Is MMO? Why MMO?

I wanted to throw in my two cents on a topic, and found that this comment would be more appropriate on the Game Design section than the networking section.

This post is about questioning the legitimacy of making a MMO. It isn’t designed to discourage you or stifle your dream. Instead, it is designed to encourage innovation and open the doors of creativity by approaching a pragmatic view of core game design.

TLDR: Be Lazy, but not lazy enough to read this thread you jerk! Question WHY your game needs to be MMO. Maybe it can be better than MMO, by NOT being a MMO!

Is MMO? Why MMO?

Anytime I take on a project, I try to work on my greatest strength and what I think is the greatest power of any intellectual: LAZINESS.

I immediately try to innovate ways to reduce as much of the work as possible. Whether it’s chopping code or dicing features, expanding scope or stringing it by the neck- “How can I save time, effort, and energy?”

With that said (and not expounding on it at all) the first thing I would do when designing a MMORPG, is seeing if you can cut all the weaknesses of developing a MMO or strip the design down to its most basic elements and ask “Why MMO?”

This is what this post is about.
To start this process, it is best to look at other games and ask two questions: “Is MMO?” and “Why MMO?”

Is MMO?
There is a common complaint among the MMORPG playerbase:
“This isn’t an MMO… …because of [reason].”
A common example would be Dungeons & Dragons Online, criticized by many for its heavy instancing.

Sometimes the complaining parties are idiots, other times they have a good point and are arguably correct!
So once more, we go backwards to answer our two questions above…by asking: “What is MMO?”

The entire purpose of the MMO term is a design concept. The idea that you do not play alone. The idea that the world you inhabit continues on after you leave. The idea of permanent progress and permanent mistakes. The idea of public Trade, bar room chats, and private messages. The idea of simultaneously playing with others and playing alone- the FEELING of social interaction and social involvement. The CHOICE of who to interact with and when/if.

There are at least two extremes to the social mechanic. On one end are the solo-ists. Those few who want to play alone, around others. On the other end are the groupies. Those few who absolutely MUST be grouped or they will log. Everyone else lies somewhere between this spectrum, or possibly outside it, transcending it, or omnipresent all over it. (I wanted to cover my bases and show that there is more to it than this vague generalization of complex players.)

What YOU want to do, is to dissect your design, prioritize your features, and take a fresh look outside the box.

Why MMO?
What does MMO mean to you? How does that meaning relate to your game? How does taking away that feature effect your features?

Most importantly: What happens to those features when you transform the MMO into Multiplayer? Singleplayer?

What games inspired you? What games made you FEEL MMO? What (mmo) games made you think “Not really a MMO…”? Investigate those reasons and put them to the test if you can. There are many games, you may be able to isolate features based on specific games, or find a common theme which explains what you think kills the MMO.

So let’s take yet another step backwards, and investigate those inspirations, that competition, the games which came before yours and the common criticisms attached.

Is MMO? - In Your Opinion.
Having defined what YOU want from a MMO, do your diligent research. Not just playing the games and thinking of its design, not just targeting MMO’s (but also targeting multiplayer games in general), but by digging into forums and listening to criteria for what makes or breaks the MMO.

So what makes an MMO, in general?

An authoritative server? Certainly not. Planetside 2 has many of the most important components on the client. What a trusting server! Besides, for cheaters to ruin a MMORPG, there has to BE a MMORPG first.

No Save Scumming? If you sell that gear, die by that mob, lose that PvP match- it’s forever recorded in history. There is no loading your old save. There is no reset button. Yet there are games, often roguelikes, who have the same components. That certainly doesn’t make them MMO…or does it? I have played a roguelike or two that gave me that “MMO” feel because of certain features. (I say this, because no one can tell you that you are wrong for something to feel “MMO”. YOU define what this means. What YOU like about the experience.)

Likewise, I have heard people comment about MMORPG’s which they argued would be better as singleplayer or cooperative multiplayer experiences. One prime example is SWTOR. This game plays like a singleplayer game. Almost like Bioware created another mass effect and then added in the MMO. I hear very often from fans of the game, especially at release, that the game wasn’t much of a MMO and should have just been a different game. It going F2P so quickly after release speaks to this idea.

What about that persistent world? Once you leave, that world will still be there. Come back later, and it probably hasn’t changed much. However, very often you hear of a MMO user “return to their MMO” and find their friends list empty. Everyone they knew moved on, and it just “Isn’t the same anymore”. Does this mean the people are the MMO? In other words: the social features? Chats, Guilds, Dense Social Areas? It is extremely common to hear an Ultima Online veteran emit nostalgia for their time hanging out in front of the Britain bank all day.

What about the massively multiplayer experience?
In a very large amount of MMORPG’s, the gameplay is instanced- in normal gameplay you will never see more than 4-8 party members at any one time. Even in PvP instances, this number only multiplies by 2x-3x, which is still often LESS than some of the larger FPS games (ex. the common 32v32 FPS server).

__[u]Is MMO? - Is that MMO really all that massive?__[/u]
When you are having (literal) massive battles with HUNDREDS of users at once, like a daily encounter in Dark Age of Camelot- it is hard to argue the game isn’t a true MMO. However, these games are few and far between.

Nearly all MMO’s, including those large ones, split their playerbase into multiple servers. Why is this important? When creating a MMO, you aren’t looking at supporting millions of players. Not really, anyway. You are looking at supporting thousands. WoW doesn’t have a bajillion servers for no reason.

Ask yourself this question: Does WoW change if there is one server, instead of a hundred? Absolutely not. Nothing really changes. I have seen games with a single, packed server. You often saw this in 2007 when MMORPG’s would have a huge rush of players packing in 30+ servers, and a month later those same servers being destroyed-- combined into 5+ servers. Then 2-3 servers. Finally just one, with a second PvP server with a dead population. However that ONE was usually enough to make the game feel still alive, and depending on the age of the game and design decisions in updates, potentially THRIVING!

Why is this? Well, think about it. Think about the player’s proximity. Count how many people you actually interact with on a daily basis. As hard as it is to believe, it is entirely possible to encounter significantly MORE unique players when playing a day of League of Legends, than a day of World of Warcraft. How is this possible though? LoL isn’t a MMO. It’s a match-making game with only 10 total players at a time, no persistent world, no open world, no trade, no major chatting in the capital city.

**[u]Is MMO? -** Wow, how small is massive?[/u]
Yet how many players are in that dungeon with you in WoW? How many users are grinding XP with you in Everquest or looting newbs in Darkfall? Typically, it’s around 4-6 users. Those same users stick around, with an occasional leaver. So does this mean that a unique user sticking around makes MMO? In LoL, unless you friend them, they are gone and replaced with 9 other new users.

Even during chat in large capital cities, how many people are actually participating? The criteria being a single line of text spoken. Start a lively conversation and count. It won’t be in the thousands. In fact, let’s take a step backwards and just analyze our proximity.

/Zone. “There are 66 players in this capital zone.” Only 66? But this is a MMO, with millions of players! Hmm, let’s go to a combat area! /Zone. “There are 32 players in this combat area.” Less? Maybe they are all in the tougher dungeons! /Zone. “There are 13 players in this zone.”

Unbelievable. That is what I thought the first time I discovered this and truly thought about it. How can this be? I read reviews and articles talking about tens of thousands, sometimes millions of players. You quickly realized the obvious: Most are not logged in simultaneously. Alright, but I read an article about tens of thousands of simultaneous users! More discovery: Server cap is at 2000, or Instance Cap is at 200.

I remember when Champions Online released, each zone would have 4+ instances of itself. Wait a minute… but this is MMO! Time for more discovery… Running around, you see about 0-4 people fighting wolves in the forest as you travel from one zone to another.

So what gives? At any moment in time, a single server has only thousands of players at most. Among those thousands, at any given moment each zone has only hundreds of players at most- and with the exception of player hubs like capital cities, each zone has only double digits (and often the LOWER digits). Within that large zone, those scores of players are scattered about. So if you are in a full group, you are looking at 4-6 players and a few passer-biers.

Why MMO? - The Social Hubs? The illusion of massive?
Obviously the idea that you aren’t actually playing with all that many people doesn’t just kill the MMO. These games are still MMO, still feel MMO.

Hopefully thinking about all of this and comparing it to multiplayer games, where you often have a very similar proximity towards players, you have a better idea of what design components and features make MMO.

So now that you may have a better idea as to what MMO is, perhaps it is time to point the finger at your game and declare, “Why MMO?”

Let’s pretend you isolated your feeling and it led to…oh let’s say three things: Trade, Chat, and easy PUG (Pick-Up Groups). Pretending this is ‘your’ reason, how does it differ from, oh…say a match-making system like LoL or a player-hosted server like most FPS games?

This is the time for innovation. Whatever your opinion is, whatever your thoughts on the matter- can you think of ways to implement those features WITHOUT spending all that time working on the MMO component of programming?

Take for example, instancing. Let’s say that kills the MMO for you. Can you innovate a way to pull in the strengths of instancing with the illusion it is NOT instancing? Perhaps bringing in those strengths to a new system or game concept? Let’s say that instancing isn’t a problem for you. Well, then you figure out this and then that- and you discover an idea you’re satisfied with. “Let’s have a central player hub, but have it be separate from the rest of the game. It’s basically one big chat client which centralizes players, allows them to socialize, and then they link together in multiplayer (not MMO). It’s a hybrid MMO/Multiplayer game that is easier to create!”

Obviously you may hate that idea. The example may be an awful one and totally fail. The point I am making is to think outside the box. Grab what you want from MMO, and think of ways to implement it.

Wait…what about raiding, you NEWB?!
This is probably the one feature most MMORPG’s have that actually make their proximity grow enough to justify the MMO. Raids can be incredibly large, and fun experiences for many. Although I myself do not care for them- you might. Or maybe you want to remake DAoC and those 300v300v300 battles are important to you. In that case, this entire thread is probably worthless to you. Although you should still question the need for an authoritative server. Many here will scream, “YOU CANT TRUST THE CLIENT!” but major games have in the past and have worked well despite it. Can you identify why that might be? (ex. Planetside 2 & I believe it was…?Battlefield4?, both of which allow client-side hit prediction and still worked fine- arguably even better for most users because of it).

Still, ask yourself- “How important is raiding to my MMO?” as well as innovative thoughts, “Is there a way to allow raiding, but still not have to make it MMO? Battlefield has up to 64 players on a server…can I do that instead or should I just go full MMO server instead?”

Very often chopping even one major feature may be what you need to justify changing your scope. None of the gameplay has to suffer if you can find a way to innovate.

I will now just abandon you with one brief statement:

Game Design is about creating a user experience for the player to make them feel/think a certain way.
If you can create that ‘MMO’ feeling without the complex MMO architecture, you not only give the player what they want- but you save yourself a ton of work in the process.

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I apologize if this post is messy or crappy.

I did not put in a lot of effort into making sure it was quality, so forgive me if it sucks, rants needlessly, or is in general unfinished. I started typing this as a post in another thread, and then I transformed it into whatever this is now- in hope of broadening the minds of others by encouraging them to question “Why MMO?”

Mainly because when I play MMO’s these days, (and this is coming from a hardened MMO veteran for most of his life) I realized how crappy they are compared to singleplayer and multiplayer experiences. The same cloned, unimproved designs I played over ten to fifteen years ago with little actual innovation that didn’t dumb down the genre. So much so, it has almost killed the genre for me. (Hell, it wasn’t until the last 2 years that I even began playing singleplayer game. For MUCH of my hardcore gaming life, I was a “Multiplayer or no play.” gamer.)

I just wonder sometimes- “Why MMO”? Why not Better-Than-MMO, MMO? Why not some new genre which blends MMO with a better experience or more social interaction or community inspiration? Why not double MMO? Double-down on those naysayers!

Prime Examples: Life is Feudal & Shrouds of the Avatar. Both of these games are Singleplayer, as well as Multiplayer, as well as (upon full release) MMO. Three in one. (Actually, more than that, as SotA has a Singleplayer-Offline AND a Singleplayer-Online experience. Both different.)

The above two examples aren’t very good, especially since SotA (so far) seems to play like a traditional MMO (rather than innovate). However, they’re all I know of right now- since I don’t really play games like I used to, ever since becoming a game dev :stuck_out_tongue:

Well @CarterG81 we didn’t get off to a good start… but that’s all in the past now lol. I really like your post! esppecially this part:

I feel that this is something I am aiming to do with my upcoming game “Heroes of Rune” and possibly another smaller unannounced browser game using a custom MOBA Framework, PUN and Photon Cloud.

I absolutely love MMORPGs, but like you mentioned we need to ask ourselves what are the exact features about MMOs that we really enjoy that gives us the feeling of MMO.

For me I always found it annoying trying to make friends in an MMORPG, I’d much rather not try to make a commitment to a Guild or Group of friends where I feel pressured to play because others are online at a given time. I always wanted to jump into an open world at my leisure where I can easily find others to play with just for that play session without any commitments. The only MMORPGs that did gave me a sense of belonging to a group without a commitment was "RF Online (due to the Faction Wars), Guild Wars (with Town HUBs to meet and Group for Instanced Quests), and FireFall (with a persistent world war between Players (Humans) vs AI (Chosen)).

With all that in mind, I realized that the most important aspect of an MMO for me was “players joining forces quickly for a common goal or objective in a single play session”. So it made sense for me to focus on creating a MOBA style game as I could always get this feature and satisfaction every-time…

I also liked the feeling of roaming around an open world discovering new monsters, or raid bosses to fight, or interesting quests to complete. So with that, I decided to add something a little different to my MOBA game which is a Sandbox Mode, where Players join or create their own instance of a small open world to explore, hunt, raid, PvP, Socialize etc… giving players what I’d like to call a Micro-MMO experience…

Nothing in my game world is persistent except for players achievements such as PvP Win / Lose, PvE Kills, (MOBA) Match Wins, and Battle Points (which ranks players by increasing Account Lvl based on BP earned).

I think with all of this I should have a game that gives players a sense of satisfaction through persistent achievements earned in either gameplay mode, a sense of belonging with instant socializing, and a casual MMO feeling / experience.

Sorry if the above sounded like a Plug for my game, but it really was the only way I knew how to relate through what I’m currently working towards. So thanks for the Post it’s really good, and I think any Indie with a desire to make an MMO should stop and read this first, because it does make you think and ask yourself “do I really need 1000 players in one instance?”

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I agree, Carter. The term MMO has such a specific meaning these days and it doesn’t fit every game out there that combines over 64 players and game mechanics. I scoured the internet to find a new label for our game, since we really don’t fit the typical MMORPG genre but could find nothing. I use Small MMO, but that makes no sense. MO is locked into under 64 players…or less. Massive to me means 100’s of thousands to millions of people playing the game at the same time. Not all multiplayer games are limited to 64 people or aim for thousands of players.

We are also combining genres in our game, so we are not just a MMORTS or a MMORPG. We have a niche of players we want to attract but they are not even part of the name. :wink: Well they could be but RPG no longer means role play, it means “hack and slash with some background story that manifests itself in a lot of hacking quests”.

We are also focusing on social interaction and building communities along with a strong storyline that the players can influence. Where does this fit into the genre or the name? Are we really a Virtual World with some role playing (as in playing a role) thrown in?

I really need to invent a name that suits our particular genre. :slight_smile:

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I tell developers that all the time. Same with huge worlds. Unless you have thousands upon thousands of players in one open world, which is unlikely for an indie MMO, you will find yourself with a world full of vast empty spaces. A player will wander for hours to find another player. Since at least a significant portion of MO players want to interact with others, this sort of defeats the purpose. Like you, I enjoy making friends and I am not fond of guilds or other goal oriented in-game organizations. I like just meeting people, having a casual friendship and moving on to meet more people. Yeah, sometimes this expands into a small group of friends, but guilds are just too much drama for me. :slight_smile:

Smaller number of players equates to a smaller world if socialization is a part of your game goal. Otherwise, why not just make an huge vast single player game?

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My primary goal is to offer a new, unique casual-competitive MOBA/RPG style game to a market of former MOBA / MMORPG Players who don’t have the time to play these kinds of games. With no persistent levels players don’t have to worry about anyone being better than them because they spent more time grinding levels, instead we use the MOBA reset leveling system in both Gameplay modes. With a Leaderboard, and focus on competitive gameplay, players can use the Sandbox mode to rank on the Leaderboard if they are unable to play the MOBA mode. They can also use the Sandbox to Socialize and make friends for the MOBA Battles. So the Sandbox serves as a HUB to connect with others and pass-time. If you made some friends you can go Battle together in the Arena, otherwise you can just casually hangout for as long as you like doing quests, hunting, raiding, collecting gold, purchasing new in-game items, buffs, and engage with other players in PvP combat if you want to (by invite only), all the while earning Battles Points for everything you do which increases your Account Level and Rank. So overall, yes Socializing is important, but I wouldn’t say it’s 100% necessary since this is a competitive but yet casual game that can be enjoyed with or without friends.

Sounds good, Kuroato. You have chosen a niche audience and are creating your game for them. That is wise, in my humble opinion. :slight_smile: Good luck to you!

MMO is simple, it’s not up for debate: It means Massively Multiplayer Online game, and this means thousands of people (far beyond the basic ability of a single computer), doing complex interactions not just moving from A to B via a straight line.

I think what most people envision from an MMO is actually just multiplayer - ie up to 256 players per server instance or such, which is doable without much expense.

Personally I believe it means Marine mammal observer - Wikipedia

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:slight_smile:

So what is a game that has between 500 and 1000? A MMO, Medium Multiplayer Online game? There is a huge gap there.

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This was a huge problem with Vanguard: Saga of Heroes upon release. It had packed servers, but the world STILL felt VERY empty- except in specific hubs (towns, major dungeons). This was because the world was freakin huge. Even NPC’s could not fill the gaps between areas.

A great example of making a world feel alive, IMO, was Kwaynos Hills in the original Everquest. There were roaming bears, rabid bears, rabid wolves, roaming wolves, roaming guards which dropped collectable cards, roaming merchants & preachers, roaming skeletons to collect for bones (to be sold to necromancers), and so much more. There were entrances to two friendly cities, a little inn with a blacksmith, a secret merchant, a dungeon (with an area to fight gnolls just outside it- slowing leveling your way into the dungeon and tackling its depths on level at a time), a connection to a zone which just beyond was another race’s capital city, and a zone line towards an even BIGGER zone filled with wildlife and guard towers (The Karanas).

Kwaynos Hills is probably a pretty small zone compared to anything in Vanguard. However, since it was small, it always felt alive.

Really, “Is MMO? Why MMO?” and this discussion can benefit from the thread about making RPG worlds feel alive and inhabited.

I disagree. You never see thousands of players, never interact with this many. Even in the largest of battles, such as DAoC’s 300v300v300 battles, that is still less than 1000.

So really, MMO has to mean hundreds, because no MMO in existence (at least that I know of) actually hosts thousands of players in a single instance/zone.

I like Teila’s definition. Since FPS games are never >64 players, and that is the typical cap for most multiplayer games (if even that) then anything >64 should be classified as MMO.

Then again, like my OP states: rarely do you even get 64 players in a single area. The only exception are capital cities and possibly Raids (I know very little about raiding, so correct me if I’m wrong to think more/less 60 players participate).

IMO, we should do away entirely with the term MMO. It means anything and everything, but also nothing at the same time. It has no real definition. Hell, we can’t even agree what it means in this thread and I don’t think anyone really cares what the answer is :stuck_out_tongue:

Planetside 2 has some pretty large battles. I wonder how many players are in some of the major battles during primetime, and how their server architecture is setup to handle them. It may be that Planetside 2 is more of a MMO than WoW- a game with a party size cap of…5? The same server architecture which interests me is DAoC’s and some of the older games (UO, EQ).

If this is doable without much expense, then MMO’s are even more doable than I thought (and I encourage people to do them already). Most MMO’s I have played rarely have more than 60 players even in capital cities.

Honestly, I am beginning to believe there is no such thing as a MMO. It’s a term equivalent to the Snipe. Mockery of newbies who want to make it (want to hunt snipe) included…

Okay, so let us think of a new game! We an be trailblazers and coin a new term. What should we call a multiplayer game that has more than 64 players and less than 1000? I realize that zones are often smaller than 1000 but MMO’s do not define their numbers based on how many per zone but how many players they playing at one time, either per server or on all servers.

It’s funny I think the first time I learned about MMO games using different channels / instances was in Firefall about 2 years ago when I was playing the Beta and wondering why the hell I saw soo much Global Chat going on but the number of people I saw didn’t add up lol. I was abit furious about it lol… then I got over it and realized that there really isn’t such a thing as so called MMO games hosting 1,000’s of players in a single instance, they sure have some nice tricks to create the illusion for those who don’t know any better.

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MiloA game developer sets out to make a game. His abilities are… questionable. Which is to say, he probably couldn’t pull off a nice Space Invaders clone. So, lacking the ability that comes with experience, the honed instincts of a true devotee to his craft… he looks for a gimmick.

MMO is the ultimate gimmick.

First Person Shooter? Fun.
Massive Multiplayer Online First Person Shooter? Same level of fun, but IT’S ONLINE ZOMG EVERYBODY IS PLAYING THIZ.

Etc.

To be fair, there’s probably a game that can’t be played with AI controlled entities that has to be massively online… probably.

Quick edit: Most successful games aren’t online. Once you include non-computer games, this is a no brainer. I’d like to see some people of sufficient intellectual heft discuss why aspiring game devs are so fixated on MMO games. What is at the root of this obsession with what amounts to a small subset of gaming?

Most successful games aren’t roguelike either. Doesn’t stop every indie and his mom from releasing roguelike platformers. As if adding the roguelike aspect means ZOMG EVERYBODY IS PLAYING THIZ.

Some things are just more hip. Plus MMO’s are popular, social, and often addictive. Having that illusion of a massive social experience in your game is alluring.

I disagree that newbs look for gimmicks. More likely they look for their ‘dream game’ and lots of ppl play MMO’s so their dream is what they love to play. Other newbs with different dreams arent as vocal because they ask questions related to common mechanics: AI, Physics, Scrolling, Gui. Only MMO’s require MMO network architecture. So maybe it just SEEMS like there are alot of MMO newbs when really there are just lots of game dev newbs period. All the rest are lumped in another stereotype and just seem more practical, but only bc they arent mentioning their scope or genre.

Even non-mmo game devs often say their scope was too large post mortem. Even for simple games.

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Exactly. There is no spoon. I mean MMO.

Except games like DAoC or Planetside2.

I counted 96 players just in this screenshot. Meaning there are more in the zone. Over 100 definitely. And I’ve seen bigger battles myself.

Planetside 2, here is a common battle.

These two games have their ‘hubs’ with gameplay. Players hub in battles.

WoW, and similar MMORPG’s which are just illusion MMO’s, have their hub in capital cities. No gameplay involved. Just banks, trade, chatroom, and group forming. This is no more than a social client displaying a game avatar. Easy stuff compared to real MMO performance and server reqs. Could allow for less cheat prevention and more lag in social hubs. In gameplay hubs, lag is inexcusable. In harsh death penalty pvp or trade economy, cheating is inexcusable. In a social hub, so what if they cheat?

It begs the question why you even need a server once they leave a social hub, if you have no need for a gameplay hub. The trade hub, I imagine is just a database with authoritative server alterations of said database.

Maybe I just helped to invent a new term by classifying hubs. This is interesting to me.

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Why would most aspiring devs dream game be MMO? Lots of people play lots of games, but MMO is the biggest draw for noobs.

May be seen as the ultimate challenge? But I dont think it is so much a big draw for “noobs” - who could ask a question about MMO networking without sounding like a newbie if they’ve never dealt with it before? You could have made an abundance of single and multiplayer games, but none of these need an authoritative server.

In line with Kuroato’s post, and Carter’s opening post, I am wanting to pinpoint what it is about certain MMOs that grip us and give us that “MMO” feeling Carter mentions.

I found myself wanting to create a true multiplayer online game wiht a feeling of an offline game. I know this sounds odd, but the idea of playing your favouring single player, open world game (Skyrim, Farcry, Arma and the like) with the addition of everyone else playing it being in the same world. Adding the social chat aspect, as well as teaming up for battles.

My mind goes to early Rift - when a World Event would start, and literally hundreds of players would flock from across the game world to battle the colossus that no single player (no matter the level) could conquer alone. That is what MMO means to me.

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If single player feeling with ability to join others in quests or events is what gives you that mmo feeling, maybe you can still develop something like this without an Authoritative Server. What if you say allowed all players to Play the game Single Player starting out, but Players can meet up in HUBs that are hosted by other players with a max number of players to join that HUB be between 16 - 32 players. You can have a Master Server broadcast a Player Hosted HUB for others to Join, from the HUB people can chat decide if they want to move forward with a Quest or Join an Event with that Host, then a Multiplayer Session begins from there Hosted by a Master Client. Something like this could probably be done totally using PUN and Photon Cloud. No need to write any Server-Side Logic at all…

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You guys are in the wrong business.

You’re talking about “that mmo feeling”… you should be writing love songs.

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