Skip to content

ThePawn02

Gaming and Streaming Content

  • eSports
  • Guides
  • Headlines
  • News
  • Reviews
  • Uncategorized
Primary Menu
  • Home
  • Watch Live
  • News
  • eSports
  • Blog
  • Reviews
  • Guides
  • Guild Login
    • Guild Mentality
    • The Zealots
    • Malign
  • Socials
    • Youtube Channel
    • Twitch Channel
    • Kick.com
    • Twitter
    • Instagram
    • Facebook
Subscribe
  • Home
  • 2026
  • January
  • The modern MMO’s biggest enemy is difficulty, because pleasing everyone is basically impossible—and yet, they must
  • News

The modern MMO’s biggest enemy is difficulty, because pleasing everyone is basically impossible—and yet, they must

Devs of the present, I do not envy ye.
ThePawn.com January 17, 2026 7 minutes read
The modern MMO’s biggest enemy is difficulty, because pleasing everyone is basically impossible—and yet, they must
Terminally Online

The Terminally Online column badge.

(Image credit: Future)

This is Terminally Online: PC Gamer’s very own MMO column. Every other week, I’ll be sharing my thoughts on the genre, interviewing fellow MMO-heads like me, taking a deep-dive into mechanics we’ve all taken for granted, and, occasionally, bringing in guest writers to talk about their MMO of choice.

MMORPGs are monstrously complicated things—they run on huge, easily DDOSable servers, they have economies that can easily get knocked off the rails, are designed to run for decades, and require constant balancing and fine-tuning. If you work on an MMO, you are Sisyphus trying to get a boulder up a hill, except you also have a bunch of angry forum users calling you an idiot the whole way up.

Part of my job is understanding these complicated machines, and as I look at games in 2026, I’m starting to notice a trend that’s really come to a head in these past few years: The main existential threat to MMORPGs of the modern era is getting the dang difficulty right.

I’ve talked about difficulty on this very column before, but through the lens of the hardcore/softcore divide and the perspective of tradition; Why those of us from the old are no longer satisfied with the ancient ways.

But after speaking to The Elder Scrolls devs earlier in the week, who highlighted overland difficulty as something nightmarish to balance, I’ve been thinking about it again. And you know, taking a long view of it? I’m inclined to agree. It’s basically impossible.

Boulder, meet hill

I cannot think of a single genre that is so burdened with the design challenge of difficulty as an MMO is, because no other genre has to worry about it nearly as much. The MMORPG is almost unique, because it carries an implicit promise: You are going to be here for a while, and there will be something for you to do.

Xal'atath appears before Alleria Windrunner to loom, menacingly, over them in World of Warcraft: The War Within.

(Image credit: Blizzard)

MMOs are designed to be digital third spaces, places where communities thrive. As such, they need to be tailored for everybody who might conceivably find one of their mechanics charming enough to build an entire gaming habit out of them.

Take WoW, for example: There are WoW players who quite literally stick around just to play pretend in Stormwind, there are WoW players who are just there for the fashion, there are WoW players who complete the main quest, fiddle around with a patch some, and then dip. Some play the game solo, some only do PvP, and so on.

Even if we shear off all of that and only pick up the raiding slice—the players actually doing difficult stuff—we’ve got gamers who only tackle high level delves with a couple of buds, Mythic+ speedrunners, casual, midcore, and hardcore raiders. At the very top of the pyramid, you’ve got your World First teams, people who make a career out of playing World of Warcraft. And they’re all hungry, too.

I mean it completely, as a fan of both games, when I say that I’m pretty sure designing a soulslike difficulty is a piece of cake compared to this non-euclidean nightmare of people-pleasing. Everyone needs to have something, or they’ll start gnashing their teeth. But it’s not just your demographics that give you trouble; it’s assumed knowledge, too.

They’ve gitten too gud

Most of the MMOs that are still surviving after 2025’s MMO-pocalypse are old, dividing up some of these categories even further. A casual player who has been playing a game for 10 years is likely better at it than one who has just joined: Even if they aren’t the kind to really pay attention, you can’t avoid getting better at something you’ve sunk a couple thousand hours into.

The boss of Dawntrail's 4th raid, Wicked Thunder, holds an Electrope cube to the air and floods it with levin.

(Image credit: Square Enix)

We can see a lot of these games moving towards a “choose your own difficulty” system. WoW’s getting Prey, which’ll be putting optional hard encounters in the open world. Final Fantasy 14’s designing all of its content with scaling difficulty in mind, and now The Elder Scrolls Online is adding difficulty options to its overworld and questing content.

In other words, MMO difficulty is becoming less about what you’re doing and more about what level you’re doing it at. Raids are now also for casuals, and open-world content is now also for sweats. Which also means it’s becoming something altogether more videogamey—a setting.

MMOs hide this fact in other systems: Opt-in challenges with their own rewards, filled with special little items you need to get to access harder tiers. But let’s not kid ourselves, these are very fancy ways of putting ‘easy, medium, and hard’ in the options menu, even if I have to get a handful of fairy offerings to give at the shrine of unworthy darkness or whatever—it’s a spoonful of sugar to help the medicine go. It’s all kayfabe.

But let’s not kid ourselves, these are very fancy ways of putting ‘easy, medium, and hard’ in the options menu.”

The question is: “Will this work?” And the answer is only “sorta”. Doing this solves problems while creating other ones. It moves the design challenge of “how do we keep everyone happy” to a woeful workload. While I rolled my eyes at Yoshi-P for saying that Creative Studio 3 might need to trim future patches if they kept on with this ‘choose your own difficulty’ thing, he’s not entirely wrong, is he?

On the one hand, if everyone can do everything at their own chosen difficulty level, you’re getting more bang for your buck—if WoW: Midnight’s Prey system works, then a hardcore raider will get to chew on difficult fights while doing open-world content aimed for the most casual of scrubs.

On the other hand… MMOs are complicated, expensive machines designed to be played forever, and if you can’t keep up with the kind of content cadence players expect—especially with a monthly subscription—then people like me might write opinion pieces about it.

Learning phase

There’s also another issue MMO designers have to solve: Tutorialisation. Even if you perfectly nail the difficulty thing, you still need to figure out how to instruct your players. This is referred to as a skill ‘floor’, the base amount of competency someone needs to actually understand what they’re looking at.

Koana, a main character in Final Fantasy 14: Dawntrail, stares thoughtfully at a book in his hands.

(Image credit: Square Enix)

This is a particular problem if you’re making previously-sweaty content accessible to your scrubs. Take WoW’s Mythic+, for example. This system has a lot of assumed knowledge baked in. You must be familiar with a dungeon’s bosses (the entire seasonal eight dungeons, as a matter of fact), and you’ve gotta know the most optimised route, on top of playing your class well.

It’s a huge chunk to bite off right away, and it’s no coincidence that Blizzard is experimenting with ways to ease players into it. In the Midnight beta, a new affix literally does the dungeon pull equivalent of yellow paint, suggesting a first-timer route for the first few levels of Mythic+ difficulty.

My personal prediction is that we’ll start seeing a lot more of this, and soon. If every MMO is moving to a structure where most of its content has variable difficulty, then they’ll need to introduce ways to ease people into those difficulties, too. A player brave enough to try Mythic+ in its least friendly form is self-motivated enough to do the learning themselves; a player trying it out for the first time on a whim is not.

All of this to say—figuring out MMO difficulties is impossible. It’s a gargantuan, herculean task from a designer’s perspective, and I both pity and admire the kind of chutzpah required to even tackle it in the first place. It’s also vital for a game’s survival—in a world of live service mania, every MMO is fighting desperately to keep your attention.

A bored player is a death knell for these old games with an ageing playerbase—and it’s no coincidence they’ve all turned their attention to this core issue at the same time, give or take a couple of years. An MMO dev cannot make a game designed to please everybody, and yet, they must.

Best MMOs: Most massive
Best strategy games: Number crunching
Best open world games: Unlimited exploration
Best survival games: Live craft love
Best horror games: Fight or flight

feedzy_import_tag feedzy_import_tag

About the Author

ThePawn.com

Administrator

Visit Website View All Posts

Post navigation

Previous: This Thief fan mission has you play a blind character trying to steal back their sight, and honestly that’s probably the least weird thing about it
Next: Netflix nabs streaming rights to the Legend of Zelda movie

Related News

Moroccan pirate queen Sayyida al-Hurra was largely omitted from history books, but now she’s in Civilization 7 thanks to a professor’s curiosity and years of research
  • News

Moroccan pirate queen Sayyida al-Hurra was largely omitted from history books, but now she’s in Civilization 7 thanks to a professor’s curiosity and years of research

ThePawn.com January 31, 2026 0
Jeffrey Epstein was banned from Xbox Live
  • News

Jeffrey Epstein was banned from Xbox Live

ThePawn.com January 31, 2026 0
A mega-mod is kicking GTA 5 into 2026 thanks to one hobbyist creator and roughly 20,000 aggressively placed trees and street props
  • News

A mega-mod is kicking GTA 5 into 2026 thanks to one hobbyist creator and roughly 20,000 aggressively placed trees and street props

ThePawn.com January 31, 2026 0

Latest YouTube Video

Check out these awesome streamers

ThePawn02 on twitch

From Gamewatcher

  • Space Marine 2's January 2026 Community Update details Patch 12 and incoming DLCs
  • Craftlings Review
  • Terminator 2D: NO FATE Review
  • Total Chaos Review
  • Space Marine 2 Patch 12 Content & Release Date - Latest News

From IGN

  • 'What the Duck Is This?' — Arc Raiders Duplication Glitch has Players Running Into Hoarders With Hundreds of Squeaky Bath Toys
  • Google's Project Genie Seemingly Causes Some Investors to Lose Faith in Roblox, Unity and...GTA 6
  • Just 4 Days After Launch, Highguard Gets 5v5 Limited Time Game Mode to Counter Those 3v3 Complaints
  • Some Magic: the Gathering Players Attending Lorwyn Eclipsed Pre-release Events Got an Unwanted Surprise: Teenage Mutant Ninja Turtles
  • Catherine O'Hara, Beloved Actress Best-known for Schitt's Creek and Home Alone, Has Died at 71

From eSports Insider

  • CS2 Premier vs FACEIT: Which competitive platform is best in 2026?
  • “These drafts are just boring to play”: Team Vitality’s Naak Nako on the LEC current meta
  • Modern Warfare vs Black Ops: Which is the better Call of Duty series?
  • “There is a lot of potential”: Karmine Corp SUYGETSU on revamped VCT 2026 roster
  • Cloud9 seeking Halo team for DreamHack Birmingham

.

You may have missed

Jeffrey Epstein was banned from Xbox Live
  • News

Jeffrey Epstein was banned from Xbox Live

ThePawn.com January 31, 2026 0
Moroccan pirate queen Sayyida al-Hurra was largely omitted from history books, but now she’s in Civilization 7 thanks to a professor’s curiosity and years of research
  • News

Moroccan pirate queen Sayyida al-Hurra was largely omitted from history books, but now she’s in Civilization 7 thanks to a professor’s curiosity and years of research

ThePawn.com January 31, 2026 0
Deadlock now lets you avoid certain heroes when queuing for a game, but you can’t avoid the newest ones
  • News

Deadlock now lets you avoid certain heroes when queuing for a game, but you can’t avoid the newest ones

ThePawn.com January 31, 2026 0
Highguard adds an experimental 5v5 mode with longer respawns during raids, though it’s ‘not meant to replace 3s’
  • News

Highguard adds an experimental 5v5 mode with longer respawns during raids, though it’s ‘not meant to replace 3s’

ThePawn.com January 31, 2026 0
Privacy Policy
  • Home
  • Watch Live
  • News
  • eSports
  • Blog
  • Reviews
  • Guides
  • Guild Login
  • Socials
  • Twitch
  • YouTube
  • Instagram
  • Twitter
  • Facebook
  • Kick.com
Copyright © All rights reserved. | MoreNews by AF themes.