It looks like you're new here. If you want to get involved, click one of these buttons!
MMORPGs are not about balance, linearity and tightly controled/scripted content.
MMORPGs are about freedom of choice, different people around the world interacting with each other, and your choices causing effect on the world and other players and everything having meaningfull consequences. Its about to be immersed in a persistant virtual world to live in, ressembling multiple aspects of life, not just combat.
At a point not far in the past, we had the Bartle test
and it was meaningfull, because games actually satisfied
Nowadays, games no longer are developed for 3/4 of the player base.
ACHIEVERS? Only under certain circunstances.
Exploration became pointless, streamlined, removed the need to walk, discover, think for themselfs, it got dumbed down, no longer players can have completelly different experiences, everyone now is forced through the same linear script, no point in exploration even when its didnt got dumbed down by features such as "teleport". The worlds are not living breathing worlds, nothing meaningfull happens, no sense of fauna and flora, no nature events, nothing, worlds are completelly dead, spawn points are seeded and nothing ever changes in the worlds.
Socializers lost their freedom to cause effect, rule towns, territories, their socialy developed trading routes, the relation between the hundreds of different non combat activities no longer exist, people dont need each other anymore, not even for combat, games were made so people are independent, and can do everything at all levels from start to finish and all areas of the food chain SOLO. Action Houses destroyed economics, no politics, no management of towns, territories... everything got resumed in action houses for economy, global chats and one guild/clan feature.
Killers also got neglected by the wave of changes... they can no longer affect other players, everyone plays multiplayer online, but protected by an invisible bubble. People cant cause effect on others whatsoever, they cant attack other people at will, they cant attack other peoples targets at will, they cant cast spells or see them, or loot their stuff, or in any way whatsoever, god forbid, cause any effect on other players. No free for all pvp, not even with consequences, god forbid loot someones else, harass them, compete for the spot with them... Removed the free nature of grouping and made it strictly controlled "systems" to prevent people from defeating the content by zerging, because developers dared to enforce players to play the game the way developers want it, no error margin, no freedom, no human factor. There is no more thrill of facing consequences and having to make choices. Everything was eliminated from the players free will.
MMORPG no longer satisfy Explorers, Socializers or Killers
Even Achievers, got their fun limited, by casual design decisions, balance, level caps and notion of end game, where one should stop progressing, HERESY, there is no such thing as finite progression on MMORPGs. The world doesnt wait for the offliners, the world doesnt stop, people who keep playing keep progressing, unacepptable to have design decisions to bypass this core characteristics of MMORPGs, for the sake of "balance".
In F2P games, with are often more shallow than their p2p counterparts, achievers can SIMPLY PAY TO WIN! They can buy power with real money, they can buy time, they can shortcut their way to achieving things, DEFEATING THE PURPOSE OF EVERYONE ELSE. Whats the point on competing, when others are cheating their way with real money?
And in P2P games, they have made it so people cant achieve power over others, because the existance of level caps and the short time required to reach them have been constantly reduced... there was a time when years were necessary to master everything, now, people cant master everything, just some areas, and it takes just a few days, or weeks at most. We are talking about Massivelly multiplayer online role playing games, virtual worlds here, people are not supposed to beat the game or reach an end or a limit, not in any casual time frame.
MMORPGs have lost its essence to the point where even Bartle's test lost its purpose. MMORPGs dont satisfy neither Exploreres, Socializers, Killers or Achievers anymore.