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You go into the world, the objective really isn’t to kill other players.
It’s to do quests, kill creatures, get loot, and then progress yourself.
I think players want to create their own experiences in games.
I think that kind of feels a little dated and old."
“And that’s why I think it’s compelling.
Your core perks are baseline passive bonuses that everyone can unlock just by reaching max level.
“It’s what we call the paper doll,” he clarifies.
“It’s your helm, shoulder, chest, legs, that kind of thing.
There’s two rings and then your weapon.”
“Or you may have a build as a priest that heals other people.”
There’s destructible elements in the game, which really kind of came from playing Breath of the Wild.
I even shared that with the WoW team at the time.
And so I was like, ‘This is the game, this is how it works.’
And even Tarkov, at the time, wasn’t called extraction.
It was just more of a military sim, but it had this extraction gameplay.
What makes a mini massively multiplayer online game?
Kaleiki points to a few key details in Legacy.
The world isn’t perpetual like an MMO, for one.
And in the future, we will have more social features as well as deeper character customization.
How mini is mini?
This cap may change over time based on new maps and player feedback.
“And it’s a lot of it that you never saw.
Talking to the players, learning from them, is super important.”
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