Best of 2024: My Favorite MMOs

I don’t really want to say “best of”, because I don’t think I played any MMOs that actually came out in 2024. I played several that aren’t officially out yet.

As time has passed, I find I want to spend less and less time playing MMOs. They are so hungry for your free time. Those who read the blog know I have a lot of other gaming-related stuff going on — family game nights one or two nights a week, Malifaux nights, all those RPGs I play, retro handheld games I play, mobile games I play that I should probably write about someday. MMOs demand too much and give too little.

That said… I played some MMOs in 2024.

Honorable Mention: Nexus, the Kingdom of the Winds (1996)

This Korean MMO went live in 1996, coming to the West in 1998. It’s older than Ultima Online, older than EverQuest, and the same age as the venerable Meridian 59. I’d played text-based MMOs and MUDs to this point, but was looking for something a little more exciting. In 1998, there were really just two choices for me — Ultima Online or Nexus. I knew EverQuest would be out in a year and felt playing Ultima Online would be a betrayal. I dunno why. Nexus seemed to be just the ticket.

Character classes were the few that have become standard over the years — warrior, thief, mage, priest, monk. Each could solo, but each had abilities that made them shine in groups. The world map was based on Korea itself, and the game’s plot was heavily steeped in Korean myth. In the years to come, Korean MMOs would at times try to become generic enough to hide their origins; Nexus glorifies it.

The game is still live after all this time. I have no idea if my original characters are still around somewhere. I’d guess not. I dropped this game so hard when EQ went live, but I still remember the fun I had.

Honorable Mention: Legends of Kesmai (1985)

The first MMO I ever played was Islands of Kesmai, back on the CompuServe timesharing system. It was an MMO that cost money for every minute played. I don’t remember how much it was, but we had to use CIS on a timer to control the costs. Still, Kesmai was worth it. I can’t remember if the graphics were even real time; I think it only updated who was in a room with you when you moved or did something. CompuServe allowed graphical clients, but the default was just scrolling text on your monitor.

For all that, it had everything you’d expect to find in an MMO. Many players, a huge world map, a plot of sorts, group content, chatting.

I was hoping to find the original text-based game around somewhere, but no luck. I did find Legends of Kesmai, a graphical version of the game by the original developers after they left CompuServe. That MMO also died a long time ago. But! It’s been resurrected by fans and can be played today. I can’t say I really enjoyed the MMO, as it exists today, that much.

Honorable Mention: Mythos (2011)

Our last honorable mention is Mythos. Mythos isn’t even an MMO… but, it was, once. Mythos was an MMO built on the graphics engine for Hellgate: London. It mixed Diablo-style ARPG hack and slash in instanced dungeons with shared open world cities and other areas — essentially the Guild Wars model. The hub model made finding groups easy; the fighting in the dungeons was fast and exciting.

Turbulent times killed most MMOs, including Mythos. It was resurrected as a single player game, and that’s how I found it on Steam.

Shorn of its multiplayer systems, the game as it stands now is a fairly standard hack and slasher, reminding me quite a lot of another dearly departed MMO from yesteryear, Dungeon Runners. I wouldn’t really recommend it. Mythos could have been great, in its original form. I was sorry to see it die.

Pantheon: Rise of the Fallen (Early Access 2024)

Last year was a bit confusing for Pantheon, briefly being reimagined as an 24/7 extraction game. That’s one where you and others dive into an instance, fight to the exit, and leave. I actually didn’t have a problem with it; I was in favor of anything that would get Pantheon out in front of the world. Having never played a 24/7 extraction game, I was excited about trying something new.

The community came down hard on it, though, and Visionary Realms quickly backed off and promised to deliver the old school RPG they’d initially promised. As a backer, I had the opportunity to play it several times before it went to Early Access in December.

I wasn’t underwhelmed. I wasn’t overwhelmed. I was just… whelmed. They did what they said they’d do. It was an MMO that felt like vanilla EQ from 1999. I found I hadn’t the slightest desire to see what was over the next hill, because it would probably kill me. Grouping was difficult, especially in trying to find each other over the huge maps.

I liked the graphics. I liked the teleporters that let you cross the map more quickly. The town looked nice. The huge castle area was closed off when I played, but looked cool from the outside. I just felt the game should have tried harder to set itself apart from EverQuest.

Ship of Heroes (Unreleased)

On the other end of the spectrum comes Ship of Heroes. Where Pantheon takes inspiration from EverQuest, Ship of Heroes (and other games, like City of Titans, City of Heroes: Homecoming) take inspiration from City of Heroes, one of the first superhero inspired MMOs.

Where Pantheon has decent graphics but unexciting gameplay, Ship of Heroes has ugly graphics but more exciting gameplay. In many ways, it improves upon City of Heroes; the instanced dungeons are usually less generic than the very rubber stamped dungeons (sewers, caves, office buildings) of its predecessor. All heroes can mix and match from two powersets to make a purely unique hero, and the character creator/costume designer is a true successor.

I last played in a special raid test with the devs participating. I came away believing they are passionate about making a superhero game where everyone is welcome to play what they like. I thought their raid was a little frenetic and hard to follow, but maybe that’s just the way things have to be when you have so much variety in the players.

Guild Wars 2 (2012)

I’ve been playing GW2, on and off, for over a decade now, but I write so little about it that many people might think I didn’t play it at all. But, I do! I’m even pretty much complete with the latest expansion, the Janthir Wilds!

Most active players have long since finished this content, and this is part of my problem. GW2 has everything you could want from an MMO. Active player base, regular content drops, instanced raids for lots of people, instanced group adventures, open world bosses, full crafting, enormous world, a vast number of classes and within those classes, the ability to change your build to handle a wide variety of roles. I could go on and on. I don’t understand why this game isn’t as popular as World of Warcraft or Final Fantasy XIV.

And yet… I don’t play much more than the hour our static group meets to play each week.

Part of that, I believe, is that with so much freedom, I don’t feel I know where I fit, in a group. I can heal, and this is the role I usually fall into, but healing effectively means diving deep into healing gear, which lessens my ability to solo. Improving your gear is a gigantic, amazingly boring, grind. You can start GW2 new and be max level and in decent gear in a week or so. After that, you’re in the grind. Everything is a grind. Gear upgrades are a grind. Augments for your gear are a grind. Your mounts are grinds. Every new expansion gives you a new list of five or more grinds.

It’s a grind.

And this is why I don’t play.

Also, those Janthir Wilds bears talk way. Too. SLOOOOWWWWWLLLYYYYYY.

Monsters & Memories (Pre-Alpha)

If Pantheon was trying to be EverQuest, but updated to 2024, Monsters & Memories is content to stick with the low poly heaven of the elder game. The M&M devs, many of them previously EverQuest developers, leans into their inspiration, even going so far as to using the same fonts and font colors for player and monsters names. Take this back in time to 1999, show it to an EverQuest player, and they would assume this was someplace they could get to.

But it’s not.

Being a game that looks like a game that’s 26 years old this year means it has to work even harder to encourage new players to give it a shot. But new players who haven’t played EverQuest back in the day probably won’t find a lot to love here. This game is for EQ players nostalgic for the old days, and I think they’re okay with that. The dev guild is literally named “Niche Worlds Cult”. They know what they’re doing.

M&M has a list of races and classes that would make OG EQ players salivate, and those choices can be further refined by choosing four additional “feats” — major and minor combat abilities, major and minor support abilities — that serve to make your character unique.

All new players are dumped in the hub city of Night Harbor; evils on one side, goods on the other, but able to freely mingle. With so many people in one area, grouping is fast. Soloing is possible for all classes, at least at low levels, and the starter dungeons are literally within sight of the spawn point. Where Pantheon separates things, M&M jams everyone together.

One of last year’s open plays required visiting a dozen or so different zones. They were pretty empty and huge, but each one had something in it that just begged adventurers to discover its secrets. I’m pretty excited by it, but I know I’d have to find some friends to come with me.

EverCraft Online (Pre-Alpha)

I played this late in the year and it changed how I felt about EverQuest successors. The tag is simple — what if EverQuest, but in the MineCraft universe?

It doesn’t sound like that would work. It doesn’t sound like anything anyone would want. EQ was low poly enough; now it’s all blocks?

And yet, it does. The world is colorful and fun. The classes are lifted intact from EQ, so the game is instantly familiar. The quests are basic but decent enough. There are factions, and some race/class combinations are not going to be welcome everywhere. I went in as a Dark Elf Shadow Knight, and I didn’t have a lot of friends out there.

If all these games were available to play today, EverCraft Online would be the one I’d be playing. ECO is my (unreleased) best MMO of 2024.

8 thoughts on “Best of 2024: My Favorite MMOs”

  1. Whoa, thanks for reminding me of Hellgate: London and Dungeon Runners! Not sure I ever sampled Mythos, though.

    When I played Kesmai games on GEnie it was $6/hour in non-prime-time, if I remember right. I don’t think there was a charge beyond that, but still you could rack up a big bill really fast. And yes I am speaking from personal experience for sure!!! LOL

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    • We also had to pay for Telnet because this was the brave new world before ISPs. It was expensive to be online in the 80s! Once we got a local ISP (Monterey Bay Internet, AKA mbay.net, now dearly departed), we had a lot more fun.

      But, paying for that meant I couldn’t afford GEnie or AOL or any of them. On the other hand, we got Usenet at home, and that made it all worthwhile.

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      • I had to dial in from my home on the eastern end of Long Island to a number at SUNY Stony Brook (using my blazing fast 300 bps modem!), and that added another $4-$5/hour to the cost. Your younger readers probably can’t remember when it cost extra to dial “long distance” which in this case was, what? 50 miles or so?

        I was still living at my mom’s house and working full time & basically spent WAY too much of my salary just on being online. If I’d invested all that $$ I’d be rich by now!

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        • I was remembering “long distance” being a thing the other day. And having your phone number listed in a book that you had to pay extra money to not be listed in. I’m totally surprised we didn’t get more spam calls back then.

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  2. Nexus was one of my first – if not THE first – MMO I played. Memory is foggy, but I think I did play it before UO. I remember spending a lot of time in that game gathering mats to make potions for some reason. I have no recollection why, and I doubt my original characters still exist. But now I’m curious!

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    • I mostly remember being deep in some part of the world with glowing green monsters coming at us, desperately trying to survive. I was with a couple of friends I had met, one of which I was (in game) married to. Marriage was more or less mandatory, as you could teleport to your partner, so it was a way of getting instant help when you were in a bind. The guy eventually divorced me to marry someone else.

      I was devastated.

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  3. Evercraft looks interesting. Haven’t tried that one yet. As for Monsters and Memories and Pantheon, from the minimal experience with both I had last year, I thought Monsters and Memories was making a far better job of recreating the good parts of golden age EQ. I suspect that recreating original EQ almost verbatim wasn’t really what Brad had in mind when he started the Pantheon project and, had he lived, Pantheon by now would be quite different from the version in Early Access. He had a very consistent “vision” but it always involved looking forwards rather than backwards. I’m not convinced the team that carries the project on without him share that attitude.

    I am really starting to be convinced, though, that my interest in all the retro-golden-age projects is fading. I know I don’t want to go back and play that way full time but I’m starting to lose my enthusiasm even for going back to visit. Honestly, modern MMORPGs are way more fun and survival games are more fun than MMORPGs. If we’d had the choices then that we have now, would we even have given those old games a chance?

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    • For me, it will always be: who am I going to play with? If I have to forge friendships and all that from scratch, I’m far less likely to go for it. I play GW2 because friends, I played Valheim and Palworld and V Rising and Diablo II, II and IV, and DDO and DCUO and Neverwinter and Star Trek Online and so many more because I was going in with friends.

      No friends — probably no play. Friends — I don’t care what kind of game it is. I’ll play Call of Duty if it’s with friends.

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