Avoid mobile elements
Similar to Tarisland, Aion 2 is also set to release for PC and mobile. The promise from both developer teams: The PC version has priority, the mobile option is just an addition for specific activities. Actually cool. At least if this is reflected in the finished game.
However, it was noticeable in Tarisland that its mobile existence marked the PC version in terms of user interface, complexity of gameplay, or the time limitation of content. And in the already shown gameplay of Aion 2, players have identified typical mobile problems, for example, that the characters’ feet hardly interact with the ground.
The launch trailer for Tarisland:
However, if players are sold that the PC version of an MMORPG should be a priority, then it will also require technology optimized for high-performance machines and an interface targeted at mouse and keyboard. Additionally, it needs content or systems that are competitively viable within the genre.
You can also leave out other mobile-esque quirks like ugly notifications that slide across the screen from left to right because Player X found a rare loot item. Or the huge mass of currencies that either aims to obscure the actual value of items or to force the grind.
Ultimately, optimizing the player experience on PC also means that there should be no auto or AFK functions, as commonly seen in mobile games.
If content is designed so that it can be mastered using an auto-battle system, the challenge is virtually nonexistent. And with automated fishing and the like, it only ensures that many min-maxers are online around the clock: A player invests 20,000 hours in an MMORPG, which is like ‘a full-time job for 10 years’, yet is not enough for the top 175