If you ask any MMORPG player which group is the most entitled, you'll get a different answer depending on who you ask—but the real answer is that entitlement is baked into the genre's DNA. Every playstyle, from open-world PvP gankers to mythic raiders to roleplayers, demands something from others: time, cooperation, or a specific server culture. The question isn't who is most entitled, but which form of entitlement actually harms the game's ecosystem the most.
Open PvP players: The entitled gankers?
The source material opens with a sharp observation: open PvP fans rely on you logging in to provide them content. They call others "carebears" while needing those same players to stick around and be farmed. That's a textbook entitlement—demanding a victim class that plays along. But is it the most entitled? Not quite. Open PvP players at least acknowledge the rules of the world they chose. They're entitled to opportunities, not to your cooperation—they just get frustrated when you refuse to be a target.
Compare that to the raider who expects the entire guild to respec, farm consumables, and show up on time for a boss they've already killed fifty times. Or the roleplayer who demands that the server enforce a lore-accurate naming policy and bans anyone who dares name their character "xXLegolasXx." Entitlement comes in many flavors, and PvP is just the most visible because it's confrontational.
Raiders and the "my way or the highway" mentality
High-end raiders in games like World of Warcraft (Activision Blizzard) often exhibit a different kind of entitlement: the belief that their preferred difficulty should be the default. They argue that if you're not doing mythic raids, you're not playing the "real" game. They demand that developers balance classes around the top 1% of players, ignoring that the other 99% just want to have fun. This entitlement can shape patch notes, class tuning, and even dungeon design—often at the expense of casual players.
Meanwhile, the Amazon-published New World tried to cater to both PvP and PvE crowds and ended up pleasing neither. That's the danger of letting any single entitled group dictate design direction.
Roleplayers: The silent gatekeepers
Roleplayers might seem harmless, but they can be just as entitled as anyone else. They demand that the world respects their immersion—no glowing weapons, no silly names, no mounts that break the fourth wall. On roleplay servers, they'll report you for using a non-lore emote. They expect the entire server community to adhere to their unwritten rules, and they'll shame anyone who doesn't comply. That's entitlement masked as "preserving the experience." It's less violent than ganking, but it's still telling other players how to play.
Casual players: The "I deserve everything" crowd
Let's not forget the casual player who feels entitled to the same rewards as the hardcore player without putting in the same effort. "I pay my sub, so I deserve that mount." "I have a job, so the game should respect my time." These are valid frustrations, but they become entitlement when they demand that the game remove all challenge or grind. AMD's hardware might make the game run smoother, but no amount of GPU power can earn you a raid boss kill without learning the mechanics.
This group often pushes for catch-up mechanics, automated group finders, and instant gratification—features that can homogenize the genre and strip away the sense of accomplishment. The tension between "earning it" and "everyone gets a trophy" is a core MMORPG debate.
The most entitled group? The ones who want the game to be something else
If I had to pick a single most entitled group, it's the players who demand that an MMORPG change its fundamental design to suit their personal preference. The PvE player who wants open PvP removed from a game designed around conflict. The solo player who wants group content nerfed. The hardcore raider who wants casuals to have no path to BiS gear. Each of these groups is asking the developers to ignore the other half of the playerbase. That's entitlement at scale.
And it's not just players. The rise of AI-driven game design tools might eventually let developers tailor experiences to individual entitlement levels—imagine a game that dynamically adjusts difficulty based on how much you complain on forums. But until then, the MMORPG community will keep arguing about who is the worst offender.
What comes next
The health of an MMORPG depends on how well its developers balance these competing entitlements. The best games—Final Fantasy XIV, Old School RuneScape—succeed because they give each group a space to exist without demanding others conform. The next generation of MMOs will need to do the same, or risk fracturing their communities even further. In the end, the most entitled player isn't the one who ganks you or the one who reports your name—it's the one who insists the game should only serve them.






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