MMORPGs in 2026: A Tier List for Those Over 30

Author’s note: Yes, I’m reducing my posting frequency. My goal with this blog has always been to share what little I know, and also to practice writing in English, since I don’t use the language daily. I started with the idea of short daily posts, newsletter style. The problem is that there are topics I enjoy writing about at length, and if they’re daily posts, I’d be dedicating considerable hours to a blog that was supposed to be something more trivial. That’s why I decided to write less frequently, but with more complete posts. That said, let’s move forward.


I consider myself a gamer in the broadest sense of the word: someone who plays everything. From sports games to RTS, even simulators (supermarket, bus, etc.). But there’s one genre I’ve always played inconsistently: MMORPGs. Inconsistent, yes, because I’ve never been a hardcore player. I’ve never been one of those who tryhard the leveling to reach endgame and search for the perfect build. Competition was never a goal for me.

However, as 2026 began, I realized I’ve played dozens of MMOs over the last 25 years. I still remember the first time playing Runescape at a friend’s house back in the 2000s. I remember the first time I made a trial account on World of Warcraft. Beyond that, I have over 100 hours in Star Wars The Old Republic. 50 hours in Final Fantasy XIV. +400 hours in Destiny 2 (MMO, why not?). Considerable hours in Star Trek Online and New World. Tibia? Of course, why not? It’s a considerable list.

I haven’t played everything that exists and I’m not a pro MMO player. I’m a 30+ player who wants to play a massively multiplayer game, always seeking quality over quantity. That’s why I feel qualified to make a tier list of this. Not just of this genre, I could make a tier list of N genres, because as I said, “I’m someone who plays everything.” My commitment is to fun. So my criteria might not be what the more hardcore player wants. Maybe my criteria are even silly for a 15-year-old who wants to immerse themselves in a server and live there.

To ensure this isn’t a completely subjective tier list, I rated the games following certain criteria.

Evaluation Criteria

To devise the criteria, I thought about what makes MMOs unique. Graphics? No, that doesn’t make sense. Cutscenes? Nice, but within reach of AAA games, doesn’t make sense. Following this reasoning, the categories I used to evaluate the games are as follows:

Story. The quality of the narrative, characters, and game world. How much you care about what’s happening.

Leveling. How fun it is to level up from start to max. Whether it’s enjoyable or tedious.

Late Game. What there is to do after reaching max level. Raids, dungeons, PvP, etc. As I said, I’m not a competitive player, but I can evaluate the fun of PvP and how newcomers are treated in these modes.

Economy/Monetization. Whether the game is fair with your money or tries to squeeze every penny from you. Pay-to-win vs cosmetic.

Combat. Whether fighting is fun, responsive, and strategic. The “feel” of using abilities and defeating enemies.

Customization. Freedom to create a unique character, both in appearance and in builds and classes.

Social/Community. Whether the community is welcoming or toxic. Quality of tools for playing with others.

Progression Systems. Activities beyond combat: crafting, housing, professions, collectibles, reputations.

Respect for Time. Whether what you achieve today still matters tomorrow, or if the game constantly invalidates your progress.

Accessibility. Whether you can pause the game for months and return without feeling completely lost. Anyone who’s a parent, works, and has responsibilities will understand.

Summary: I evaluated whether the game is fun, fair, durable and if it respects you as a player.


TIER F

Mu Online

MU Online

Including an extremely old game, niche, with some success in Latin American lands in the 2000s might be unfair. But MU Online serves as a time machine, a reminder of where the genre came from and why it evolved.

MU was, along with Runescape, my gateway into the world of MMOs along with thousands of Brazilians who frequented lan houses back in 2005. The dark fantasy aesthetic, the shining wings, and the sound of the Double Blade still echo in the memory of those who lived in that era. But nostalgia isn’t everything.

The game has no mercy. It’s a grind-game. Period. There’s no story; you kill mobs because you need to level up, and you level up to kill stronger mobs. It’s a cycle that demands more patience from the player than any modern MMO.

The monetization on official servers is predatory to the point of making the game unplayable for those who don’t pay. And perhaps that’s why private servers were always more popular than the official one in Brazil. At least there, the grind was “only” absurd, not impossible.

MU Online is here not as a recommendation, but as a historical reference. It’s the baseline that shows how much the genre has evolved. If you’re feeling nostalgic, play for a few hours on a private server. The nostalgia will pass quickly when you remember why you stopped playing.

Who is this game for? For nostalgics who want to relive the lan house era for a few hours. That’s it. As a long-term experience in 2026, I don’t recommend it to anyone.

CriterionScoreDescription
Story2Practically nonexistent, you don’t know why you’re fighting
Leveling4Pure grind, killing mobs for hours without variety
Late Game5Castle Siege and PvP exist, but it’s limited
Economy/Monetization2Severe pay-to-win on official servers
Combat5Simple and functional, but dated
Customization4Few classes, visual defined by gear
Social/Community6Strong guilds, but fragmented across private servers
Progression Systems4Wings and jewels exist, but shallow systems
Respect for Time3Extreme grind, limited events
Accessibility5Easy to understand, impossible to compete without paying
Average4.0

TIER E

Tibia

Tibia

Tibia is the grandfather that refuses to die. It’s still alive and receiving updates almost three decades later. That alone deserves respect. The game conquered a legion of fans in Latin America (and apparently in Poland too) that persists to this day.

It’s an MMO of real consequences: dying means losing experience, skills, and equipment. This brutality creates a tension that modern games abandoned in favor of accessibility. Every trip to a dungeon is a gamble. Every guild war is personal. You feel the weight of your decisions in a way that World of Warcraft will never make you feel.

But Tibia charges dearly for this experience. The 2D isometric visuals and point-and-click combat were already dated in 2010. In 2026, they’re archaeological relics. The grind is relentless, and the introduction of Tibia Coins brought the specter of pay-to-win to a game that survived decades being relatively fair.

Who is this game for? For veterans who value consequence and weight in their actions. If you want an MMO where dying matters and the community is united, Tibia still delivers that. It’s not for those seeking modern graphics or accessibility.

CriterionScoreDescription
Story5Lore exists and improved over the years, but it’s secondary
Leveling4Heavy grind with brutal death penalty
Late Game7Bosses, endgame quests, and guild wars
Economy/Monetization6Tibia Coins are controversial, but solid player-driven economy
Combat4Dated point-and-click, depth in hotkeys
Customization5Four vocations, limited outfits and mounts
Social/Community8United community, memorable wars, they know you by name
Progression Systems6Skills, imbuing and charms, evolved but still limited
Respect for Time7Permanent levels, but dying hurts a lot
Accessibility6Easy to return technically, hard to compete
Average5.8

Lost Ark

Lost Ark

Lost Ark is what happens when you take the most fluid combat on the market and bury it under predatory systems and infinite dailies. It’s a beautiful game, technically impressive, with action combat that makes you feel powerful from the first hour. And after about 50 hours, you realize you’re working, not playing.

The Korean game arrived in the West in 2022 with absurd hype. And it deserved it, at least in part. The Legion Raids are some of the best cooperative PvE experiences you’ll find in any MMO. The problem is getting there. The honing system, where you improve your equipment with failure chances, is a gacha in disguise. You can spend weeks farming materials only to watch your item fail the upgrade repeatedly. Or you can pay.

The story is generic but competent, with beautiful cinematics that take you through a colorful world. But the leveling is just an obstacle between you and the endgame. The game practically begs you to rush through the campaign as fast as possible.

The worst thing about Lost Ark is the disrespect for your time. Dailies on multiple characters are practically mandatory to progress efficiently. The game wants you to log in every day, do your chores, and feel guilty if you don’t. It’s weaponized FOMO.

Who is this game for? For those who love high-quality action combat and don’t mind treating the game like a second job. If you have limited time or hate mandatory dailies, run away. If you enjoy Korean MMO structure and want challenging raids, it might be worth it.

CriterionScoreDescription
Story6Generic but functional, cinematics carry it
Leveling5Tedious, exists only as an obstacle to endgame
Late Game9Excellent Legion Raids, lots of content
Economy/Monetization3Honing system is disguised P2W, purchasable gold
Combat10One of the best in the genre, impactful and fluid
Customization6Gender-locked classes, but varied builds
Social/Community5Toxic in raids, item level gatekeeping
Progression Systems8Roster system, collectibles, islands, life skills
Respect for Time3Extreme FOMO, mandatory dailies, alts necessary
Accessibility4Returning after months means feeling completely lost
Average5.9

Black Desert Online

Black Desert Online

Black Desert Online is the most beautiful game I can’t recommend. Seriously, it’s visually absurd. The character creator alone is worth a few hours of fun. And the combat? Perhaps the best action combat ever made in an MMO. Each class moves like it’s in a Korean martial arts film. It’s visceral, it’s fluid, it’s addictive.

And then you ask “why am I killing these mobs?” and the game has no answer.

BDO simply doesn’t care about story. There’s a plot somewhere involving a black god and lost memories, but it’s so poorly presented that you’ll completely ignore it. The game doesn’t care, and you won’t care either. It’s a sandbox where the narrative is you getting stronger. That’s it.

The bigger problem is the monetization. Pearl Abyss turned the shop into a catalog of “optional” conveniences that are practically mandatory. Pets that loot for you, extra inventory weight, character slots. Can you play without spending? Yes. But the experience is deliberately painful to push you toward the shop. And the gear enhancement system with failure and downgrade chances is one of the most punitive on the market.

What saves BDO are the systems. Life skills are deep, the node system is interesting, housing exists, and you can spend hundreds of hours just fishing or breeding horses if you want. It’s an MMO for those who want to live inside a world, not for those who want a story to follow.

Who is this game for? For those who value combat above all else and don’t care about narrative. If you want a beautiful sandbox to lose yourself in for thousands of hours and don’t mind aggressive monetization, BDO delivers. If you’re looking for story or respect for your money, stay far away.

CriterionScoreDescription
Story2Practically nonexistent, poorly presented, ignorable
Leveling5Fast but purposeless, just mob grinding
Late Game7Infinite gear grind, node wars, life skills
Economy/Monetization2“Optional” conveniences that are mandatory, real P2W
Combat10The best action combat in the genre, no discussion
Customization8Absurd character creator, varied classes
Social/Community4Competitive, forced PvP in farming areas, hostile
Progression Systems9Deep life skills, nodes, housing, horses, boats
Respect for Time6Gear maintains value, but enhancement system is punitive
Accessibility6Seasonal servers help, but the gear gap intimidates
Average5.9

TIER D

New World

New World

New World is proof that money doesn’t buy design. Amazon threw hundreds of millions of dollars at an MMO and managed to create something that’s… okay. Not horrible, not memorable. Just okay.

The 2021 launch was a technical and content disaster. Infinite queues, exploits breaking the economy, nonexistent endgame. But I’ll give credit: Amazon made an effort. In the following years, the game improved a lot. Expeditions got better, combat was refined, and the Rising expansion brought decent content.

The problem is that improving doesn’t mean it became good. The story remains generic, a pastiche of colonial fantasy with zombies that never makes you feel anything. The quests are repetitive in a lazy way. Kill 10 of this, collect 15 of that, return to the NPC. In 2021, that might have passed. In 2025, it’s unacceptable.

The action combat is solid, and the classless system is interesting in theory. You equip two weapons, and that defines your style. Crafting and gathering are well done, I’ll admit. Chopping trees in New World is strangely satisfying. But you can’t sustain an MMO on relaxing mining alone.

And now comes the news that Amazon will discontinue the game. It surprises no one. New World never found its identity, never built a loyal community, never gave you a reason to choose it over any other MMO. It will be remembered as the billion-dollar attempt that didn’t work out, a footnote in the genre’s history.

Who is this game for? For no one, honestly. With the cancellation announced, investing time in New World now is throwing money away. If you want an MMO with action combat, Lost Ark or BDO do it better. If you want relaxing crafting, FFXIV or ESO deliver more. New World will become a shut-down server soon.

CriterionScoreDescription
Story5Generic, repetitive quests, no memorable characters
Leveling6Satisfying at first, repetitive after level 30
Late Game6Expeditions improved, but never became robust
Economy/Monetization7Cosmetic only, no P2W, at least that
Combat8Solid action combat, weight to weapons
Customization6No fixed classes is good, but little visual variety
Social/Community5Territory wars were cool, population never stabilized
Progression Systems7Satisfying gathering and crafting, territory control
Respect for Time6Gear didn’t reset aggressively, at least
Accessibility7Easy to return, but what’s the point now?
Average6.3

Destiny 2

Destiny 2

I have over 500 hours in Destiny 2 between Steam and Xbox. Five hundred. And yet here I am placing the game in tier C. That should tell you something.

Destiny has the best first-person gunplay ever made. Not just among MMOs. Among any game. Period. Bungie spent two decades refining how a shot should sound, how a weapon should respond, how an enemy should react when hit. Each hand cannon, each shotgun, each rifle has its own personality. You feel every shot. It’s addictive in a way no other shooter can replicate. That alone is why I played 500 hours.

The story has also evolved a lot. The Forsaken, Witch Queen, and The Final Shape campaigns delivered truly cinematic moments. Characters like Cayde-6, Savathûn, and Crow have depth. Destiny’s lore is surprisingly rich for those willing to dig.

So why did I abandon it?

Because Destiny 2 systematically disrespects your time. The loop is: do the same activity 50 times hoping for a godroll. Got it? Congratulations. Next season, your godroll will be sunset or powercrept by a new weapon. Bungie removed content you paid for. Entire campaigns disappeared. The FOMO is constant. If you didn’t log in during Season X, you lost that content forever. The game treats you as if you owe it something.

And the monetization? Free-to-play base game that includes nothing relevant. Expensive expansions. Season pass. Separate dungeon keys. It’s a confusing model that tries to extract your money constantly.

I love shooting in Destiny. I hate everything else about the structure around it.

Who is this game for? For those who want the best first-person shooter on the market and don’t mind being treated like a job. If you have a fixed group for raids and can ignore the FOMO, the first 100 hours are spectacular. After that, it depends on how much you tolerate grinding for the sake of grinding.

CriterionScoreDescription
Story7Evolved a lot, recent campaigns are great, deep lore
Leveling6Functional, but confusing for newcomers with so much content
Late Game9Excellent raids, dungeons, Nightfalls, lots to do
Economy/Monetization3Empty F2P, expensive expansions, season pass, dungeon keys
Combat10The best first-person gunplay ever made. Period.
Customization8Deep subclass builds, armor mods, exotics
Social/Community6LFG works, active community but raids require fixed group
Progression Systems5Disposable seasons, systems change constantly
Respect for Time4Extreme FOMO, godrolls become obsolete, content removed
Accessibility3Came back after a year? Good luck understanding what changed
Average6.1

TIER C

Star Trek Online

Star Trek Online

Star Trek Online is a game that exists by a miracle. An MMO of a niche franchise, developed by a studio that almost went bankrupt (and has now become independent again, good news), launched in 2010 without much hype, and somehow still alive 15 years later. For Trek fans, it’s the only option. And that’s both its salvation and its curse.

The game delivers fantasies that no other offers. You command your own Federation, Klingon, or Romulan ship. You assemble your crew. You explore the quadrant. The episodic missions capture the feel of Star Trek better than they had any right to, complete with appearances from original series actors doing voice-over. If you’ve always wanted to be a Starfleet captain, STO fulfills that dream.

Space combat is surprisingly tactical and fun. Positioning shields, managing energy, coordinating torpedo shots. There’s depth there. Ground combat, on the other hand, is generic and clunky. It works, but you endure it only because you want to get back to your ship.

The problem is that Cryptic discovered lockboxes and never let go. The best ships in the game are locked in lootboxes or cost absurd amounts in the store. Can you play without paying? Yes. But you’ll look at that Enterprise-F or T6 Defiant class in the store and feel the weight of your wallet. The monetization is aggressive in a way that tarnishes the entire experience.

STO survives because it’s Star Trek. If it were an original IP with these same systems, it would have died in 2012.

Who is this game for? For Star Trek fans who want to live the captain fantasy. If you grew up watching Next Generation, Deep Space Nine, or Voyager and want to command your own ship, STO is the only option and delivers enough to be worth it. If you don’t care about the franchise, there’s nothing here that other MMOs don’t do better.

CriterionScoreDescription
Story7Episodes capture Trek feel well, appearances by original actors
Leveling6Functional, progression through episodes is interesting
Late Game5Limited, repetitive task forces, lacks endgame content
Economy/Monetization3Predatory lockboxes, best ships in store or gacha
Combat6Space is tactical and fun, ground is generic
Customization8Ships, crew, uniforms, lots to personalize
Social/Community7Dedicated niche community and welcoming
Progression Systems7Reputations, specializations, ship upgrading
Respect for Time8Your progress is maintained, no major resets
Accessibility8Easy to return, content doesn’t disappear
Average6.5

TIER B

Star Wars: The Old Republic

Star Wars: The Old Republic

SWTOR is my favorite MMO. And yet it’s in tier B. This seems contradictory, but it makes complete sense. A tier S game isn’t necessarily the one that will make you fall in love. It’s the one that does everything well consistently. Passion is something else. It’s irrational. And I’m completely irrational when it comes to SWTOR.

BioWare did what they knew how to do best: stories. The eight original class stories are some of the best narratives ever written for an MMO. Playing as an Imperial Agent is living a spy thriller. Playing as a Sith Inquisitor is a journey of power and manipulation. Each class has its own identity, memorable villains, choices that matter. You’re not playing an MMO; you’re playing a BioWare RPG that happens to have other people on the server.

And Knights of the Fallen Empire and Eternal Throne? They gave me villains I genuinely hated and moments that made me pause the game to process. Few MMOs achieve that.

But SWTOR stumbles on almost everything that isn’t story. Combat is functional tab-target but lacks weight. Endgame exists, but BioWare clearly prefers making single-player content. The Hero Engine is a technical disaster that should never have been used for an MMO. And the free-to-play monetization is one of the most restrictive on the market. Credit limits, locked ability bars, blocked races. You need to subscribe or suffer.

It’s a game I love despite its flaws. And there are many flaws. But when the story grabs you, when you’re in the middle of a plot twist you didn’t expect, when your character makes a morally gray choice and you feel the weight of it, nothing in the genre comes close.

Who is this game for? For Star Wars fans who value narrative above all else. If you want well-written stories, memorable characters, and to feel part of the galaxy, SWTOR is still irreplaceable. If you’re looking for competitive endgame, modern combat, or generous F2P, you’ll be frustrated.

CriterionScoreDescription
Story9Eight unique class stories, cinematic expansions, BioWare at its best
Leveling8The story carries it, you want to see the next chapter
Late Game7Raids and flashpoints exist, but clearly not the focus
Economy/Monetization3Extremely restrictive F2P, practically requires subscription
Combat7Functional tab-target, distinct classes, but lacks weight
Customization8Species, outfits, dye system, good for Star Wars fashion
Social/Community6Smaller but dedicated community, RP servers active
Progression Systems7Galactic seasons, achievements, decoratable strongholds
Respect for Time5Gear resets frequently, seasons force constant login
Accessibility7Boosts available, catch-up exists, easy to return for story
Average6.7

World of Warcraft

World of Warcraft

WoW is the elephant in the room. The MMO that defined the genre. The game that at its peak had 12 million subscribers and shaped what everyone thought an MMO should be. It’s impossible to talk about MMORPGs without talking about World of Warcraft.

And it’s impossible to recommend WoW in 2026 to someone my age.

Don’t get me wrong. The game still does a lot of things well. The endgame is the most robust on the market. Raids are the quality reference. Mythic+ is a system everyone copied for a reason. Combat is responsive, and classes have decades of refinement. The amount of content is absurd. If you want an MMO to play seriously, WoW delivers.

The problem is what WoW asks in return.

WoW demands constant dedication. It’s not a game for those who want to play a few hours on the weekend. It’s a game that expects you to do your dailies, your weekly vault, your reputation grind, your Mythic+ farm. If you stop for a month, you come back completely behind everyone who kept playing. Your gear becomes trash every patch. Everything you achieved last season doesn’t matter anymore. It’s an infinite treadmill that won’t let you rest.

For a 30-something player with work, family, and responsibilities, this is exhausting. I don’t want a second job. I want to play a game.

And the community doesn’t help. WoW has one of the most elitist player bases in the genre. Try joining a Mythic+ group without the right rating or io score. You’ll be rejected repeatedly. The culture of parsing, log checking, and constant performance demands transforms what should be fun into anxiety. For hardcore veterans, this is normal. For someone who just wants to relax after work, it’s hostile.

The story doesn’t help anymore either. What was an epic fantasy became a confusion of retcons, questionable narrative decisions, and characters that don’t make sense. Sylvanas, the Jailer, all of Shadowlands. Blizzard lost its narrative direction and is still trying to find it again.

WoW is still a great game. Perhaps the most mechanically polished. But it’s a game for a phase of life that many of us have already passed.

Who is this game for? For players who can and want to dedicate serious time every week. If you have a fixed group, enjoy raid progression, and don’t mind the gear treadmill, WoW is still king. If you’re a parent, work too much, and want a game that respects your limited time, WoW will frustrate you more than entertain you.

CriterionScoreDescription
Story6Was great, now confusing, constant retcons
Leveling8Chromie Time works well, fast and varied
Late Game10Raids and Mythic+ are the genre reference
Economy/Monetization5Expensive subscription, store with mounts and boosts, token exists
Combat9Decades of refinement, responsive and distinct classes
Customization7Improved a lot, robust transmog, but fixed classes
Social/Community5Elitist, toxic in pugs, parse and io score culture
Progression Systems7Many systems, but Blizzard discards them every expansion
Respect for Time4Gear becomes trash every patch, infinite treadmill
Accessibility8Aggressive catch-up, in a week you’re relevant
Average6.9

Final Fantasy XIV

Final Fantasy XIV

FFXIV is the game everyone recommends. It’s the critics’ darling, the refuge for those who fled WoW, the MMO that “respects your time.” And much of this is true. But not all of it.

FFXIV’s story is the best ever told in an MMO. This is not an exaggeration. Shadowbringers and Endwalker deliver narratives that rival the best single-player RPGs from Square Enix. Characters like Emet-Selch and Vetra are written with a care you won’t find in any other game in the genre. The cutscenes are cinematic. The emotional moments land. If you want a story that will make you cry, FFXIV delivers.

The problem is getting there.

A Realm Reborn, the game’s base, is a slog. It’s 50 levels and hundreds of quests from a story that was still finding its way. Interminable fetch quests, cutscenes that drag, a pace that tests your patience. Square knows this. They sell story skip and level boost. That should tell you something.

And even when the story improves, you’re still tied to it. Want to do the new raid? You need to finish the main story quest. Want to play with your friend who’s in the current expansion? They’ll have to wait for you, or you’ll have to go through 100 hours of story first. FFXIV ties everything to the MSQ in a way that’s great for immersion and terrible for flexibility.

The class system is both brilliant and limiting. You can be all classes on a single character. Incredible. But within each class, there’s no variation. Every White Mage is the same as every other White Mage. There are no builds, no meaningful choices. You learn the rotation and execute.

That said, FFXIV does a lot right. The community is welcoming in a way that’s rare in the genre. Trials and raids are visual spectacles. The crafting system is deep. The Gold Saucer exists just for you to lose hours in minigames. And the game really lets you pause. There’s no aggressive FOMO, no mandatory dailies, no punishment for taking a month’s vacation.

It’s a game that asks for patience to deliver greatness. The question is whether you have that patience.

Who is this game for? For those who value story above all else and have patience for a slow start. If you want quality narrative, a gentle community, and a game that lets you play at your own pace, FFXIV is unbeatable. If you hate long cutscenes, want customizable builds, or need to reach endgame fast, you’ll suffer.

CriterionScoreDescription
Story10The best narrative in the genre, Shadowbringers and Endwalker are masterpieces
Leveling4ARR is a slog, hundreds of hours until the game gets good
Late Game9Trials, raids, ultimate fights, lots of quality content
Economy/Monetization8Fair subscription, non-aggressive cosmetic store, no P2W
Combat8Slow GCD at the start, becomes complex and satisfying at endgame
Customization5One class is the same as all others, no builds, glamour saves it
Social/Community9One of the most welcoming communities in any MMO
Progression Systems9Crafters as complete classes, housing, island sanctuary, relics
Respect for Time6No FOMO, but gear resets every odd patch
Accessibility7Easy to pause and return, but mandatory MSQ delays everything
Average7.5

Elder Scrolls Online

Elder Scrolls Online

ESO is the MMO that doesn’t want to be an MMO. And that’s a compliment.

When you enter Elder Scrolls Online, the feeling is of playing Skyrim with other people running around the map. Quests have real narrative. NPCs are voiced. Choices appear. You’re not collecting 10 wolf hides because an exclamation point told you to. You’re investigating a murder, helping a ghost find peace, deciding the fate of a city. ZeniMax understood that those who play Elder Scrolls want stories, not checklists.

The level scaling is controversial but liberating. You can go anywhere from level 1. Want to explore Morrowind? Go. Want to do the Elsweyr DLC first? You can. Your friend is 300 levels above? You can play together without a problem. This flexibility is rare in the genre and makes ESO one of the most friendly MMOs for playing in groups with people of different levels.

Combat is the weak point. It’s a hybrid system that doesn’t fully satisfy those who want action or those who want tab-target. Light attack weaving is essential for DPS and feels more like an exploit than a mechanic. It works, but never impresses.

The monetization is complicated. The base game is cheap, but there are so many DLCs and chapters that you look at the store and don’t know where to start. The ESO Plus subscription unlocks everything and gives you the craft bag, which is almost mandatory if you don’t want to go crazy managing inventory. It’s that model that isn’t pay-to-win but is definitely pay-to-not-be-annoyed.

What ESO does best is leave you alone. There’s no FOMO screaming in your face. There’s no gear that becomes trash every patch. There are no dailies that make you feel guilty for not logging in. You play when you want, do what you want, and your progress remains relevant. For someone with limited time, that’s worth gold.

Who is this game for? For Elder Scrolls fans who want the single-player experience with the option of multiplayer. If you value exploration, quality stories in every quest, and freedom to play at your own pace, ESO is excellent. If you’re looking for impactful combat or hardcore WoW-style endgame, you’ll find it shallow.

CriterionScoreDescription
Story8Quests with real narrative, choices, full voice acting
Leveling8Level scaling frees you, go wherever you want from the start
Late Game7Trials and dungeons exist, but not the game’s focus
Economy/Monetization4Too many DLCs, ESO Plus almost mandatory for craft bag
Combat6Hybrid that doesn’t fully satisfy, weaving is strange
Customization9Flexible classes, varied builds, robust outfit system
Social/Community8Mature and welcoming community, good for RP
Progression Systems9Champion points, deep crafting, housing, antiquities
Respect for Time9Gear remains relevant, no FOMO, no aggressive resets
Accessibility9Came back after a year? Your character still works
Average7.7

TIER A

Old School RuneScape

Old School RuneScape

OSRS is a game that shouldn’t exist. In 2013, Jagex took a 2007 backup of RuneScape, put it online, and asked “do you want this back?” The answer was such a massive yes that today OSRS has more players than modern RuneScape 3. It’s a phenomenon.

And it’s a phenomenon I can’t explain rationally.

OSRS is ugly. The graphics are from 2007, and the engine is limited on purpose. Combat is clicking on the enemy and waiting. There are no combos, no dodging, no action. You click and watch numbers go up. In any other context, this would be unacceptable. In OSRS, it’s part of the charm.

What OSRS understands better than any other MMO is progression. There are 23 skills. Each one is its own journey. Raising Fishing from 1 to 99 is an achievement that takes hundreds of hours. And the game doesn’t rush you. There are no mandatory dailies. No FOMO. No season pass. You log in, decide what you want to do today, and do it at your own pace. Want to spend the whole night mining while watching Netflix? Valid. Want to focus on quests? Go for it. The game leaves you alone in a way that almost no modern MMO can.

The quests are surprisingly good. They’re not “kill 10 goblins.” They’re puzzles, stories with British humor, adventures that require preparation and reasoning. The Dragon Slayer quest was a rite of passage for any player. Recipe for Disaster is an epic that requires almost the entire game to complete.

And the community votes on everything. Literally. Every change to the game goes through a poll. 75% approval or it doesn’t happen. This creates a sense of ownership that no other MMO has. Players own OSRS in a way that Blizzard or Square would never allow.

The business model is honest. Subscription or bonds, which you can buy with in-game gold. No predatory cosmetic store. No lootboxes. No battle pass. It’s refreshing.

The problem is that OSRS requires a specific type of player. If you need constant action, visual stimulation, quick gratification, you’ll find it unbearable. It’s a game of patience. Of long-term goals. Of achievements that take months.

Who is this game for? For those who want an MMO to call their own without time pressure. If you enjoy slow progression, long-term goals, and a game that lets you play your way, OSRS is almost perfect. If you need modern graphics, dynamic combat, or quick gratification, you’ll hate every second.

CriterionScoreDescription
Story8Quests with puzzles, humor, and surprisingly good narrative
Leveling5Slow by design, each level is an achievement, but it’s a grind
Late Game9Bossing, raids, completionism, there’s always something to do
Economy/Monetization9Fair subscription, optional bonds, no P2W, no predatory MTX
Combat4Click and wait, functional but no mechanical depth
Customization8No classes, you are your skills, varied account builds
Social/Community7Dedicated community, unique polling system, but can be elitist
Progression Systems1023 complete skills, each one is a game of its own
Respect for Time9No FOMO, no resets, your progress is forever
Accessibility9Stopped for two years? Your character is exactly as you left it
Average7.8

Honorable Mentions

All the games on the list I’ve played, with greater or lesser intensity. There are two games I haven’t played but that consistently appeared in my research as excellent options, and it would be unfair not to mention them.

Warframe caught my attention for its monetization model. A true free-to-play, one of those that lets you access practically everything without paying, where the store exists for those who want to accelerate or customize, not for those who want to compete. The community constantly praises Digital Extremes for this respect for the player. I also hear a lot about the absurd amount of content and progression systems that have accumulated over more than a decade of updates. It’s on my list to try.

Lord of the Rings Online attracts me for the obvious: it’s Middle-earth. But beyond the license, what I see the community highlight most is the quality of the narrative and faithfulness to the original material. It seems to be a game made by Tolkien fans for Tolkien fans, where exploring the Shire or walking through Moria carries an emotional weight that no other MMO can replicate. The community also seems to be one of the most welcoming in the genre, which fits the tone of the work. Someday I’ll make that journey.


TIER S

Guild Wars 2

Guild Wars 2

GW2 is the MMO that does everything right. It’s not the most spectacular in any category. It doesn’t have the best story. It doesn’t have the best combat. It doesn’t have the best endgame. But it’s the only one that doesn’t disappoint you anywhere.

And that’s rarer than it seems.

ArenaNet built GW2 on a simple philosophy: respect the player. Your time, your money, your progress. Exotic gear you farmed in 2012 still works in 2026. There’s no gear treadmill. There’s no infinite power treadmill. You achieve something, and it remains relevant forever. In a genre where everyone wants you to play more, GW2 lets you play less without punishment.

The level scaling is brilliant. You can return to any map in the game, and the content is still relevant. Want to help a friend who just started? Go there; you’ll be downscaled, and the experience is still worth it. This keeps the entire world alive in a way that WoW and FFXIV can’t.

Combat is hybrid action that works well. Dodge matters. Positioning matters. Each class has its own identity, and the elite specializations from expansions add layers of complexity. It’s not BDO or Lost Ark in fluidity, but it’s much more responsive than FFXIV or ESO.

The monetization is a model of respect. Buy the base game and play forever. No subscription. The store is cosmetic and convenience. No power. No P2W. You can convert gold to gems and buy things from the store without spending real money. ArenaNet proved you can sustain an MMO without draining the player’s wallet.

World events are what every MMO should copy. You don’t pick up quests from NPCs. You arrive somewhere, and things are happening. A dragon is attacking. An invasion is underway. Players come together organically to solve it. It’s real multiplayer, not that single-player experience with chat.

GW2’s problem is that consistent excellence doesn’t generate passion. No one goes around evangelizing GW2 the way FFXIV fans talk about Shadowbringers. There’s no moment that makes you cry. There’s no boss that makes you tremble. It’s consistently good. Perhaps too good to be memorable.

And the endgame, despite being varied, doesn’t have the same structure as WoW or FFXIV. If you want traditional raid progression with difficulty tiers and gear checks, GW2 doesn’t offer that in the same way. The endgame is horizontal. It’s doing what you want. For some, this is liberating. For others, it’s lack of direction.

Who is this game for? For everyone, honestly. If you want an MMO that respects your time, doesn’t punish you for pausing, doesn’t charge you a subscription, and delivers consistent quality in everything, GW2 is the default recommendation. It’s the MMO I recommend to those who’ve never played the genre and to those who are tired of being mistreated by other games.

CriterionScoreDescription
Story8Good but not exceptional, Living World delivers nice moments
Leveling9Organic, rewarding exploration, never tedious
Late Game8Fractals, raids, WvW, strikes, varied but horizontal
Economy/Monetization9Buy-to-play, cosmetic store, gold converts to gems, no P2W
Combat8Responsive hybrid action, dodge matters, good but not exceptional
Customization9Elite specs, varied builds, fashion wars is the real endgame
Social/Community9One of the most welcoming, events unite players naturally
Progression Systems10Masteries, achievements, collections, legendaries, always a goal
Respect for Time10Gear doesn’t become obsolete, no FOMO, play whenever you want
Accessibility10Stopped for five years? Your character is still relevant
Average9.0

Conclusion

Tierlist

If you made it this far, thank you for your patience.

This tier list isn’t definitive. It isn’t objective. It’s the view of a 30-something player who wants to have fun without turning a hobby into an obligation. My criteria reflect that. Respect for time, fair monetization, and accessibility weighed as much as combat and endgame. Perhaps more.

What I learned writing this is that there’s no perfect MMO. Guild Wars 2 came closest, but even it won’t captivate everyone. FFXIV has the best story in the genre and one of the worst beginnings. WoW has the best endgame and one of the most hostile communities. SWTOR is my favorite and it’s in tier B. Passion and quality are different things.

The right MMO for you depends on what you value. If it’s story, go with FFXIV or SWTOR. If it’s freedom, ESO or GW2. If it’s long-term progression without rush, OSRS. If it’s combat above all, Lost Ark or BDO, but prepare your wallet and your patience.

My recommendation for those who’ve never played the genre or are returning after years? Guild Wars 2. Not because it’s the most exciting, but because it’s the one that will least disappoint you. And sometimes, consistency is worth more than moments of brilliance.

See you in Tyria. Or in whatever other galaxy, continent, or dimension you choose