
Originally Posted by
Reinhardt_Azureheim
MMOs are designed to keep players engaged long-term through progression systems and community-driven experiences. Comparing a semi-finite, replayable game like BG3 or even ranked systems in LoL, which rely on tight and inherently engaging gameplay loops, to an MMO PvP mode doesn't work. MMOs rely on rewards to justify the significant time investment they ask of players.
Games like BG3 succeed on the strength of their narrative, mechanics, and replayability. But here's the critical difference: single-player games don’t need to sustain a player base for matchmaking or queues. Their engagement isn't tied to other players, which is why they don’t require additional incentives. Multiplayer modes, especially in MMOs, live or die by participation. Without incentives, there's a risk factor of those systems becoming barren.
As for competitive/ranked-focused games, while ranked players in LoL or SC2 (also Overwatch 2) often play for gameplay/intrinsic satisfaction, these games still use rewards—seasonal skins, exclusive badges, and events—to incentivize engagement. Without those, you’d likely see a drop in participation, particularly among less competitive players. These players are crucial for fast, smooth queues to engage with content in a timely manner. They also form the foundation that enables anyone who may want to go above and beyond to actually get to play games without excessive waiting times.
Rewards serve as an invitation to try something new, offering a nudge to explore content you might not have considered otherwise. You can't know if you'll enjoy something until you try it, and incentives can provide that initial push. Without them, many players might never even give certain activities a chance, regardless of how engaging the content might ultimately be.
Also, the reason I didn't address Starcraft 2 initially is because I forgot, jesus. Not everything is intended as cherrypicking.