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MMOBOMB
Jul 11, 2025
The “MM” in “MMO” stands for “massively multiplayer.” But most MMOs don’t feel that way. A lot of them barely feel multiplayer at all, let alone massively. Zones are empty, and maybe there are a few AFK players in town. So let’s talk about what actually makes an MMO feel massive multiplayer.
RuneScape nails it. Players are everywhere — skilling, trading, gathering, crafting, fighting, you name it. The Grand Exchange is always packed. Same goes for Albion Online, where everything revolves around the player economy. Everyone’s part of a bigger system that depends on interaction. PvP zones especially feel alive and dangerous because real players are always roaming.
On the flip side, games like Phantasy Star Online 2: New Genesis and Tower of Fantasy have solid player counts, but you’d barely notice. Their worlds are beautiful, sure, but they feel isolated. Most of the time you’re running solo or stuck in instanced combat, barely crossing paths with others.
Guild Wars 2 does a better job. Its open world events and bosses regularly bring in dozens of players, and that feels massive regardless of specific player count. Lost Ark is heavily instanced too, but the hubs and chaos dungeons are busy enough to remind you you’re not alone in the world.
Then there are titles like Trove and RIFT — still around, still playable, but often feeling quiet due to server splits or aging player bases. Neverwinter and Star Wars: The Old Republic have loyal communities as well, but the heavy use of instancing makes the worlds feel more like lobbies than open environments.
So yeah, “massively multiplayer” isn’t just about raw numbers. If I don’t see or feel the presence of other players, the charm just isn’t there. It’s not even about size — it’s about how you use it. The best MMORPGs make their worlds feel alive, not just populated.
This article was curated from external sources. Originally reported by MMOBOMB, summarized by Gamers Unchained. All trademarks belong to their respective owners.
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