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Why MMORPG Development Is Fundamentally Difficult

Authors
  • Name
    Logan Kim
    Twitter

Why MMORPG Development Is Fundamentally Difficult

Today, it’s hard to find a developer who doesn’t use AI in some form. When I started my project around July 2025 and casually said, “I’m going to build an MMORPG,” every major AI model I talked to responded the same way.

Gemini. GPT. Claude.

All of them told me: “You can’t do that alone. Scale it down. Make a single-player game instead.”

When I asked why, the answers were consistent: network synchronization, latency, databases, server stability, and security multiply the complexity several times over. Not incrementally, but exponentially. According to them, solo MMORPG development simply wasn’t realistic.

I don’t have prior game development experience, but I’ve spent over 16 years working on networked systems. So I decided to try anyway. Whether it worked or not, I wanted to learn firsthand.

After doing so, I understood why those warnings existed.

1. Networks Are Inherently Unpredictable

In a single-player game, character movement is straightforward. You input a destination, play an animation, and gradually move the character toward a target coordinate.

Once networking enters the picture, everything changes.

Positions must be synchronized across clients. Animations need to stay visually consistent. Small timing differences cause jitter, snapping, or desynchronization.

Interpolation and prediction techniques help, and most networking frameworks provide them. But the real problem is this: network conditions are never consistent.

Latency fluctuates. Packet loss happens. Different players experience different delays. Finding the right balance between responsiveness and correctness becomes an endless tuning problem. There is no universal “correct” setting—only trade-offs.

This alone can consume enormous development time.

2. Server Infrastructure Is Expensive by Default

To prevent cheating and maintain integrity, core logic must run on the server. That immediately introduces ongoing costs.

Whether you use AWS, GCP, or any other cloud provider, even a modest setup quickly becomes expensive. Once you provision enough resources for stability, scalability, and security, the baseline cost adds up faster than expected.

An MMORPG is not something you can casually host “on the side.” Operational cost is not a future concern—it’s a starting constraint.

3. You Need to Understand the Entire Stack

Even with high-level networking frameworks like Photon Fusion, abstraction only goes so far.

You still need to understand:

  • the underlying transport layer
  • how state replication works
  • how RPCs are structured
  • which logic belongs on the server versus the client

If roles are mixed incorrectly, security vulnerabilities appear immediately. A small mistake can turn into an exploit.

Databases introduce another layer of complexity. MMORPGs accumulate data continuously: characters, inventories, logs, progression states. Without long-term planning, database design becomes a bottleneck that’s painful to fix later.

In other words, you’re not just building a game. You’re building a distributed system that happens to be interactive.

4. Testing Becomes Exponentially Harder

This is something I underestimated at first.

In single-player development, testing is relatively contained. In an MMORPG, every bug has multiple dimensions:

  • different clients
  • different latency conditions
  • different states interacting simultaneously

Some issues only appear under load. Some only appear when players behave unpredictably. Others appear weeks later, once enough data has accumulated.

Reproducing these issues reliably is often harder than fixing them.

Why I Still Find It Worth Trying

Even with all these challenges, the process has been surprisingly rewarding.

Despite having years of development experience, MMORPG development feels genuinely new to me. It’s a space where technical decisions, system design, and player behavior collide constantly.

I understand now why people say MMORPGs are difficult to make. They’re not wrong.

But difficulty alone isn’t a reason to avoid something. Sometimes it’s the reason to engage with it more deeply.

For now, I’m enjoying the process of learning, experimenting, and building—step by step.

MMORPGs are difficult not because they are large, but because they are alive.