

It sucks, right? Well, you won’t have that problem with WoW. Oh, look, a chance to get those set pants I’ve been looking for! Every time you sign back in, there’s 5,000 quests, dungeons, raids, and dailies to get done. Players feel bad when they don’t play, because they’re paying for the service. Oh, and how many times has Dalaran moved now? The crater where it used to be is still in the world! You like elves and fairy tales? Darnassus. The world is massive, with something for everyone, and ever changing.Now, any teenager born in 1998 can find a place in Azeroth. Back in the day, MMOs were all about guilds, PVP and elite mentality, so expectations were different. It took what was regarded as one of the most hardcore genres around and made it accessible.Writer for Business Insider, Alex Perry, summed it up quite nicely: That’s not including all the merchandising revenue, let alone that from its digital store, which lets players purchase mounts, helms and pets.īy now you’re wondering what on earth the game did to change MMORPGs forever, so much so that new ones have to be F2P. So, to recap, between monthly subscriptions and expansions, Blizzard makes a few billion a year. After an expansion has been out for a year, some players drop off only to return the following year, when the new expansion ($39.99) comes out. Note, however, this is normal for an MMO with expansions. These days, it has about 10 million, which is still a lot, but less than before. Other up and coming MMOs know this and don’t try to compete anymore.Īt its best, WoW had 12 million subscribers, which was roughly $180 million per month in revenue. The quality of life is so good, despite its flaws, that it can still charge $15 per month and get away with it. Why? Because it’s had 13 years to get things right, then wrong, then right, etc. In 13 years, WoW has managed to essentially kill the genre and force it to come back completely different. Source: Kotaku.Ĭlearly, there have been a few changes. This MMORPG was released in 2004 by Blizzard Entertainment when graphics still looked like this:Ģ004 on the left, 2014 on the right. Well, a huge part of all of the mess in the genre is attributed to World of Warcraft. Hence why so many MMOs are F2P these days. They’re expensive to create, they require more time than your average game to develop, and well, there’s no telling if all your hard work will pay off. These are simply the most talked about, played, and financially successful ones. These five selections are in no way the only successful MMORPGs out there, as Lord of the Rings Online isn’t on the list, despite being an amazing game. Others are listed because they’ve done something revolutionary that has altered the course of the MMO genre as a whole. Some of these are on the list because they have changed the industry, and generated astonishing revenue.

Now that we’ve gotten that out of the way, it’s time to dive into the top five MMORPGs of all time. Many websites, even the likes of Superdata, include MOBAs in their statistics, because they are free to play, include cash shops, and they are online games that generate a lot of money, like League of Legends.

What MMOs do not include are MOBAs, traditionally 5v5, 10v10, or even 15v15, meaning they are not massively multiplayer. They come in several forms, including FPS, RTS, RPG, etc. Yes, MMOs are massively multiplayer, and yes, they are played online. The reason for this is that there is just too much controversy over what the term MMO entails. First thing’s first, this list is strictly all about MMORPGs.
