The most obvious appeal derives from the elements of achievement in these environments.
They cater to players who enjoy accumulating wealth, rare items and tangible power. The other main appeal derives from the ability to chat, make friends and affiliate with larger social groups such as guilds. Many players also find appeal in becoming immersed in a fantasy world and becoming part of a story that is being told. Also, certain players enjoy competing with other players or even annoying and manipulating them through devious means. And finally, some players are fascinated with the mechanics and geography of the world. For them, the satisfaction comes from unraveling the game.
MMORPGs are seductive because they have hooks for many different kinds of people and appeal to them through different means. To a certain extent, we can understand MMORPGs as environments where people are playing a different game side by side. But MMORPGs are dynamic worlds because of this diversity of motivations and because players are ultimately playing the same game. Adventures, alliances and betrayals emerge as players collaborate to achieve very different goals.