How do we make this genre great again?

How do we make this genre great again?

By trying somthing new, not making another shittier WoW clone.

-Have some races that are non-humanoid.
-Branching class system; classes are divided between race and normal class. You can fuse classses to create a new class.
-Free market economy and trade.
-Combat isn't repetitive and so is character creation.
-Player Killing is open in certain areas.
-No in-game micro transaction shops, everything can be earned if you get good and get the drops.
-Quests are interesting stories for the world and not retrieve A and give to A or B.
-World building is solid.
-Waifu and husbando tier npcs.

EVE but not in space.

By giving incentives for people to group

Right now you play, go to quest and if you see another player you actually get annoyed because they'll probably steal the mobs you need for your quest.

Mmos should be group based, with solo content available for when you can't find people to group with, not the other way around. Or once you're OP and played a FUCK TON with a party and get super rare gear maybe you can start doing a lot more stuff by yourself, or actually be so strong people worship you and want you to be part of their party all the time.

Right now end game players are just useless, they do their end game content and outside of that they don't really help the community in any way since most content is already solo friendly and can be cleared efficiently.

Grouping gives you downtime, you can't go to the bathroom without annoying the rest of the group, take a phone call, or alt tab to read a thread, and if you're the one committed you can bet the rest of the group will have IRL stuff that makes them afk every 15 minutes.

mmorpgs in their effort to make everything so convenient removed the challenge, and thus nothing feels rewarding anymore, everything comes from time gated rewards that you can faceroll with a bunch of retards, or pay2win cash shops. Crafting doesn't net you anything great, except for ultra gachapon games like Archeage where your chance of success and getting the attributed that actually help you are like 0.2%.

So allow people to progress solo via crafting and some quests, but make most of the actual rewarding activities require a group, and obviously make finding groups easy not a fucking chore, but still have the content require some finesse and respectable challenge so you end up adding competent people to your friend list, and little by little you'll have a group of friends you enjoy playing with and are not retarded or soccer moms taking care of their babies and can commit at the same level as you while progressing together.

more waifus

Fuck off with the subscription shit. I don't care how you get your money, just don't make me buy the same game over and over again.

the real struggle

Ok, P2w cash shop it is.

Depending on the MMO even boosts can be p2w. Good luck.

a pipe dream - vidya is now completely focused on all means of monetization and it is particularly bad when it comes to this genre

See: Warframe

P2W as fuck, but who gives a shit?

Basically this.

MMOs are supposed to be about community and working together. Most MMOs end up turning into "log in, do dailies, queue for shit, idle in town" which leads to like 90% of the game world outside of towns being dead and the rest are botters

I'd also like to add in the idea of focusing less on instancing as endgame content. Give more open world endgame so the world is more alive and active. Everyone talks about FF14 being the best currently alive MMORPG but it has every single problem that is currently killing the genre.

Have someone with a vision of a world and story they want folks to engage with, then create a game that best facilitates that vision.

As opposed to picking a laundry list of mechanics and "what's popular now" and then shoving a bland, forgettable game out while hoping that your combination of shit we've already done is somehow the golden ratio.

Make it feel like a world, and not just setting dressing on a focus-grouped list of "what gamers want" or "what programming features get design conference audiences rock-hard."

some sort of internet-enabled fleshlight

>I'd also like to add in the idea of focusing less on instancing as endgame content.

Yeah exactly that, what's the point on making this huge super cool worlds, if the content is going to be outdated in a day or two when you outlevel it, only 2 or 3 zones are relevant for the max level characters, and once the expansion hits old content becomes usually garbage for everyone except maybe crafters who wants to get some shitty mats.

>Market is too over-saturated.
>No going back

...

This.

The Secret World has absolute liquid dogshit for actual gameplay, yet the lore, setting, quests, and characters were interesting enough alone that I put nearly 250 hours into it.

What killed the MMO genre was when developer after developer kept trying to just make WoW but with a dumb twist, while at the same time raping the established lore of beloved franchises. If those devs actually made an original setting, or at the very least hired a competant writer to design the lore, then maybe those games could've been somewhat enjoyable.

It was never good

EvE Online but it plays like a first person shooter with vehicles sort of like GTA Online, you actually fly the ships in a playerable area of over a billion square km per system in which objectives with gravity moving through and interacting with an area of zero gravity (this has literally never been done before in a video game) are fully simulated and landing on procedurally generated planets and all this backed up by full sandbox mmo gameplay/design you know and love from EvE.

we let it die