In defense of tab-targeting: MMO devs have been trying to put dodge rolls in their games for 10+ years to avoid WoW, and it’s never worked

This is Terminally Online: PC Gamer’s dedicated column exploring the intricate world of MMORPGs. Every other week, I delve into the genre, sharing insights, interviewing fellow enthusiasts, and occasionally featuring guest writers to discuss their favorite MMOs. My fascination with trends in MMOs runs deep, perhaps because it’s my job, but also because these trends are inherently captivating. We’ve witnessed a golden age where developers rushed to create MMOs, shifts in player preferences, and evolving social dynamics that keep this venerable genre alive and vibrant.

One design trend that continues to perplex me is the curious phenomenon that emerged in the latter half of the 2010s and into the 2020s: the widespread belief among MMO designers that tab-targeting systems—often referred to as hotbar MMOs—are outdated. This led to a wave of games adopting action combat systems, a shift that has yet to be universally validated. While we await a title akin to Baldur’s Gate 3 or Clair Obscur: Expedition 33 to challenge this conventional wisdom, we can observe intriguing mechanics in existing games.

For instance, the Old School RuneScape (OSRS) wiki showcases a fascinating example of “tick eating,” where players can strategically consume food just before taking lethal damage. The server processes the healing effect after calculating the damage, allowing players to survive against the odds. This rhythm-based gameplay adds a layer of strategy that can be both thrilling and rewarding.

In contrast, action MMOs face unique challenges. They must navigate the limitations of tick rates, which can hinder the fluidity of combat compared to dedicated single-player action games. The result is often a compromise that sacrifices the seamless experience players expect. It’s akin to forcing a square peg into a round hole—while action combat may appear more exhilarating, it can also lead to a less stable experience under the pressures of an MMO server.

I [do] feel like dancing, dancing

I want to clarify that I am not opposed to action combat; in fact, I find it exhilarating. Sekiro is among my favorite games, and I appreciate the rhythm and timing involved in parrying and dodging. However, I firmly believe that tab-targeting and turn-based combat can be equally engaging. While some MMOs may falter in showcasing these mechanics, particularly with overly simplistic gameplay, the endgame content often reveals the true depth of MMO combat.

In the heat of battle, players must master their rotations, responding to various triggers while simultaneously managing complex tasks. This duality creates a dynamic experience that can be as engaging as any action game. Imagine the thrill of executing a perfect rotation while dodging incoming attacks—it’s a dance of sorts, albeit one where chaos reigns.

The notion that action combat is inherently superior is subjective. If you prefer it, that’s valid, but the prevailing belief that tab-targeting systems are “bad” or “boring” has stifled innovation within the genre. Take the example of Fellowship, a co-op PvE game that successfully integrates WoW-style tab-targeting combat while addressing long-standing UI issues. It raises the question: what if developers embraced the strengths of traditional systems rather than attempting to reinvent the wheel?

MMOs are unique in the gaming landscape, with World of Warcraft dominating the space. While it’s understandable that developers seek to differentiate their offerings, it’s worth considering whether they might be overlooking the potential of established mechanics. Instead of forcing awkward adaptations, why not lean into the strengths of traditional systems? By doing so, we could unlock a wealth of creativity and innovation that has yet to be fully realized.

AppWizard
In defense of tab-targeting: MMO devs have been trying to put dodge rolls in their games for 10+ years to avoid WoW, and it's never worked