... and you got it. If you can explain why it isn't an MMO, without defining your expectations to have been an MMORPG, I'll give you 1000 internets.
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Your yet to explain how this isn't an MMO? There is no false advertising as I see hundreds of people daily, please explain what you want and how this game failed to offer you that? If you want a huge MMOFPS then you need MAG on PS3.
based on what? where are you getting the definition of an MMO from?
Where's the content in EVE online? It's an MMO, but just about every mission is cookie-cutter and randomly generated, but usually just go to X and kill Y, or take X to Y.
Replay value? Every day is practically the same, log in, and do repetitive missions, or mine, or do some PvP.
It has global chat, but much of the time you're wandering alone until you find a corp/clan, there's no social feel until then.
Based on your definitions, EVE Online isn't an MMO.
Era very succinctly pointed out the difference already, but I'll try to elaborate.
When we say a game is "skill based" we aren't saying it takes a high degree of skill to play it. We're saying the gameplay engine itself is entirely based on your direct actions -- ie. playing 'skill' -- rather than being "stat based". It's the same thing people used to refer to as "twitch-based". The results of your combat in Defiance are entirely dependent on your ability to target, shoot, move and react in real time. If you miss, you miss. If you hit, you hit. If you avoid, you avoid. Success or failure is entirely based on your real-time actions.
Whereas in a stat-based game, which many MMORPGs are, the results are largely based on various mathematical equations comparing your character's current 'ability' (melee, spellcasting, etc) to the corresponding statistical 'ability' (defense, avoidance, magic resistance) of your enemy. A great many of these rely on an 'auto-attack' setup for standard combat, which is entirely stat-based. Your 'attack' stats versus their 'defense' stats, and vice-versa. Even when you augment the auto-attack with various hotkeyed actions (spells, combat arts, etc.), the success or failure of those is usually determined by the interaction of stats between you and your enemy. It's basically some fairly complex mathematical formulae doing battle; a much more advanced version of where stat-based combat originally came from: dice rolls in pen and paper RPG's.
Nobody is saying that you're uber-skilled because you play a shooter or action MMO, or that top-end raid healers in traditional MMORPGs aren't using skill to coordinate what they do. That's not what the terms are referring to at all -- they're simply used to denote two fundamentally different methods that games use to determine the procedures and outcomes of combat.
Content? It has content, both PVE and PVP and there's more coming. There's a PVE world that I can explore, mission and grind in - it's perhaps not as big as I'd like to see, but the game is new and the world will expand. There's nothing about the world that isn't MMO, especially when I can interact and mission openly with many others at the same time.
Replay value? I guess that's subjective - I've played the missions through twice on one character and I'm on my second character as well, so to me it's replayable - and more so than most single player games I've encountered, especially when considering most don't give more than 20hr of gameplay.
Social? Yep that's lacking but then it's not an MMORPG - there's many an MMO that is even less social than this - but I have faith this will improve and rather than whinge and whine about it, why not give constructive suggestions and help change it for the better? It was probably assumed that being a shooter most would be using voice, which was obviously an oversight, but it doesn't make it any less an MMO.
Nothing you have said has proved it's not an MMO and expecting it to be just like an MMORPG is plain wrong.
You need to explore the other kinds of MMOs and learn what they are and learn they're all different. Some are social, some aren't. There is nothing in the rules to state that an MMO has to have a social feel - it's just a bonus if they are.
It's simple - if you don't like a game then move on and find one you like - there's enough out there that there must be something that would suit you and your expectations.
It's not an mmo because it has no replay value
Its not an mmo because you can't communicate with other people (chat broke)
It's not an mmo because you can solo most things in the game (no social aspects)
It not an mmo because you grind for worthless items
It's not an mmo because all the scaling is wrong ( goes back to replay value)
Its not an mmo because they have more content (single player games have more)
It's not an mmo because the characters you creates don't have any immersion into the game/world
It's not a mmo because I said its not and I am god ( joke)
They would have been better selling the game as a single player game with online aspects (arkfalls)
By the time I typed up a reply this thread had moved 2 pages! Which meant that my reply got buried and unseen because the forum would not list it to the active participants as being new. But I think many people are not recognizing the one common factor of any type of MMO. If anyone is curious, I expressed my buried opinion about that here.