>>26502Because of the above points most modern MMOs have defaulted into reducing server sizes to ease the developer end of level creation and because of this we’ve gotten games like warframe, destiny, and fo76 that have a visibly increased level of quality both in gameplay mechanics and world design when compared to the main figures of this genre of gaming and just goes on to highlight how difficult overcoming this actually is not to mention
>reason number two. Group based activitiesDesigning an experience multiple players can take part in and enjoy without the experience feeling sterile, or too easy for anyone to look back at their companions and feel proud of. It’s not easy to pull off just look at the old raid design of WOW, most raids take several dozen members several hours for minuscule rewards at the end in dungeons that feel like labyrinths to explore through due to how much effort these levels were given from their developers. Obviously it’s very hard to go through these in any party for any member but when these raids works at their best, they feel fun and like every member is equally useful to the group they were in it’s also why veterans going on mythic raids have some of the most dedicated to an almost cult like extent members because everyone knows what they should be doing. This is one of the best aspects of WOW, one of the only intact considering how much more barren and isolated attempts outside of pvp content can be to bring people together in WOW, and one of the hardest things to replicate in most other MMOs of its type.
Imagine having to design these kinds of mechanics for everything else in these games that amounts to more than just single player content with co op elements.
Really consider it