For indie developers, understanding why players gravitate toward certain genres is just as important as building mechanics themselves.
Interestingly, Souls-like games and MMOs often attract the same type of player: those who enjoy challenge, progression, and mastery through knowledge rather than hand-holding.
Examining this overlap offers valuable insight into difficulty tuning, onboarding, and long-term player retention, especially for indie teams working on systems-heavy or progression-driven games.
Why Souls-Like Players Often Enjoy MMOs
At their core, Souls-like games and MMOs share several design principles that strongly appeal to mastery-driven players:
- Skill and knowledge matter
- Builds and stats meaningfully impact performance
- Progression feels earned rather than gifted
- Learning mechanics is part of the experience
From a development perspective, this highlights how respecting player intelligence and allowing room for failure can deepen engagement without relying on excessive tutorials or simplification.
High-end MMO content (raids, dungeons, PvP, challenge modes) rewards patience, preparation, and improvement over time, the same mindset cultivated by Souls-like design.
The Biggest Barrier: Information Overload
One of the most common reasons players abandon MMOs isn’t difficulty, but cognitive overload.
Players are suddenly faced with:
- Gear scaling and stat priorities
- Classes, roles, and rotations
- PvE vs PvP progression paths
- Frequent patches that change optimal play
For indie developers, this is a key lesson: complex systems require intentional onboarding.
When games fail to clearly communicate what matters early versus later, players often disengage, even if they enjoy the core gameplay.
Learning Complex Systems Without Killing the Fun
Players consistently improve faster by learning before grinding.
The most effective MMO resources tend to focus on:
- Short, targeted beginner guidance
- Build explanations without spreadsheet overload
- Clear separation between early-game and end-game priorities
- Insights drawn from experienced community members
This behavior shows that players naturally seek external learning tools when in-game explanations fall short, a pattern developers should actively design around rather than ignore. This is also where a site like mmo-progamers.tips becomes useful.
Third-Party Knowledge Hubs as Design Support
Sites like mmo-progamers.tips function as structured knowledgebases that help players understand complex systems gradually instead of chasing shifting metas. The platform focuses on:
- Daily MMO tips that help players make better decisions session by session
- Professional guides that break down systems, builds, and progression without unnecessary complexity
- Game update insights that explain what patches actually change and what players should care about
- MMO communities where players can explore different playstyles, goals, and experience levels
From a development standpoint, these platforms demonstrate how:
- Clear, modular information reduces early-game frustration
- Community-driven insights supplement limited tutorial budgets
- Players value adaptable guidance over rigid “best build” answers
Rather than replacing good onboarding, third-party resources often extend a game’s lifespan by supporting learning styles developers can’t always address directly.
Why This Matters for Indie Developers
For indie teams building challenging or system-dense games, the overlap between Souls-like players and MMO audiences reveals an important truth:
Understanding how players seek knowledge, adapt to difficulty, and rely on external resources can inform:
- Smarter onboarding design
- More transparent progression systems
- Better long-term retention without sacrificing challenge
Studying how mastery-driven players transition between genres offers practical insights that indie developers can apply well beyond MMOs.
ⓘ Guest Author
This article is a guest post. The views and opinions expressed in this article are those of the author and do not necessarily reflect the views of GameWhims.


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