The bar for MMORPGs is lower than you think…
Автор: Nilvarcus
Загружено: 2026-01-18
Просмотров: 97
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I'm convinced that AAA MMORPGs are failing because they prioritize cinematic bloat over the fundamental Trinity of Desire. I use the success of Dreadmyst to show why store assets and simple graphics don't matter when the core loop is right. You don't need a massive budget for success. You need snappy button feel, forced social friction, and distinct class identities. I've realized that developers are building complex playgrounds while players just want a stick and dirt. We must prioritize community and honest fun over technical spectacle.
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