· MMO hot takes
Perceived causes of MMORPG decline
The discussion frames MMORPG failure as a structural problem rather than a single design mistake. Several causes are emphasized: high operating costs, long development timelines, investor risk, entrenched player habits, and design choices that weaken the social identity of the genre.
A central claim is that MMORPG players are highly invested in long-running games and rarely abandon them unless a new title is clearly better in meaningful ways. New releases are therefore judged against years of accumulated progress, social ties, and familiarity in older games.
Server costs and business risk
A major reason given for MMORPG closures is the cost of server infrastructure. The recording describes third-party networking and cloud solutions that charge by concurrent user, making online population itself a direct expense. This is presented as one reason many studios struggle to sustain a free-to-play model.
The genre is also described as unusually risky for investors. MMORPGs require years of development before launch, and a studio may fail before reaching profitability. Because the game must continue operating after release, uncertainty remains even after the initial product is playable.
Labor costs and the lack of Western releases
Another explanation offered for the weak state of new MMORPG launches is labor cost, especially in the United States. The recording argues that Western MMORPG development has become so expensive that few studios can justify the investment, particularly in a genre with a long production cycle and uncertain returns.
This is contrasted with regions where development costs are lower, which is presented as one reason more MMORPG activity is seen outside the West.
Entrenched players and switching costs
The recording repeatedly returns to the idea that MMORPG players are "invested" in their main game. Even when they try newer titles, many return to the game where they have spent years building characters, routines, and friendships.
From this perspective, a new MMORPG cannot succeed by being merely competent. It must offer familiar strengths while also giving players a reason to leave behind established progress. A direct copy of an existing game is described as insufficient, because players would have little reason to restart in a world that offers no meaningful difference.
What a new MMORPG needs to succeed
Several conditions are identified as important for a modern MMORPG to break through:
Easy entry
Low-friction access is treated as essential. The recording argues against pay-to-play and subscriptions as barriers that discourage players from trying a new MMORPG.
Strong combat
Combat is described as one of the first things players compare when deciding whether a new game is worth their time. A new title is expected to meet the standard set by established games while still adding its own flavor.
Fair monetization
The game must avoid unfair advantages tied to spending. The discussion treats pay-to-win systems as especially damaging in a genre built around long-term progression.
Clear target audience
The recording rejects the idea of making a game for everyone. Instead, an MMORPG should identify a specific audience and build around that audience's preferences, such as interest in PvE, PvP, progression, and open-world play.
Social identity and the role of group play
The genre is defined here as fundamentally social. Group activities, open-world interaction, and shared progression are treated as core to the MMORPG identity. Systems that overemphasize solo convenience are portrayed as weakening that identity.
This view appears in the discussion of solo dungeons. Solo-friendly activities such as questing and general progression are accepted, but fully solo dungeon content is questioned because dungeons are seen as one of the places where cooperation should matter most.
Dailies and retention mechanics
Daily tasks are criticized when they create pressure through fear of falling behind. The recording interprets some daily systems as psychological retention tools rather than fun-first gameplay. In that view, players return because they feel obligated to preserve progress, not because the game itself is compelling on that day.
Genre health
The overall position is that MMORPGs are difficult to build, expensive to sustain, and unusually hard to enter as a newcomer because players are already committed elsewhere. A successful title therefore needs a combination of accessible entry, strong core gameplay, fair monetization, and enough originality to justify long-term reinvestment.
Source
- Recording:
Why MMoRPGs are keep on Dying? CEO/Creative Director of MMoRPG Studio speaks! - YouTube: Watch on YouTube
- Published: Sunday, February 1, 2026 at 8:30 PM UTC
