An Corp
Member
Hey NeoGaf — I can finally create a new thread, so here goes...
I've sunk thousands of hours into this genre over the years, mostly Ultima Online back in the day, and man, does the current state of these games irk me. After the absolute bloodbath of 2025 with New World getting gutted & Ashes of Creation imploding right after early access in early 2026, and a dozen other projects canned or dead on arrival, it's time for a real discussion: How did we go from groundbreaking virtual worlds to these soulless, monetized theme parks?
The graphical revolution kicked off in the mid-90s: Meridian 59 in 1996 was the first true 3D internet MMORPG, clunky but revolutionary with its persistent world and guilds battling for control. Then came Ultima Online in 1997, my personal GOAT. UO wasn't a "game" it was a living, breathing world. Player housing you built and decorated yourself, a skill-based system (no rigid classes), full-loot PvP where you could get murdered and looted in seconds, crafting everything from swords to ships with cannons, and even a hidden virtual ecology where deer ate grass, wolves hunted deer, and the ecosystem balanced itself dynamically. Cities were ruled by player guilds, economies rose and fell based on real supply/demand, and emergent stories happened every day thieves guilds, player-run shops, epic castle sieges. It felt alive, like logging into Britannia where shit was always happening, independent of quests.
Enter World of Warcraft in 2004... Blizzard polished it to perfection with accessible quests, instanced dungeons, flying mounts later on, and a theme park progression that hooked casuals by the millions (peaking at 12M+ subs by 2008 I believe). It exploded the genre and suddenly everyone knew what an MMO was. WoW's popularity killed the sandbox soul. Devs saw dollar signs and churned out WoW clone after clone with Age of Conan, Warhammer Online, Aion, Rift, etc. Even old games tried to patch in features to make it more similar to WoW. Most flopped hard because they copied the formula without innovating, leading to subscription fatigue.
Fast-forward to 2026 WoW, GW2 and FFXIV limp along as the old guard, but even they're showing cracks. New World? Dead content, abandoned by Amazon with servers dying soon. Ashes of Creation launched as a complete flop and somewhat scam. Shut down weeks after launch. The genre's shrunk from dominating charts to niche live-service slogs or mobile P2W garbage. Indies tease "sandbox revivals" on Kickstarter, but good luck funding against AAA caution.
We traded immersive virtual worlds for monetized slot machines. UO and EQ proved it was possible...
What about you? What's your most hours-sunk MMO and why? Did WoW ruin it for you too? Any hope for a true sandbox revival, or is the traditional genre basically on life support?
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