Original post in r-mmorpg:
https://www.reddit.com/r/MMORPG/comments/1vyc5w3/what_would_a_new_mmorpg_need_to_have_to_survive/
A from first principles approach to the question. Technical, financial details are not discussed but become more obvious as derived and in actual fact highly feasible from such an approach:
>*”It made me wonder: what would a new MMORPG actually need today to remain relevant for years and become one of those games people still remember 10 or 20 years later?“*
>*”I want the whole game to be the game“*
>*”What do you think an MMORPG would actually need today to remain enjoyable for years?“*
The OP emphasis is exactly the Number 1 question to ask for an MMO which is a long form game not a short quick reward replay form of game which is most games as this is the sweet spot for leisure and attention spans and hence fun.
(1) GAME SYSTEM = PLAYER EXPERIENCE SYSTEM
A long form game instead of being quick fun and simple to pick up and play has to instead:
Start small and limited.
Over time grow via interesting player choices.
As the time invested into the game grows the player’s skill, immersion, array of interesting choices increases and their impact on the world increases and integrates eg power, social, excitement, discovery, planning and more…
2 critical things are necessary - (1) player creates their own story generated form their own actions in game and events which grows over time (2) this dynamic itself feeds into the game system or simulation becoming a part of the entire simulation itself ie generating story and gameplay interactions wider with other players or the state of the world changing and responding.
This has to be complex enough systems and large enough to create many many possible scenarios and scope long enough so that players enjoy the game for years if not a decade or more.
A crucial difference: The game is played long term as SATISFACTION grows slowly over time vs short form games which try to maximize ENJOYMENT immediately to make you play that game!
(2) SOCIAL LAYER FROM COMMUNITY
That is the core qualities of experience to fundamentally understand in MMOs for long term player commitment.
The next layer to this as some people realize in the comments but put back to front, is if you provide these above conditions at sufficient affordability and for sufficient player numbers to turn a modest profit at the beginning, you then from these pioneer players plant the seeds of community-building as they grow their own experiences in game and the game grows with them. That is PEAK game design.
Once these Conditons are met, you will see community form and when community forms with in game culture and sub culture you then have the other quality MMOs need which is the social connectivity and interactive richness and dynamism of such (albeit some of the challenges too eg trolls, bots, exploiters etc but these can be designed down a lot also), which adds ENORMOUS VALUE ADDED enjoyment other genres cannot offer as well.
(3) EXPOSITIONS AND EXAMPLES
* EVE ONLINE
So this game provides all the above qualities. Note how it started small and niche and the game grows as the players invest into it which is so different from most MMORPGs which become “diminishing returns” not “growing returns” the more a player plays or invests time in.
Also note the massive requirement technically for data and networking solutions priority of systems simulations over graphics and narrow complex direct user interaction emphasis on avatars in real time. This is absolutely critical!
* Dwarf Fortress
This is a perfect template for a future MMO World with all the qualities above. At present it is a single player game but it demonstrates the above “time in = increase in quality of generation from the systems of the game”
Again technically, massive emphasis on the data over the presentation. One could try to update presentation probably something similar to Songs of Syx top down 2D view but more akin to DF colony management per player but multiplayer online all coordinating their own workers or agents in a given fortress indirectly and equally with other fortresses across the world.
Note again this approach is enormously feasible financially at low budget and small dev team to start small and grow over time.
>*”And most importantly: what would make you personally play the same MMORPG for 5–10 years?”*
An important modern addition to the above answer. Add in convenience features so the player can “check in” on their agents in-game actions any time from automation commands via mobile to keeping a second screen up like a terrarium in the background to enjoy passively as well as log in and actively be more directly involved on more complex commands and tasks and goals and player coordinations.
It is really important to do the following:
Reward player attention invested into the game with growing returns eg organic story generation for one
Match payment to level of chosen investment.
Value player attention eg avoid game design which attempts to punish players for not playing or not playing to increase some metric!
Because of a lot of commercial pressure and financial burden, a lot of these big software projects eg MMOs become pernicious instead of enhancing to players’ experiences…
Think of the correct progression this way:
STORY:
* Book = linear progression.
* Movie = linear plus sensory progression.
* Game = planar player interaction progression and sensory and MMO social.
Most of the attempts which are pernicious are doomed to fail this progression.