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Combat standards and MMO genre criticism

The discussion centers on combat as the decisive factor in MMORPG quality. Combat is treated as the system that determines whether questing, progression, and general play remain engaging over time.

Combat as the core MMO system

Combat is described as the most important system in an MMORPG. If combat does not feel responsive, challenging, or varied, the rest of the game is considered unable to compensate for that weakness. Storytelling, presentation, and quest framing are acknowledged as valuable, but they are not presented as sufficient on their own.

A recurring standard is that ordinary enemies should require some attention and decision-making. Encounters where enemies exist only to be clicked once or twice and removed are criticized as unengaging. Challenge is framed as necessary for satisfaction, both in leveling and in routine world play.

Reaction to The Elder Scrolls Online

The Elder Scrolls Online is criticized primarily for its early combat feel. The combat is described as overly simple, with too much reliance on basic attacks and too little immediate variety in abilities during the opening experience. The lack of perceived danger from enemies is also treated as a major problem.

At the same time, the game's strengths are acknowledged. Its graphics are described positively for an older release, and its storytelling and voiced presentation are treated as strong points. The criticism focuses on the view that these strengths do not overcome weak combat.

Comparisons with other MMORPGs

Several other MMORPGs are used as reference points for what works or fails. Black Desert Online is cited as having stronger combat feel than The Elder Scrolls Online, even though it is also criticized elsewhere for enemies dying too quickly. World of Warcraft is repeatedly treated as the current benchmark for dependable MMO combat, especially in the early game and in the sense of danger during leveling.

The broader conclusion drawn is that World of Warcraft remains dominant partly because few competitors match it in combat feel. This is presented not as praise for every part of World of Warcraft, but as a criticism of the wider market.

Progression, struggle, and reward philosophy

Slow progression is defended as a positive design principle. Fast leveling, free rewards, and login gifts are criticized because they reduce the sense of achievement. Progress is described as meaningful only when it requires effort and some degree of struggle.

Daily quests are also treated skeptically. They are associated with chores rather than meaningful play unless they serve a clear purpose and remain genuinely enjoyable.

Quest guidance and usability

The discussion also touches on quest navigation. Older styles of questing that require players to search manually are contrasted with modern expectations. Map indicators and clearer guidance are treated as increasingly necessary in a 2025 MMORPG, especially for players with limited time.

This position does not reject exploration entirely, but it favors practical usability over prolonged searching for basic objectives.

Regional market differences

The MMORPG market is described as split between Western and Asian expectations. Western audiences are portrayed as highly sensitive to pay-to-win elements, while some Asian markets are described as more accepting of monetized progression advantages. This difference is framed as a matter of market strategy rather than a single universal rule set.

Mobile-first play is also discussed as part of changing player habits, especially in markets where players may prefer shorter or more accessible sessions.

Source

  • Recording: ⚔️DROPS⚔️ 🔴 MMoRPG Dev 🔴Plays ESO with the community! NO SPOILERS!
  • YouTube: Watch on YouTube
  • Published: Sunday, November 9, 2025 at 9:13 PM UTC

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