If 2008 was the year of the Oro en WoW Crash then 2009 is the year of Oro en WoW Doubt. It seems improbable, if not impossible, for most developers to put out a good MMO. And that is to say nothing of the finer points of game design such as balanced combat, stable economy and, you know, making the game fun to play. The sad part is, the average player is prepared to be dissatisfied by future Oro en WoW offerings.
Every year we see dozens of games sit unnoticed on store shelves, but these titles pale in comparison to the failure an Oro en WoW is capable of. Lack of success for an Oro en WoW doesn't just mean the game isn't fun - it means that the game is fated to be never played again, by anyone. Servers close up shop, players move to greener pastures and sooner or later the last light blinks off and the game is pronounced dead.
It is with this weight on their shoulders that Oro en WoW developers build their games and that is a plight that can be viewed with at least some sympathy. However, that doesn't mean much to a playerbase that is primed for disappointment. To say it plainly, most of the people building MMOs don't seem to have any idea of what players are looking for and when they do understand they rarely have the ability to follow through on what they promise. They would rather boast of features such as: Hundreds of Monsters, Largest Game World Ever, and 12 Playable Classes! As though they don't realize that the very same marketing print can be found on the the box of any MMO in stores, and many many more located exclusively online.