A lively world
In the open world, there are numerous quests that can be mastered alone (but together is more efficient), as well as quest areas for groups, with strong elite enemies, multi-stage event chains like in Guild Wars 2, dynamic world events (such as the invasion of invasion troops that conquer settlements if not repelled), and of course the obligatory world bosses for raids.
In addition, there should be special tasks that are so elaborate that a community must work together on them. Examples include the server-wide opening of Ahn’Qiraj from Vanilla-WoW or the construction of a special legendary weapon that requires many expensive resources.

Work that pays off
However, even as an individual, players should be able to produce many useful or valuable goods through crafting. Important consumables or some of the best equipment pieces in the game. Developers are welcome to orient themselves to the system of Final Fantasy XIV, in which the professions function like classes – with levels, skills, quests, and equipment.
The currency behind the economy should have value. Daily costs such as repairs, fast travel offers, or the purchase of the first mount must have a financial impact. Those who want to afford expensive things must specifically farm, sell crafted goods, or find a rare and therefore valuable loot piece.
The Holy Trinity
In my experience, tab-target systems like that of WoW are better suited for group challenges than significantly action-heavy variants – especially when it comes to healing, tanking, supporting, and playing complex combat mechanics.
All classes have different specializations with branching talent trees and special strengths and weaknesses. The possible roles consist not only of tanks, healers, and damage dealers, but also of useful supporters and flexible hybrids who can heal the group through their offensive spells.
All characters can specifically work towards a best-in-slot list, as bosses have predetermined loot lists and there is no random loot in any crates. The BiS configuration arises from loot pieces from raids and dungeons, crafting goods, reputation rewards, and other sources. Those who want to be optimally equipped in PvP earn the parts through PvP content.
By the way, I am a fan of account-wide progression regarding achievements, collections, and reputation. Or that, like in Final Fantasy XIV, one can master all classes and professions with just one character.
MMORPGs like New World, which rely on a more action-heavy combat system, often feel “wrong” or at least suboptimal in dungeons and raids.
Quest design from the secret world
In an MMORPG that I want to play together with others, I prefer a rather understated presentation for the quests. Save voiced dialogues and in-game sequences for special story moments. I also don’t mind dry kill and collect tasks where I can turn off my brain for a while.
However, there should also be a good amount of variety. Quests, for example, where one takes on the roles of other characters (including new abilities) or takes a seat in a vehicle. Investigative tasks like in The Secret World. Long quest chains can gladly lead to a decision that has a noticeable impact at least on a small scale.
To this day, some of the best quests in the genre can be found in The Secret World.
Variety along the way
An MMORPG benefits greatly when there are also a variety of optional activities or gameplay systems aside from the core features that are enjoyable and motivating. Final Fantasy XIV did this particularly well in the past, with content like the Bozja Front, the reconstruction of Ishgard, the card game Triple Triad (taken from Final Fantasy VIII), and much more.
I also always had a lot of fun in the combat guild of WoW or recently in the Endless Archives of Elder Scrolls Online. Add to that a housing system that offers as much generosity as in ESO but provides more benefits for every homeowner and guild, and I’m happy.
You see: From my perspective, it’s not about revolutionizing the genre at all. There have been too many MMORPGs in recent years that have already failed at implementing tried and tested fundamentals. What do you think? Would you play my dream MMORPG? If you are looking for more articles on the best genre in the world: The program for the big MMORPG theme week from MeinMMO.
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