Choosing an MMO

Not too long ago, there were only a few MMORPGs on the landscape; the genre was relatively new.  The big names started with Ultima Online, Dark Age of Camelot, then EverQuest  and EverQuest 2, and finally, the ultimate behemoth, World of Warcraft (yep, I know your other favorite was in there somewhere as well, but those are the biggies).  Since that time, the genre has literally exploded; currently, there are almost 600 active MMORPG’s available, from every genre imaginable, with emphasis on one feature over another, browser-based, to mobile, and even some targeting consoles.  How the heck do you choose?  I say this because to many folks, an MMO is a long-term commitment; many are looking for a game home that will provide off-hours recreation for a good many years; many solid friendships and even marriages have come from people met in-game, so finding that right mix is essential.  Keep in mind that as you ask yourselves these questions, there is no right or wrong answer; everyone has their own preferences for play, just be honest with yourself.

It pays to narrow down the options, so let’s start with…

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The Endgame Dilemma

One of the most criticized and praised elements in more recent “themepark” MMORPGs is the concept of “endgame.”  A themepark MMO is a static world that remains largely unaffected by player actions.  It can be described as a backdrop where players are “led” through quests (with many pointers and hints making it difficult to fail at the task.)  Players critical of themeparks joke about games being “on rails” like a rollercoaster ride at a themepark.   Eventually—the time varies depending how frequently the person plays—the character completes most of the quests and reaches “max level” or “level cap,” and endgame.    This is simplified, of course; there are often additional ways to reach max-level besides questing, including player-vs-player (PVP) battlegrounds, crafting, and instanced dungeons.

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