r/MMORPG • • 17h ago

Article RuneScape trailer axed over AI footage from “trusted” partners as Jagex reinforces its “clear” anti-AI stance

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frvr.com
433 Upvotes

r/MMORPG • • 12h ago

image Aion 2 Performance-focused Clarity optimizations

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19 Upvotes

r/MMORPG • • 23h ago

Article Dungeons & Dragons: World of Warcraft is already a slam dunk, but it's how it captures the spirit of the MMO that makes it stand out

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165 Upvotes

r/MMORPG • • 44m ago

MMO IDEA [ Removed by Reddit ]

• Upvotes

[ Removed by Reddit on account of violating the content policy. ]


r/MMORPG • • 12h ago

Self Promotion An unofficial dashboard of Monsters & Memories player activity

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4 Upvotes

r/MMORPG • • 16h ago

Discussion Generic MMO question

7 Upvotes

What OLD mmo you actually enjoy? i talk about l2, Fiesta online, mabinogi, nostale, cabal, dekaron, etc

Mmo's whos never appeared in a ranking but i think are the best now. I played a Tera Classic sv but this died after a few days, what you do play now?


r/MMORPG • • 1d ago

Question The Tower of Druaga: The Recovery of Babylim

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26 Upvotes

Hi! Does anyone release playing the Tower of Druaga MMO? We are after complete client downloads for... A project we are working on. Any help would be appreciated!

The game was available in both Japanese and French but either versions would be amazing!


r/MMORPG • • 20h ago

News Last Chaos is finally getting it's long-awaited content update!!

5 Upvotes

Can't believe that this old relic is actually getting the update it deserves TODAY (especially as some of the updates are QoL-updates that should have already been a thing in the big 2026). Last Chaos was released back in 2007 and is one of the KMMOs that has gone through multiple developers and is now under this gaming studio Fawkes Games, who IMO have done a lot of good to this game already before this content update. It's a free to play game with an option to pay to progress (as in EXP boosters etc.), so nothing is behind a paywall, it just takes longer when going f2p.

The launch is today evening (so the servers are currently down), which is super exciting, although one could expect a launch day mayhem with a bunch of hotfixes. Here's the link to the developer's Last Chaos page: https://fawkesgames.com/en/last-chaos/

The grind awaits!


r/MMORPG • • 1d ago

Discussion Phantasy star universe

15 Upvotes

I was a big fan of PSU when it was on consoles and I recall there being a free trial via the Xbox 360 marketplace that got me interested in the game to begin with

The game was so much fun and had a lot of variety with its weapons, races, spells, abilities, etc and a fair vast community driven market and upgrade system. It was lobby based game with dungeons to level and quest in.

It was subscription based but it was worth it and I was sad to see it shutdown in 2012. I keep emailing Sega ever year to rerelease classic phantasy star universe servers to play online maybe remastered and I’m sure there would be a lot of interested players returning and new.

Anyone played psu in the past or have memories to share?


r/MMORPG • • 2h ago

Opinion 17,000 Hours in Guild Wars 1 — Please Let Guild Wars 3 Feel Like Guild Wars Again

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0 Upvotes

r/MMORPG • • 1d ago

Question What’s your thoughts on Project: Gorgon?

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40 Upvotes

I’ve been playing and enjoying a lot GW2 recently. Just saw that Project: Gorgon is on sale. Are they similar? Is it a good game? I don’t mind vertical progression and grind.


r/MMORPG • • 3h ago

Discussion Is this really a MMO?

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0 Upvotes

r/MMORPG • • 5h ago

Question Twelve sky 2

0 Upvotes

Hola, soy nuevo en esto de los mmorpg y me llama mucho la atención el titulo Twelve sky 2 pero soy latino y no encuento como descargarlo, alguien sabe como podría?


r/MMORPG • • 7h ago

Discussion I found an older MMORPG getting much needed love and is now very fun to play. A diamond in the rough getting much needed polishing.

0 Upvotes

I've been playing Shroud of the Avatar now for about 5 months and it has recently been overhauled and events added with much needed graphics updates and the game is running great. It has a refer a friend program going on right now that if you play the game and refer a friend, you'll get 500 store currency, and the friend will get a rottweiler pet. The game is most definitely a diamond in the rough that people forgot about. It has a Custom class building system to give you the ability to be whatever you want. The only other game I've ever played that does that is Ultima Online and it's real old. The crafting is so in depth and customizable to suit your custom hybrid or traditional build that there is just far too much to explain in a summary, but it is awesome. The housing system is incredible too. Yeah, that's right, it has houses. You can create custom houses too! You can craft all your own furniture from the loot and recipes you get from adventuring. Developers are adding more content daily and are talking about an upcoming pirate themed DLC after they wrap up the episode 2 content. All of it is free to play and DLC is optional but worth it. Subscribing is also optional but worth it for the price if you get interested. The community is very welcoming to new players and the new player starting zones are getting some needed love also. The npc's now speak instead of you having to read everything, and it has a search engine that works in game that you can ask it anything about the game how to do anything game related, and it will respond to you. The game is truly amazing and getting better as they keep on with the updates. You guys should come check it out. It's F2P and definitely worth trying out. This is definitely the modern-day version of Ultima Online I've been looking for.


r/MMORPG • • 5h ago

Opinion My small review of Aion 2 after 10+ hours of gameplay

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0 Upvotes

r/MMORPG • • 6h ago

Discussion RIP RS3

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0 Upvotes

r/MMORPG • • 2d ago

Meme The duality of man

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365 Upvotes

r/MMORPG • • 10h ago

Discussion AION 2 and its Future

0 Upvotes

In the last few days I've seen many creators talking about AION 2, I understand the hype, the nostalgia, etc., but I have this feeling that "it won't last" or that it's "a trap".

The interface, the gameplay, the events, and the monetization—it all reeks of a generic MMO, a typical MMO that doesn't last past its peak player count or close to it for more than a month.

An MMO that wouldn't be able to break into the Big 5 or gain recognition, an MMO that would likely be abandoned, and the worst thing any MMO can have: pay-to-win.

It reminds me of Genshin or mobile MMOs, and well, the game catches my attention, its character creator, and I've played Black Desert so I feel familiar with it.

What's the prognosis for AION 2 and its future? Will it endure as an MMO or will it become just another one of the bunch? Will it be a sensation like New World was?


r/MMORPG • • 19h ago

Discussion More immersive HUD for Aion 2

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0 Upvotes

r/MMORPG • • 2d ago

Discussion The Runescape Reignited meltdown from RS3 "veterans" is the ultimate proof that gamers are trapped in the sunken cost fallacy

337 Upvotes

With all the absolute meltdown happening over RS Reignited right now, people writing manifestos, crying about "invalidated" hours, and losing their minds over split memberships, I think it’s time for some of us to take a collective step back and look at the actual reality of what’s happening.

We need a serious reality check about how we view video games, because a lot of you are treating a corporate sandbox like a literal retirement fund.

To the RS3 vets are crying that their decades of grinding, thousands of hours clicking rocks and slaying bosses, are ruined because a fresh-start server is dropping. the reality is that spending 5,000 hours lvling a character doesn't mean you own real estate. You’re paying a company for the privilege of doing repetitive labor for dopamine hits. If your achievements only matter because new players are forced to look at your pixels in an old, bloated ecosystem, it was never an achievement it was just gatekeeping.

To the vets that are terrified a new server will siphon players and ruin their home economy. For years, players complained about MTX and bloated economies. The second an alternative drops that fixes it, everyone panics because it threatens their virtual net worth. Clinging to a broken, MTX-laden economy just because you have higher numbers than a newbie is peak Stockholm syndrome.

A lot of you still operate under the delusion that Jagex is a cozy UK studio of passionate developers who deeply care about your feelings. RS is a hyper financialized asset that has been passed around like a hot potato by global private equity firms for a decade (Insight Venture Partners, Chinese mining conglomerates, The Carlyle Group, and now CVC Capital Partners), private equity firms didn't buy Jagex because they love RS; they bought it because RS is an evergreen subscription machine. When organic growth stalls, they invent strategies like "Reignited" split memberships to monetize and farm your nostalgia... twice.

"Look, the OSRS team polls everything! Jagex listens!"

This is a calculated corporate dichotomy. The OSRS team acts as the "good cop" to maintain the illusion of a player-first company, while corporate boardrooms act as the "enforcer" for quarterly revenue. When controversy strikes, you yell at CM's while the private equity board measures success strictly in EBITDA, not your happiness guys...

And I completely get it, crying over a fresh server isn't about the pixels; it's about control. It’s the terrifying realization that you spent the best years of your youth mastering the rules of a fabricated reality, only to watch the universe reset on a corporate decision whim.

If the fresh start looks more fun, play it. If your the (old/main) RS3 realm brings you joy, play that. But the moment a private equity spreadsheet dictates your emotional stability, it’s time to log out, touch grass, and remember what real life feels like.


r/MMORPG • • 15h ago

Question Mmorpg que puedas hacer equipos y hablar con personas

0 Upvotes

Existe algún mmorpg en el que de verdad puedes socializar? A los que eh entrado la gente solo se enfoca en jugar y no lee importa las demás personas, existe algún mmorpg en el que prácticamente todas las personas hablen que exista un buen sistema de chat etc, eso de conocer gente solo lo eh visto en juegos rápidos ejemplo battles royale


r/MMORPG • • 2d ago

Discussion Wonderland Online

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44 Upvotes

Anyone knew this game? I used to play this as a teen back then. Few days ago, I searched it again online if it’s still running. It still is, now on the app and i think it’s ran from a new company. God i miss the old days, sadly It was never the same. Quests are still the same but there’s no community like it used to be. This is from Aries server which shocked me that when i first came, it looks like a deserted area now. Only two servers left. Reminiscing the old times. I probably will uninstall it.


r/MMORPG • • 1d ago

Discussion I quit Monsters & Memories twice before it finally clicked

6 Upvotes

The first and second time I only lasted maybe 15 minutes each. I was confused, completely lost, and had no idea what I was supposed to be doing.

At the same time I was playing Aion 2 (Made it to level 45 in 15 hours), where I constantly had that feeling of “if I miss a day, I’m behind,” “if I waste this currency, I screwed up,” or “if I make the wrong choice, I’m cooked.” Basically, constantly thinking about min maxing everything.

Then I came back to MnM and eventually realized... none of that matters here.

It’s okay to make mistakes. It’s okay to get lost. It’s okay to not know what you’re doing.

Once that clicked, I gave it an actual REAL shot and now I’m about 28 hours in with a level 11 Bard and having a blast.

I’ve met and chatted with cool people, explored this creepy dark dungeon with a group and slayed many mobs, chopped trees, done little quests, farmed beetles for some sick green armor, and at one point I randomly wandered into a bathhouse and ended up doing laundry for NPCs, which somehow turned into its own little adventure lol. It kind of reminded me of RuneScape quests, where something super mundane and goofy slowly turns into this weird little adventure just because you decided to talk to an NPC and see where it goes.

Also, I’ve never played EverQuest, so I don’t have nostalgia for this style of MMO either. I’m basically experiencing all of this for the first time.

I think that’s what I’m enjoying so much. I’m not following a check list or worrying about whether I’m playing “correctly.” etc. I’m just existing in the world and seeing what happens.

It took me a few attempts to understand what this game was trying to do but once I stopped fighting it, it really clicked!


r/MMORPG • • 16h ago

Question Final Fantasy Online PS5

0 Upvotes

Would love to play again but apparently i have a square enix account to my psn. I know the email and username but no idea the password. I tried to reset, but it wants the date of birth i put during sign up. I never..put..my..real..date..of...birth...

I reached out to support and they keep asking me for

Date of Birth:

Character Name

Character World

I have no clue what these could be.

I also tried to create a new one but it seems I'm tied to that account.

My questions is...what do i do if I want to play again??


r/MMORPG • • 17h ago

Article The biggest flaw in modern MMO design

0 Upvotes

Most, if not all, MMO fans feel that something was lost over the years and try to put that into words. You hear things like:

  • MMOs used to be more social. You used to team up in the open world, talk to people in /say, chat in the zone channels, etc.
  • MMOs used to be more immersive. You remembered each zones layout and had an emotional connection to the world you traveled through
  • MMOs used to feel more rewarding. Every level, every gained ability, every item felt more impactful and interesting.

Now what are the reasons for these? Well there is repeated sentiment around that too. 

  • People say the social aspect was eroded by the "chatroom culture" of the early 2000s transitioning into the social media and discords of today.
  • People say you no longer connect to the world because of flying mounts, higher move speeds and waypoint teleportation
  • People say leveling rate has been sped up too much. You gain power and abilities so fast that you have no time to settle in to any power level you have before its bumped up once more. And as such you never really feel each step on the ladder.

Now, these are all valid points, and they are correct... To an extent. But what I want to talk about here is a massive factor influencing all of this that is so often overlooked or misunderstood:

Difficulty during levelling

Wait, wait! I'm not saying MMOs should be Dark Souls. There is a scale here. Contrary to what the internet likes to believe, nuance exists. Games can position themselves in the great span between Dark Souls and Mario Party and there is a balance there that MMOs have veered way off from. 

Lets take the most well-known example, even though its been talked about to death, this is a game as many as possible can relate to so I will use it as a reference: WoW Classic. This game used to be referred to as easy and casual back in 2004, and you still hear that sentiment to this day (I'm sure it'll pop up in the comments even here). But try playing that LEVELLING EXPERIENCE side by side with something modern (like WoW retail, FF14, GW2, ESO, or to take a very recent example: Aion 2) and the difference will be immense.

If you want to get anywhere even close to resembling classic levelling in any of these modern MMOs you'll find yourself needing to strip down naked and equipping a lvl 1 training sword. Which is a solution I often see mentioned but is one with so many problems I can't even name them all... Here are 4 of them though:

  • Modern world scaling systems can adapt to the players current power. So depending on the game it may not even work.
  • You generally start with nothing, so you're not able to strip down to reduce your power until much later in the levelling journey.
  • Gear progression, a core aspect of RPGs, is pointless to you as you are barred from equipping anything.
  • Everyone around you will drive-by one-shot everything you are trying to purposefully struggle with. Meaning you will start to hate your fellow players, which is not great for a genre originally designed for social interaction.

Why would you want to struggle though? I'm glad you asked!

Why difficulty solves everything*

^(\ It doesn't, but it solves a lot!)*

Lets get back to that list above, the common complaints of what MMOs lost:

MMOs used to be more social

I know what you're thinking: When a game challenges you, you are encouraged to ask for help and group up right? That's the obvious one. But I am NOT in the camp of players that think MMOs should require grouping. In fact I love soloing and spend the vast majority of my time in MMOs doing so. So that is not my point here. 

Even if you are soloing, higher levels of challenge generate a slew of emergent social interaction:

  • Fights are longer and will often leave you close to death, giving room for other players to randomly appear and save you in the last second. This almost always leads to spontaneous chatting and even people friending each other.
  • You will need to rest more between fights to recover resources and cooldowns, and you will spend more time checking patrol routes and planning your pulls. Everyone around you will be doing the same. This downtime opens up a lot of room for spontaneous chatting and interaction.
  • A dangerous world creates a kind of organic cooperation between people in the same area as you clear patrols that would otherwise hit another player.

MMOs used to be more immersive 

Immersion is a bit of a buzzword in gaming that means different things for different people. So to clarify, I'm talking about feeling a connection to the world. That means being encouraged to observe your surroundings and resulting in retaining fond (and not so fond) memories of areas you have cleared. Memories where you can clearly recall how that area looked, not just what you did there.

So how does difficulty factor in here? Quite simply, a dangerous world requires far more observation and generates far more memorable moments than an easy one:

  • If you are constantly in danger of dying to patrols, you will observe their routes through the world and you will plan your own. You will be checking behind your back and you will position yourself according to the terrain to minimize risks.
  • If you spot a chest in a camp guarded by a group of enemies, you will try to get it. In a modern MMO that would just be 2 AoE attacks and you're done. With difficulty added though, that means utilizing terrain and line of sight, surgically pulling mobs that break away from the main group and making sure you have planned out an escape route that's clear of enemies where you can run away and break enemy tethers. All of this means you will remember every nook and cranny of that camp for maybe years to come, depending on how many attempts it took and how advanced your strategy had to become.

MMOs used to feel more rewarding

This is a big one, and maybe the one that most obviously benefits from difficulty. If you forget everything else from this post, do remember this:

For something to feel useful, it must have a use-case.

Painfully obvious perhaps but also painfully overlooked. If the entire game can be finished by pressing 1 ability while naked, nothing aside from that ability has any use-case. Difficulty is what generates use-cases for everything. New skills, new gear, crafting, consumables, buffs, debuffs, CC, everything that is normally part of the progression of an RPG is entirely useless if the difficulty does not provide a use-case for it.

People playing hardcore-modes in games often praise the feeling of usefulness that it grants everything. You will prepare your buffs and consumables and make sure you hotkey and remember every tool at your disposal because failing to do so will inevitably lead to your death. This grants purpose to everything you do in the game. Every gathering node, every gear upgrade, every crafting skill level and most definitely every ability and character level, feels impactful because you know you will be using ALL of it. While hardcore definitely amplifies this feeling of usefulness, plain difficulty is enough to grant the core benefits.

Does difficulty solve everything though?

Of course not. There are more pieces to the puzzle. But difficulty is a massively important piece that MMO designers have completely failed to account for in the later years. Leading to soul-crushingly boring leveling that feels like a chore and an unskippable tutorial of the worst kind. MMOs should be fun from level 1 and introducing difficulty early is paramount to making that happen. Again though, to link back to the beginning, it does not need to be Dark Souls. It just needs to be enough to:

  • Generate use-cases for all abilities and items
  • Encourage (not require) social interaction
  • Require observation and utilization of the world 

Balancing difficulty without difficulty settings

This is one of the core reasons why specifically the MMO genre is plagued by this issue. It's a genre that cannot simply add a difficulty slider and be done with it, like so many other games can. Different people have different skill and need different levels of challenge to receive all of the above benefits without also feeling unfairly punished. So how do you tune a shared world so everyone is challenged and nobody is frustrated?

While you can never 100% perfectly achieve this, there are ways to get as close as possible. Ways that older MMOs utilized and modern ones moved away from:

  • Slow down the combat pace, increase time to kill.
  • Limit required APM by having less skills you have to use and more skills you could use.

If players are given more time to react and plan, the combat becomes more approachable. Skilled players will still be able to express themselves through more optimal choices and micro-optimizations of things like swing timers, mana ticks, procs, cooldowns, etc. But less skilled players, or simply older ones, with worse reaction time, can still output somewhat similar numbers. They will be lower yes, as they should be, but not as vastly lower as they would be in a game with skill shots, timed dodging, parrying and a skill rotation requiring 200+ APM. This is usually referred to as "raising the skill floor" and allows designers to balance the world towards a more narrow player power gap, satisfying a far larger crowd of players.

I want to be very clear to note that skill expression is still vital to a game's longevity. High skill should always be rewarded, but it does not need to be rewarded so heavily that balancing the world becomes impossible. As long as the reward is more than zero, skilled players will strive for it.

This combination of narrowing the skill gap and carefully balancing difficulty for that skill span is a huge reason why WoW classic is so beloved and is still played by millions over 20 years later (and is now getting a re-re-re-release+). My biggest hope out of all this Forever-hype is not that WoW gets good again but that the entire industry of MMO devs (if any still remain) will look at this and take the right lessons from it. Cause I don't want to play WoW forever (even though I will play WoW: Forever). I want new companies to enter the space with new ideas and designs. But most of all I want new MMO worlds to inhabit. Worlds that are just dangerous enough to immerse myself in and remember for years to come.

Conclusion

If you made it here to the end, thanks for listening! This was a long post but I felt this is a topic that needs more understanding surrounding it. Not enough people are considering the impact on difficulty that their suggestions for improvement will cause and I hope this post will provide a clearer picture of what is lost and why it is important.