Kirun
Buzzfeed Editor
Back in ’99, slow mob spawns, punishing grind, and mandatory grouping made sense. You had the time (because you were young and lacked responsibilities), and that scarcity felt meaningful. Today? Those same systems just feel like obstacles, not challenges - now that the novelty has worn off and we've been so much more exposed to alternatives from both a social and gaming standpoint.
The reality is, the audience for this game is tiny. You're basically designing for people who can dedicate hours at a time, with nothing else competing for their attention. That's not 13-year-olds reliving EQ, it's adults with nostalgia that are retired or on corporate or government welfare. Most of us have jobs, kids, or lives outside the game, and these systems punish anyone who can't drop four uninterrupted hours into a single zone. Soloing is a slog, finding groups is a nightmare if the population isn't dense, and splitting new players across multiple starting areas only spreads frustration thinner.
If Monsters & Memories wants to survive beyond a niche cluster of diehards, it has to reconcile its reverence for the past with the realities of modern gaming. Otherwise, it's not a challenging, nostalgic experience, it's an inaccessible relic that only a handful of people can realistically play. And that's a problem the game’s design shouldn't be shrugging off.
And maybe Shawn doesn't care. Maybe 500-1000 users are his expectations. I know he used to mention the Horse MMO for girls out of Germany or whatever that he worked on. But I don't see this surviving long-term - it won't be worth the infrastructure costs at some point. I have to imagine it's a lot more expensive to keep servers for this running than Horse MMOs for German Girls.
The reality is, the audience for this game is tiny. You're basically designing for people who can dedicate hours at a time, with nothing else competing for their attention. That's not 13-year-olds reliving EQ, it's adults with nostalgia that are retired or on corporate or government welfare. Most of us have jobs, kids, or lives outside the game, and these systems punish anyone who can't drop four uninterrupted hours into a single zone. Soloing is a slog, finding groups is a nightmare if the population isn't dense, and splitting new players across multiple starting areas only spreads frustration thinner.
If Monsters & Memories wants to survive beyond a niche cluster of diehards, it has to reconcile its reverence for the past with the realities of modern gaming. Otherwise, it's not a challenging, nostalgic experience, it's an inaccessible relic that only a handful of people can realistically play. And that's a problem the game’s design shouldn't be shrugging off.
And maybe Shawn doesn't care. Maybe 500-1000 users are his expectations. I know he used to mention the Horse MMO for girls out of Germany or whatever that he worked on. But I don't see this surviving long-term - it won't be worth the infrastructure costs at some point. I have to imagine it's a lot more expensive to keep servers for this running than Horse MMOs for German Girls.
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