Greetings,
Since I play LOTRO quite a lot, I came across a thread on the local forum about the MMORPG market in general. This thread explains a lot why MMORPG genre failed.
The link is below this post, but since it's TLR for some of you, here are the main points:
1. Theme park as a model is too overused and boring. You go and kill a boar, then return back, then you go to another place and so on...
2. Vertical expansion model is flawed. MMORPGs are like a vertical tower - everyone strives to get on top and nobody cares about what's in the middle. You put a lot of effort to reach the top so you can think it'll be fun just being there - but insted, when you're maxed, you get quickly bored.
3. Lack of emergent gameplay. This is why MOBAs like League of Legends are perceived as more exciting. MOBAs may have the same maps, but the outcome of the battle is unpredictable- you interact with enemies, you interact with your team. Theme parked MMORPGs are all the same - you interact with NPCs mostly (not players), you hit the same buttons to kill an enemy and the outcome is predictable.
4. Quests in these games are like mindless tasks. You accept the quest, click here and there, the map tells you where you should go... and you almost never read quest objectives.
I would expand on the subject and I would say that World of Warcraft has failed to fix this model. People were excited to see the Garrison. Initially it looked flexible and dynamic. But as soon as you maxed your buildings and followers, daily missions became mundane and boring. And as a result, people left.
The author concludes that MMORPGs were considered interesting in the past, but the very same theme park model was so overused, that now they're a symbol of boredom and depression. I would add that World of Warcraft still hasn't moved past the model.
Source:
https://www.lotro.com/forums/showthr...la-My-Feedback