biggest problems I've seen with MMO development today is that the playerbase has changed. The people who are willing to sink hundreds of hours into MMOs are playing coop multiplayer games (which are sometimes RPG-like) that didn't really exist back in the day. Now there are hundreds. I'll name just a few: Valheim, Seven Days to Die, Empyrion, Satisfactory, Factorio, Conan Exiles, Ark, Minecraft, Terraria, The Forest, Sons of the Forest, Avorion, and maybe even Rust for those players that liked PvP. Basically, there's so many co-op games you can install and play that will take up hundreds of hours of your time that when these same players look at MMOs available, they see the grind and go, "Nope!".
It used to be that $10/month for a game was nothing, because MMOs would develop new content for us and we were starved for new games. A "good" single player RPG would maybe come out once every year, and it wouldn't have multiplayer capabilities. Now we'd rather play a co-op RPG for 2-3 months for $20-30, then move to another coop RPG for 2-3 months for $20-30. Why stop moving along when you can see 90-95% of an MMOs content in less than 2-3 months?
The way we socialize has changed too
I do disagree about brighter shores, for what it is now, I’ve enjoyed it and am excited for them to continually release content
This was an... interesting video for UA-cam to recommend me after I just found an MMO I enjoy after nearly 20 years of looking!
See, there was an MMO I loved back in 2001. But around 2007 the love started to wear off because something about it felt... different. So I tried about 50 other MMOs. Didn't like any of them. But just this month I found an MMO that has all the same things I loved about the MMO back in 2001!
That MMO is Brighter Shores. By the way. If that wasn't obvious when I replied to your comment.
And the 2001 MMO was Runescape, which I thought was just dandy until they made it less like Runescape and more like the 50 other MMOs I couldn't stand playing.
Yeah, that's right, Brighter Shores is more like Runescape than Runescape is. What a world we live in.
It looks so bad lol
When you look at how the "big" MMOs started, they had a small fraction of the functionality they have today. A new mmo though has to compete and be as broad in scope from day 1, so they don't have the chance to find their vibe and grow in a more organic way
As a person who has played WoW ever since it started I will tell you that I am invested in the story. All those years of raiding week after week as these raids where current raid tier. I helped defeat Ragnoras(twice), Blackwing(twice), Onyxia (twice), Malygos, Lich King/Arthas, Deathwing, Kel'thuzad, Illidan, Archimonde, Kil'jaeden, sargeras, C'thun, Yogg'Saron, N'Zoth, Argus, all their minions and many more. My character participated in Azeroth's history going on 20 years. It's hard to find a new MMO that can offer me a history of what I done that is all a part of the story.
Actiblizzard makes up nonsense lore that means nothing 😂
I find it fascinating how he went through the whole video without once mentioning Guild Wars. Guild Wars 2 is by far the best 'modern' MMO, and by that I mean it is an MMO that actually does new things that are better in the classic MMOs, like the battle system is more fluid, how questing works got overhauled, progression treadmill was thrown into the bin, mounts actually got to be more than just a % buff to movement speed, PvP was actually uncoupled from the other parts of the game etc.
That doesn't mean the game is perfect, like the monetization while fair can be complicated, information is presented in confusing ways etc., but in my opinion it is simply the best 'modern' MMO (aka not just a revamped version) we have.
Think my biggest problem is when mmos has gone so long that your now at the 100ths in levels.
And the fact my favourite mmos has changed away from what I liked about it. I loved the dark theme, medieval fantasy.
I think part of why many new MMOs failed is that they don't have a strong IP backing it up.
As you mentioned, WoW, FF14, Elder Scrolls Online, these all are based in beloved franchises with sprawling worlds and deep lore that we've already explored in single-player focused experiences before. The step into MMO form allows the fans to experience the world in a new way while simultaneously getting to share their love of the series with other players.
Games that try to be MMORPGs right out of the gate don't have that. New World is, as the packaging says, a new world. There are no connections or shared experience among the players that give it a try. There's no "oh, I remember this from this earlier game in the series" moments, there's no continuation of a narrative that you're already invested in.
Yeah, it's kind of unfair and hard to compete when new MMOs don't have a decade(s) worth of lore or content updates and patches
Ugh. Wildstar. I wish I could go back. I WANT to try it again.
You know what I miss?
The simple MMORPG days. Like in Ragnarok Online. You go online, start as a Novice, choose your class during your journey, just have the appereance of your class, and maybe only your head looks different (lol). It was simple not overflowed with fetchquests, just exploring, killing mobs, joining people's group and find out what the actuall is going on.
But what I would like: People! In my country and my friends are not really playing MMO's. My wife want's to play WoW maybe, but that became boring for me ngl.
And maybe some Anime graphics. I don't need to see every equipment on my character.
I tried a lot. Really a lot, but some people are really cancerous and killing the vibe for me tbh. It's not like I don't know what I want, it's just not there, that's the problem. And the next problem is, that the things I want are not the things other peoples want.
We are individuals and we go onto things with different aspects and such. That's why it is so hard for new MMO's to compete against the big ones. And also because of the big ones. No matter what you do, you will go back to your cozy or comfort MMO.
I agree with the social network aspect, and it's much stronger on older games because they survived precisely because the community is present.
What do we want from mmorpg? War!!! Between!!! Fucking!!!! Factions!!!! Open world pvp without timegating, requirements and other bullshit. Basically we want better, improved upon, vanilla WoW. So many games makes everyone feel like friends and that just gets dull.
Honestly, if I just find a really nice guild; people are nice in the guild, they help each other out, talk about stuff, keep the guild active, participate in guild events, encourage newbies to participate in world events, and just be overall nice people, I'm hooked.
I was playing BDO for about 8 months. I didn't even notice how messed up the P2W in that game was before the guild I was in disbanded and I was having a hard time doing my daily quests going solo. I wasn't able to find a new fun guild since they had high gear score requirements and the previous guild I was in adopted a newbie like me. Which also leads me to the other thing that made BDO bad for me: you can never catch up to the veterans, even if you go all out P2W. But hey, even if all these bad things were in BDO, it would've been fine if I was in a fun guild. So, I quit.
Cat girls draw their power from the crimes they commit, not solve.
I save your videos for the morning to listen to as I get ready for work
What do I want?
Realism in the art style. Multiple different fun mechanics. PvX, as i enjoy both sides of that coin. Depth. Story. Vast and detailed character creation. Vast open world with lots of room to spread out. Large parties and larger raids. Slower combat. more meaningful decision making. Fast travel is ok but not completely necessary if there is a good mount system. Battle on land AND sea. Castles. Awesome esthetics. Group and solo play, but far less solo than group as id like being pushed ibto doing things with groups over running solo all the time. Balance between all characters type. Multiple race choices. Multiple class choices with multi classing. Class identity with all classes being very unique and not playing exactly the same. In depth professions.
The list goes on but those are some things i want from a good MMORPG.
why are gamers so obsessed with realistic art styles... they are so boring and overused everywhere. a cartoonish art style and textures are so much more better...
Ashes of creation ticks all of those boxes, but it's in alpha 2 and still good 2-3 years away from release.
edit: except the fast travel box since it has no fast travel, but you do get fast land mounts.
@@Nekoszowapart of the escapism I think. It's easier to forget there's a real world outside when you're already enamored with one inside.
Because the depth of the real world is yet to be emulated by video games? Immersion? Grounded setting? For example how am I supposed to take something like a WoW cutscene seriously when there is bright blue pauldrans with metal that has no reflectivty, and their jaws are blocky and flapping everywhere? Theres games that do realistic art styles well, and ones that do Cartoon styles well (See cuphead).
The green tights close up we all wanted but never knew.
If it ever comes out (and that is a great big IF), I think the Riot/League of Legends/Runeterra MMORPG will be the the last bastion of hope for MMORPG players.
I absolutely want a new MMORPG, but I want one built on the fundamental philosophy and design principles that made the old school turn of the century MMOs so much fun that we're still playing them 20+ years later.
It's not my fault no modern studio or publisher wants to fill that hole in the market without stuffing their product full of predatory monetization or prioritizing convenience and a single-player style ChoSimba story experience instead of just giving the market what it's very clearly demanding.
What you're doing is the equivalent of telling someone they don't really want steak because they don't want to go to the trendy new vegan restaurant that boasts a steak facsimile that's totally just like the real thing, honest!
the green pants but black socks are KILLING me
hi idyl thank you for another video, however the bit about bacon at the beginning has caused me intense physical and mental harm so you will be hearing from my lawyers shortly, thank you for your time
so here's the thing. Every new MMO that comes out, will always compete with 20+ years of development and content of the established MMO's. Its simply not possible to outperform these old titles. Thats why new mmos feel so lackluster so often.
I think, unless a well known franchise with a already huge audiency realeases a MMO, a Riot mmo or like a fortnite mmo gamemode, we won't see a new one disrupting the market any time soon
I would love to see a slow paced MMORPG that is somewhat a kin to a anime world where you have the possiblity to run your own shop and where there is dungeons like in the anime called Delicious in Dungeon where it basically is an endless dungeon but each floor has a different biome and different monster types and the difficulty increases for each floor.
And as for the player driven shops it should be so you can't set you own prices but it's tied in to what the materials costs so no matter what it wouldn't feel pointless to make most items because there is a pofit loss on almost everything because someone undercuts the prices so much and ruins the whole market.
People don’t want a new MMORPG, they want the feeling that they had when their favorite MMORPG was new to them. The novelty of youth is fleeting.
I remember to this day when I was 11 years old, a player named CatFancy33 gave me a tinderbox in RuneScape. I thought that was the coolest person ever. It was 2005. Thank you for the tinder box nice lady.
No, I want a new MMORPG.
3:25 : I want Soulslike combat, OSRS progression/content/skilling, New World graphics and WoW completionism content.
That would be my perfect MMO.
This.
eh id take HD modern WoW (like revamped in new engine) over New Worlds
Id like to see that, but it seems so improbable to have an MMO have soulslike combat without it being clunky.
Eso is there but also ik you'll get bored anyway cause the world building needs to be decent enough to hook you into the game. If you didn't care about world building you might as well be playing stick figure mmo
@@Kitbats New World had smooth soulslike combat pre-Aeternum, they fked it up with countless of gamebreaking bugs and exploits.
man those opening memes are gonna be real confusing for some viewers lol
There IS a huge market for new MMOs, the issue is that what we get is either a WoW clone or trying to be like pre-WoW games by copying them near 1-1 without understanding why that doesn't work.
Got Brighter Shores on my "games I love, but everyone else hates" list
jessie slaughter jumpscare wtf
consequences will never be the same
Naoki Yoshida followed the Jeff Kaplan playbook. Let's give respect to the fact that live service + consistent, long-term commitment = easily oversaturated market.
Actually in late 2024 the subscriber count in World of Warcraft, which Blizzard doesn't provide data on, but 3rd parties are saying it is near 11 million subs, close to that peak 12 million subs during it's lifetime.
If World of Warcraft Classic hadn’t released I would probably be playing FF14 or trying new games. But it came out. And I’ve been telling myself I’ll stick with it just a little longer to scratch that itch but that’s been going on for four years now.
I might actually burn out on Classic though. Finally. Unlike some people there is really no way I will play retail WoW. At least not without trying out some other games instead.
I am looking for a new game that feels like an MMO, has a big open world that is fun and completely multi player, is not overly dependent on instances, never feels like a 3rd rate one player game, and is not pay to win. And is pretty popular. It needs a lot of people.
OK, my problem with new MMO‘s is that they very rarely innovate. And when they do, they usually do it badly. I was genuinely excited for New World, however, when I heard about late game through the player grapevine and heard that it felt like a hollow shell of an MMO I lost interest. There needs to be something in the late game now if you don’t provide that in an MMO you’re not providing players enough to buy your game. It doesn’t have to be raids, it can be something else, but, whatever it is needs to be repeatable and worth spending my time on at that point, once I have already leveled my skills.
Can tell someone played A Hat in Time recently lol, glad you liked it and great vid ❤
All the HiT soundtracks in the video suprised me so much lmao
I hope they make a sequel. It was the first 3D platformer I played since Mario 64 😂
Did I hear a random Bastion ost drop? Man what a game
$90 mounts.
Yes, we need more $90 mounts
500$ skins
Sick mount. Very happy it was released!
If I can have a great story, a fun questing / leveling experience, cool outfits, and a great community - it's a win MMORPG for me! I mean, happy 20th anniversary to WoW, my 1st and most beloved MMORPG.
The problem with Modern MMOs is they're too single-player focused. While sure, not everything needs to be done with a group, but the scales have tipped too far into the anti-social singleplayer focus side. Prime Example: FFXIV. The MMORPG space imo has been taken over by a crowd of people that do not want or understand what an MMORPG even is, and to make matters worse the Developers of said MMORPGs cater to that crowd. Leaving behind their audience that stuck by the developers' side through thick and thin, leading to where we are now. Jaded MMORPG Veterans circling around the "globe" to find a new MMORPG that'll provide everything they had before this new crowd swarmed the scene changing everything.
Honestly I think the “looter shooter” became the next mmorpg like we have our big games but want new ones and then the ones that come out fans will say they suck
I do actually, but I want a proper next gen MMO that pushes the core of the MMO genre back on track. I want persistant open worlds shared by thousands of players with server technology that can run big battles and events. And developers that focus more on community events and community story telling instead of jank single player experiences and linear, solo storylines, with the only "MMO" part about it being 'raids' which has less players than 24/7 2fort server on TF2, because WOW somehow became the gold standard of MMOs despite no major developer recognizing that blizzard robbing players of their agency to make linear, seasonal content made them lose millions of players year after year.
I truly believe no company other than Riot could make a big MMORPG that does well, they have such a huge audience that already love the world of League and all the lore, to be able to explore that would be such a big winner for them.
I really, really want a world I am familiar with. Never played league, so know nothing about it, but I could see myself trying it, although I am not excited. I am much more interested in amazon's lotr.
The thing about "investment" into an MMO, is I think people mistake grindy time-sinks as the thing you *want* to do, when most of the time, you just sort of do that stuff as a way to chill out, meaning the games are more of a "hangout space" than a traditional "game".
And frankly, I think MMO's would be a lot more successful positioning themselves as that thing you play when you're *between* other games.
I think that's something Fortnite does really well. I don't know anyone who just *loves* playing Fortnite, but it's something easy that fits into whatever your gaming habits are. You get some cool skins, can hang out with friends pretty easily, but doesn't require a constant investment of time.
Essentially, MMO's should probably do more to embrace being a "sandbox" to play in, as opposed to a "game" in the traditional sense.
My take, anyways.
well said, imo :).
it’s why i loved club penguin as a kid, just hanging out in random spots with also quests and activities to do but it was mostly a hangout game with friends
Always great to listen about who washed up new MMOs are while washing up dishes
I want something that captures the feel of MMOs like Ragnarok Online in it's prime, Space Cowboy Online, RF Online, or oldschool Final Fantasy 11.
Objectively perfect games that all did many things that broke off from that general WoW clone style, be it their gameplay, artstyle, or challenge, they went hard. But then again, I've always liked things that ended up being more obscure to a large general audience. The early .Hack games, Rengoku The Tower of Purgatory & The Stairway to Heaven, Drakan The Ancients Gates, Evergrace, Drakengard, Otogi 1 & 2, hell even Monster Hunter and Armored Core when they first hit the shelves and only had a cult following.
I dunno, you tell me what I want. Because I'm still trying to find more of whatever *it* is. I just don't think they make *it* anymore these days..
I haven't watched you much and was on an Idyl binge for the past few hours, thought this video said "1 month ago" then was confused when I saw just 300 likes for the obvious king of MMORPGs (you said it yourself).
I guess I'm a regular watcher now.
Dude you're still doing "epic bacon" jokes in 2024? Reddit much? Get this cringe out of my feed youtube
I don’t even know why I’m watching your videos, I don’t even have eyes, much less ears. Keep up the great work Mr president
I think you really hit the nail on the head talking about how people dont try new MMO rpgs because it means they have to stop playing their current one.
I think the genre has moved too much toward daily and weekly activities for people to feasibly play more than one MMO beyond a casual or rotational schedule.
Idyl, you never fail to make me laugh, thanks. No, this isn't sarcastic, I find you genuinely funny.
I think there's a couple of factors at play as to why MMO's have been on the decline for so long.
1. Culture has changed. With the rise of algorithm driven media, our reward centers are all screwed-up. Why spend hours and hours trying to level in an MMO, having setbacks (however major or minor) and the like when I can get that dopamine hit from scrolling to the next Tiktok video, not even watching most of them in full. Media companies have trained us to not really think longterm, but instead, keep seeking that next hit. When it's a slot machine, you never know when you're going to get it, so you just keep pulling that lever. This applies to much of modern MMO design as well, where the prevailing idea is that "The Game Starts At Endgame(TM)", when all the MMO's I ever enjoyed were about the long term. Leveling slowly, gradually getting new gear and having your eyes of the prize of that level 60 character so you could do some new dungeons you'd never seen before. Now everyone just wants to be immediately be at endgame and skip the leveling process, because no one is able to grasp the long term picture of things, they just want everything now.
2. Rolling into that, people are all in competition with each other all the time. Look at the popularity of LoL, Valorant or any of the other million live service games that generally pit people against each other. Now go out into the Meat Space and look at how everyone is constantly competing for stuff; having the biggest car, the best education, etc. Folks who constantly keep their kids busy and in all sorts of activities, without time for creative play. They're not wrong, it's just that they see it as giving their kids a leg-up and enabling them to have a better future over their peers. There's even been a general decline for the past several years in stuff like Team Sports, meanwhile Individual Sports have seen participation increases.
Anyway, the point of number 2 is: No one wants to work together. The prevailing thought seems to be that if we're working together, we're helping the competition and falling further behind those who are not. Thus our games have become more focused on individual gains, rather than group projects where a rising tide raises all boats.
Ok, so maybe the above is just over analysis , so let's move into some different points.
3. I'm old. I'm 40, I have little kids and a wife, I just don't have time to dedicate hours and hours to a game anymore, let alone seclude myself in my office by myself for hours on end. I still love games, but I need them to fit into my life more than I fit them into my life as I used to. I want to play on a handheld, on my couch, relaxing and giving it maybe a maximum of an hour of my attention at a time. I need to be able to set it down, get up and attend to other things; MMO's just aren't conducive to that at this point in my life.
4. This one is maybe counter-intuitive, but I want slower games. Back when we started on MMO's, most people still had dial-up internet and the games had to compensate for that. We had action bars, global cooldowns and generally, things were just slower. Now it's all action combat and the game demands your attention at all times, because you need to dodge, you need to counter, you need to attack when the time is right. When I started playing Everquest in 1999, I was coming off several years of very heavy multiplayer FPS gaming with Quake, Quake 2 and Half-Life. Suddenly I had a game where I didn't have to devote all my attention to it, but could have a conversation over the phone with my friend, have long chat conversations with online friends while I waited for a boat to arrive or sail or while I was waiting for something to spawn. I could watch a TV show, but still feel like I was accomplishing something in the game because things weren't so fast paced that I needed to give it all of my attention. It was different from the FPS games I had just come off playing.
Relating Point 4 to 3, I could take a break, get up and do things I needed to do. I could set my character to wait for the boat, go make a drink, grab a snack, whatever and then come back. I could wait on a long flight path in WoW and go pee, I could fight something I know my character will easily kill and just have them auto attack while I divert my attention away to something else. MMO's just aren't like this anymore and I'm just not into action games like I used to be and I suspect many MMO fans aren't either, yet we're an aging demographic and they keep making MMO's for younger folks who just don't care for that style of gameplay. The good news is, as many of us age further, we might actually have more time again. Kids will become older and we can delve back into our hobbies a little more intently; when my kids are teens and only want to be left alone in their room, I may have time to dedicate to an MMO again.
At any rate, this is long winded and ranty, but I just wanted to share my own thoughts on it. By the by, have you checked-out Erenshor? I played quite a bit of the demo on Steam, as it gave me that MMO feel without needing to be committed like a real MMO. Worth a shot.
New World could have been the modern version of Runescape. They had this amazing world, great gathering/processing systems, rather great combat system. Yet here we are.
wildstar was so fun. I had so much fun for the few years it was available
You havent heard of buttblaster 69? Best mmo ever. My favorite boss is "the mighty poo".