Fans want open world in MMORPGs, are not interested in exploring them

Fans want open world in MMORPGs, are not interested in exploring them

Many fans of MMORPGs want huge, open game worlds, but at the same time they also demand teleportation options to quickly get from A to B.

A large open game world is actually mandatory for an MMORPG. There is plenty of space for all players, a lot to explore, and many places where quests take place or where resources can be gathered. For many players, an open world is simply part of an MMORPG.

If an online role-playing game is announced without such an open world, the criticism is great. An example of this is Shroud of the Avatar. The multiplayer RPG by Richard “Lord British” Garriott contains many scenes connected by an overland map, as one would expect from JRPGs.

MMOs need an Open World, even if it is not utilized

One might think that exploring an open world is important for players. Now, the announced MMORPG Ashes of Creation will offer such an open world, yet there is still criticism. What is the reason for this? In Ashes of Creation, the developers want to emphasize exploring the game world. Who wants to travel to a dungeon must actually walk there.

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There should be few to no options for fast travel. And that is exactly what displeases fans and is also a problem in Shroud of the Avatar. Because even there, fast travel systems are lacking.

It is a kind of paradox. On one hand, players want a large, open world in an MMORPG, yet they are not so eager to explore it. At least, they want to be able to bridge long distances quickly. For example, being able to teleport back to the city quickly after collecting resources to sell the loot immediately. In an MMO, effectiveness is also important. Only those who can deliver resources to the blacksmith as quickly as possible will receive further jobs. However, this suffers from the exploration of the world.

Shroud of the Avatar World Map

Fast travel is important for many

Especially when you are on your way to a dungeon or another city and take a look left and right of the roadside, you can discover interesting and unusual things. These are the things that stay in your memory and make a journey interesting. In principle, one could say that the journey is the destination.

But what is the point of an open world, where developers put in a lot of effort to fill it with diverse and interesting content, if players just want to teleport quickly from A to B?

However, if the open world is missing, it will still be criticized. Games do not always need to have an open world. Are smaller areas that offer more content not better? But here resistance seems to be forming. The open world is simply part of an MMORPG. Regardless of whether it is “used” or not. It is not just about having to completely scour it, but that you theoretically have the option to do so. Those who wish to do so should be able to, while others who prefer to teleport should also have that option.

Therefore, I would like to ask: How important is a large open world to you in an MMORPG and do you make use of it?


More columns by Andreas:

MMORPGs want to appeal to all target groups today – But does it work?

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