What Essential Features Does An MMO Need At Launch?


Written by: (Twitter @winterinformal - ) | September 13, 2012 5:30 am

What Essential Features Does An MMO Need At Launch?
39 Comments

No MMO is ever truly “finished.” We all know this.

But how “finished” does an MMO have to be to be considered suitable for launch? What features are in the “must have” category at launch and which ones are we content to wait on until later?

I think we’d all agree that, at the absolute minimum, a game needs to be playable, which as few bugs as possible – hopefully none of them egregiously game-breaking – with solid gameplay through the leveling experience and at least a modicum of endgame.

(Being fun would also be nice, but that’s subjective, so we’ll leave it out of consideration.)

Back In The DayTM, when MMO launches were chaotic messes with half-day-long queues and you counted your blessings if you could play 15 minutes without crashing, this was enough. Just let me play, maybe interact with some friends, and look at the pretty, pretty world.

Our standards have risen, and understandably so. Now a game can launch nice and smoothly, with no appreciable hitches, and we’ll still gripe about features being left out, or complain about how “incomplete” the game is. For instance:

Star Wars: The Old Republic didn’t launch with a group finder.

TERA didn’t launch with structured PvP.

Guild Wars 2 doesn’t have raids.

Relatively few games have open-world PvP.

And a lot of games – most notably World of Warcraft – don’t have player housing.

In the first two cases, those oversights – if they could be labeled as such – were quickly remedied. For the third, it’s not likely to ever happen barring major negative feedback from players.

ArenaNet does have other things it wants to do with Guild Wars 2, like spectator mode for PvP – and hey, remember those apps we were promised? But those are solidly in the “nonessential” category.

Or are they? Spectator mode was in the first Guild Wars from launch, so not having it in GW2 seems a bit off. Then again, there were no official forums – an out-of-game feature that virtually all MMOs offer – for GW, while the GW2 ones officially opened this week.

Finally, what about other security measures like authenticators or anti-hacking or anti-spamming tools? Many games are lacking in these categories at launch, only to add them later when players’ rancor reaches unacceptable levels.

So what is “essential” to an MMO launch today? What features are you not going to be content with waiting for until a future patch or update? Beyond basic gameplay functionality, what is a must-have from day one?


  • JJGlyph

    It needs to be fun, that’s it. GW2 is delivering for me. Just finished a 10 hour play session and had a blast.

    • MiZTiiX

       At lvl 80 GW2 is all about farming the dragon…it’s sad really

      • http://www.facebook.com/profile.php?id=503106101 Jacob Woodford

         GW2 isn’t a PvE game. Level 80 GW2 is all about sPvP, WvW, farming the dragon, making your mystic weapons, etc, etc

        Some content isn’t going to make it into the launch of a game. Endgame may suffer. But I’d have rather been playing GW2 as I have been for the past couple weeks instead of waiting until next year because people expect too much of launch titles because they’ve been utterly spoiled by WoW.

        • MiZTiiX

          why did you mention “farming the dragon” as if that is something fun to do and counts as good end game?

      • JJGlyph

        No offense, but it sounds like you don’t know what you are doing. Farming the dragon… zhaitan? WHY. That is neither beneficial nor fun. Story mode is meant to be done once. The 24 explorable dungeons are what you should be doing. The only dragon that is even conceivably worth farming is the Claw of Jormag… and still, not really.

        Endgame is the explorable dungeons, doing lvl 80 events to get exotics + karma for god-themed-gear, the 30+ challenging jumping puzzles that reward achievment points + drops, and obtaining legendary weapons. I’d say that’s more than enough for launch. They’ll be releasing content within a couple months, like any other MMO. 

        On top of that, WvW and sPvP are getting more fun every day because people are learning how it works.

  • http://twitter.com/izumicookie Izumi

    Speaking of launching smoothly… Is it just me or is this video is all choppy and laggy…

  • http://twitter.com/majoryutz jay wax

    Aside from the group finder, and it still needs work, SWTOR’s launch was pretty solid from the start. There were zero game breaking bugs that I noticed.

    Since launch though is another story. Many of the things that we were told would be coming have been noticeably absent. Dual specs for one.

    But with an IP like Star Wars, I am pretty forgiving.

  • http://www.facebook.com/people/Kris-Yeisley/554290488 Kris Yeisley

    GW2 not having raids isn’t a missing content feature; it’s a design philosophy. GW isn’t a PvE centric game. It’s a PvP centric game.

    • http://twitter.com/ron6405 mouse

      what fun for you mat not be fun for me. you may not find gw2 fun doesn’t same for others.

    • http://twitter.com/dularr Dularr

      I figure that one was put in to troll for comments. 

  • http://twitter.com/cyanerd Prostyle

    Pet battles… it’s just a must, it’s 2013 cmawn now…

  • http://twitter.com/dularr Dularr

    Launch eh?   Full servers, if you MMO don’t launch will full servers it’s in trouble from the start. 

  • http://twitter.com/videobuzzard David Manchester

    I think wow sets the amount of content standards way too high (with challenge modes and pet battles coming in mists too) for new games but really a game just needs to be fun and engaging. Main thing missing from wow for me will still be the open world events like you get in GW2 and in to a lesser extent Warhammer.

    • http://twitter.com/dularr Dularr

      I’m so torn on the GW2 dynamic events.  Yesterday, I joined a fight with a Troll Champion, but missed all the events that lead up to the champion fight. 

      Or after getting a 100% complete on a map, having to go read the wiki, so I can see how many meta events did I miss. 

  • Fomorian82

    So analyzing the missing features from SWTOR that made me stop playing:

    - No PvE group finder
    - Terrible UI and no way to improve it (crowd source pls)
    - The trading post was terribly made
    - No way to measure how I am doing compared to other players in PvE (No meters or
    leader boards in PvE)

    The following are not exactly missing features but game design decisions gone wrong:

    - They pushed story a lot but when the story is not that interesting (many of the
    world quests) it just feels like an obstacle to the action. If you are going to
    put “go kill 10 rats” filler quests don’t waste 3 minutes of my time
    giving me some lame reason as to why I should go kill 10 rats, just tell me go
    kill 10 rats and let me get back to the action.

    - Too many Hot Keys! When Ed Park the finger gymnast himself says there are too many
    hotkeys, that’s WAY too many hotkeys. They needed limit the number of hotkeys
    big time.

  • Azzras

    GW2 has to be the smoothest launch for an MMO.
    I just hope that some form of group finder will be introduced soon.

    • http://twitter.com/dularr Dularr

      Lol, got to figure that’s what GamebreakerTV was looking for. 

      GW2 launch was less than smooth.  Serious server crash. Server log in issues.  Europe couldn’t log in.  Trading Post was missing in action. Broken guild leaders features.  Broken guild invites.  Grouping in an MMO was seriously broken.  Long queues for WvW.  A ton of bugged out quests. Disconnect issues all over the place. Requiring players to install beta video drivers. Having to stop direct sales for over a week. 

      Yep, I think GamebreakerTV is trolling. 

      • http://twitter.com/The_7th_Pixel Marc Woodward

        Some parts of Europe.

        • http://twitter.com/dularr Dularr

          Does that qualify the game as the smoothest launch ever.

          • http://twitter.com/The_7th_Pixel Marc Woodward

            I didn’t realise I had stated that it was?

      • Azzras

        Dude, I bashed GW2 every chance I got but still picked it up.  Compared to any other launch, I give this one the gold.
        Don’t hate just to hate.

        • http://twitter.com/dularr Dularr

          The launch was fine, just not the smoothest of launches.  That’s what I dispute, the statements this was the smoothest launch ever or this launch was “Gold.”     When your servers crash within 8 hours and bring down another game with it (GW1) that is not a smooth launch. 

    • MiZTiiX

       clearly you haven’t played rift at launch…it makes GW2 launch look terrible and let’s be honest it wasn’t great I’m STILL having issues with dynamic events that get bugged and cant be completed

  • http://twitter.com/Nathiest Nathiest

    It’s the extras we want. Auction House, PVP zones, Bank, Vanity Pets, Ground Mounts, Gear, Gear and more Gear.

    • http://twitter.com/ItsLovetto Matthew Lovetto

      And the group finders for pvp and pve.. otherwise you’re spot on

  • http://www.facebook.com/people/Joshua-J-Pate-Terry/1008819820 Joshua J. Pate-Terry

    In general, it depends on your target audience and design goals, so you generally need to look at it from a case by case basis.

    Having said that, a group finder (both PvE and PvP) is a must for any MMO.

  • Krzysztof Kotarba

    GW2 need guild wars… It would be amazing, war against guilds/alliances that tag you pvp in the open world! 

  • http://profile.yahoo.com/Q323LZHG6N6RXWYHCJDXVVX654 Zaronis

    The one thing that will make or break an MMO for me is the community. Generally speaking, the vocal people on the forums, chat rooms or visible in the cities will be terrible. I’m talking about the group of people I find worth hanging out with. My guild, my friends, my nakama.

    Even if the game in question sucks because of all the missing features, bugs, lame grindy bits, etc… The whole point of an MMO is to play with other people. If those other people aren’t worth playing with, there is no point in playing the MMO.

    I do queue random dungeons and battlegrounds, it’s nice when enough of the group is doing something helpful. I’d cheer them on if I wasn’t so busy going after the objectives.

  • tomas.donat

     a well staffed support team which doesnt have ricebeans between their ears. looking at you GW2

  • http://profile.yahoo.com/FPXO267IVAHL3MK4HRRNRQPNDA Bush Swanson, The American Dre

    I think every mmo needs a robust digging feature in it. I haven’t played a good digging game in a long LONG time. Imagine if you could be doing a quest and they want you to catch rabbits, and the rabbits keep running away, well if you could dig a hole the rabbit would just fall in it and you could just chase all the rabbits into your holes. 

  • jayremy

    Two ways to triumph, produce better or produce something new and different. GW2′s success is that it did much better than many past MMO launches, anything new? Not really much, minor insignificant QoL differences mainly.

    If you are not going to produce a vastly superior game at launch then you need it to be truly feeling unique in player experience. A game like SWTOR launches similar to WoW, too similar and yet it didn’t bring anything major that is new.

    • MiZTiiX

      you do realize gw2 features have been done in MMO’s int he past? and people are not too keen on GW2 because once you hit 80 it’s PVP or GTFO

  • http://www.facebook.com/profile.php?id=627845789 Joel Colby Debord

    Things required from players at YOUR mmo launch!

    1. Group finder( do not delay this)
    2.An auction house( to needed not to have)
    3. Raids!!! Raids!! Raids!! (never ever release your mmo without a raid *cough cough secret world cough cough*)
    4. No major bugs ( i have had guildie’s quite mmo’s for this reason)
    5.last but not least.  Enough content! Most mmo players have way too much time on there hands and there going to blow threw the content. You must make sure you have so much worthless things for ppl to do that is never ending. i can’t tell you how many games say we have lots of endgame yet they always fall short.

    ps. Just because wow had a slower start and had the same number of people and bugs at the launch, its now 2012 and the industry has changed. Those comments are no longer accepted.

  • Maurice Reimann

    You know what an MMO needs to *not* have? Open World Questing.

    I still want a raid-moba.  you register, level 1:  random raid group.  level 10: get a coordinated group to do harder stuff.
    No quests, no walking around outside, none of that. Only actually relevant content.

  • Key Foster

    It is true that its not like it used to be, this is a new season for MMO’s, so yes its more demanding at what NEEDS to be in an MMO for there to be a REAL complete launch.

    This is my take on it.

    1. Launch with the intent to be serverless. (not to many servers, very bad idea, less is better)
    2. Launch with pvp and pve group finder.
    3  Launch with quadruple the end game content as the actual game.
    4. Launch with a customizable UI.
    5. Launch with in game comparison charts. (People want to know how well they are doing)
    6. Launch with fixed and complete AH (Auction House).
    7. Launch with a dedicated development team that are RP’ers that can cater to RP’ers PVP’ers that can cater to PVP’ers, and PVE’ers that can cater to PVE’ers. A focused watch on this stuff can help the company and the consumer.
    8. Launch with easy access to playing and understanding of the game. (Newb friendly)
    9. Launch with a plan for f2p (free to play), seems to be the way things are going now, micro transactions bring in alot of money now. (But if a company can make it subcription + micro transactions and consumers like it, then that company hit the sweet spot.)
    10. Launch with a well thought out plan to las for years to come.
    11. Slash roll DUH!!!  lol. (still one of the funniest mistakes)
    12. Launch with an in game chat program that rivals or uses, C3, MUMBLE, or VENTRILO. (that would be nice).
    13. Launch with the intent for all character to be truely unique. (everyone should feel like they are the only one in that world like that)
    14. Launch with a web home/page with all the help you need, and if you can a HEAD connect. (Maybe that didnt come out right) Wowhead, Torhead, Guildhead. (you know lol)
    15. Launch with an authenticator. (people value the security of their accounts much more now)
    16. Launch with full voice over. (read if you want to option)
    17. Launch with Huge environments, lots of exploration, player housing,  and not just being bound to land.
    18. Laucnh with phazing in which one could see (on the map) and join one in their phaze to help, and a pop up that says spoiler alert for those that arent at that level of the phaze yet.
    19. Launch with story choices that could change you story path and the way phazes look. (your land may look different than mine at same level just because of different choices.
    20. Launch with dynamic events. (really dynamic.)
    21. Launch with exceptable system requirements.

    As for making the game fun,……Thats up to the player if the game is really fun or not.

    A launch doesnt mean that the game is out anymore to the community, it now means that the game had proper testing and has what is required by the majority to make it complete BEFORE coming out.

  • jayremy

    Guild Wars is already out for new games, how about some action-y combat, Tera ruined the term and definition of action combat sorry, it so under-delivered.

    But something many more “modern” mmos have lacked or as we sometimes term them “theme park” mmos, is a truly adventurous feeling. Don’t make people FEEL the grind, or like they have to do something they don’t want to. Have balanced leveling paths, hell if people don’t want to “quest” in an iteration of what a quest could be, don’t make it like some mega XP+gold reward bonus. A game I could pull much more from is Asheron’s Call (1999), super great in its days, and many MMOs miss/ed that mark for the last many years.

    I know the GBTV guys likely never ever played it, because they have never mentioned it once, but a brief rundown of positives:

    -Hitbox based, you could dodge projectiles by simply moving or standing behind something or another hostile.

    -A very non-quest based leveling system, it was about adventure and killing things as you traveled a vastly huge world that I think is bigger than WoW and GW2 combined, maybe add in SWTOR and it will still be a bigger world.

    -Dynamic mobs and AI/NPC combat, simple AI becomes a win/loss determined before the fight even begins too often.

    -Changing or terraforming of the environment, either seasonally or as the game progresses, even both. This also includes dynamic mob spawning, regions changing in difficulty level and NPC type presence over time. Storms, rain, snow, lightning and other effects taking place dynamically.

    -Dynamic/seasonal events, like cities being raiding, outpost taken over.

    -Portal based dungeons, that were public access but allowed instance to be separate and kind of act as the more linear scripted designs of the game for challenges/quests.

    -Non-class based or highly customizable skill and character development. I mean nearly ever detail

    -A large amount of bag space, that was weight based, reagents often being light and easy to carry but do add up, carrying too much would have a slow penalty.

    -Most of the game is open to the player’s choosing and paths entirely option and open to how the player wants to progress.

    /End Asheron’s Call rant

    Have an up to date way of showing your game, make it visually appealing, aesthetics not just graphics. GW2 seems visually confusing more often than it should – WoW has capitalized so well on aesthetics that a 4 year old can probably play the game on their own and figure out what to do and whats going on. Particle art and projectiles seem vastly off for GW2, games like Rift and SWTOR where visually rougher than WoW as well.

    A damn intriguing well thought/planned story-telling method, as one before me said VO will be a new requirement now, hopefully including all in game quests and NPCs.

    A game designed to remain at a consistent quality of experience, from the day of launch to months later the game world and servers should be adaptable. NPCs that have fair spawn rates and things like tagging or overcrowded areas not an issue.

    A option-giving paced skill curve in playing the game, not too hard too early unless players are ready for challenge.

    Many more quality of life prioritizing design goals and social interaction that is both inviting and not overwhelming or overly demanding or limited. I’ll end it here

  • http://twitter.com/TheMekkaMan Mekka Man

    group finder, or dynamic events …..(loving that in GW2)

  • http://www.facebook.com/people/Jacob-Wishon/42403350 Jacob Wishon

    LFG I left SWTOR because I did no thave that.  Thats pretty much my thing in a MMO..

  • Deathstar2x

    I disagree with group finder being an essential feature for a MMO for launch. However, the facilitation of grouping is essential.

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