Throughout my years and years of MMORPG playing experience, I've definitely been happy to see this genre evolve in a variety of different ways. The implementation of quests over monster grinding, the massive increase in solo content over group content, the graphical upgrades and PvP game play becoming more and more important; the list goes on. Of all of these evolutions, however, none of these industry shifts appear to be as prevalent and genre-changing as the one that has managed to attach itself to many budding MMOs, and has also shown itself to be the cornerstone of Blizzard's 11.5 million subscriber base: 'easy casual' MMO gaming. No other term would also be as divisive in the MMORPG community as this.
In this regard, then, gamers will often note that, when something is easily achieved, it's considered to be 'casual' content, and it will be stigmatized as such. On the other hand, when something is extremely difficult to attain (Absolute Virtue items in FFXI, perhaps the "Alone in the Dark" achievement in World of Warcraft?), other players are quick to conclude that it requires too much of a 'hardcore' effort and, while the difficulty of the content will be appreciated, chances are high that very few players will be able to take part in it. In this way, the question I have is this: is difficulty the sign of a quality MMORPG, or, in our busy world, does the quality of an MMO now rest upon how many things a player can do in under an hour? This editorial may not provide all the answers, but at least it will give you something to think about!