The “Potential” Problem: Why People Keep Playing moco While Simultaneously Asking Why They’re Playing
One thing Ive noticed on this subreddit is that a lot of players are asking the same question:
“Why am I even logging in every day?”
The answers are surprisingly similar.
“Maybe it’ll get better”
“I’m only playing because of FOMO”
“I’ve already invested a month.”
“The game has so much potential.”
That last word—potential—gets thrown around constantly.
The strange part is that almost everyone agrees moco has potential, yet very few can explain what that potential actually looks like. It feels like the community sees it, but the developers havent fully found it yet.
The unfair comparison
Some people compare moco to games like Brawl Stars or Clash Royale.
I honestly don’t think that’s a fair comparison.
Those are PVP games.
Moco is PVE.
They’re solving completely different design problems.
But there’s still an important lesson to learn from them.
Why Brawl Stars and Clash Royale stay fresh
Both games are repetitive.
The maps repeat
The objectives repeat.
The mechanics rarely change.
Yet every single match feels different
Why?
Because another human is involved.
Humans are unpredictable.
You never know what strategy they will use, whether theyll outplay you, make mistakes, or create an unforgettable moment.
Even after thousands of matches, you’re still learning because you’re playing against people—not scripts.
Every victory feels earned.
Every loss makes you want another match.
Thats the replay loop.
The PvE problem
PvE doesnt have that luxury.
Monsters don’t adapt.
Bosses don’t suddenly invent new attacks.
Everything eventually becomes solved.
You memorize attack patterns.
You memorize optimal routes.
You memorize the fastest clears.
Eventually every expedition becomes:
Spawn.
Kill monsters.
Finish objectives.
Collect cores.
Repeat.
Even if the maps rotate…
Even if new monsters are added…
Eventually players optimize them.
That’s simply how PvE works.
So what’s the reward?
Right now, most sessions end exactly the same.
You receive exp
You receive cores.
You move on.
But emotionally…
What did you actually win?
PvP naturally creates memorable victories because someone had to lose.
PvE doesn’t have that built in.
So moco has to manufacture that feeling another way.
Not through PvP.
Through better PvE systems.
The question Supercell should be asking:
“How do we recreate the emotional high of winning a PvP match without adding PvP?”
Because that’s what keeps people replaying.
Not just progression.
Not just daily missions.
That feeling of:
“I HAVE to run one more.”
Capcom already solved this problem
Look at Capcom.
They own one of the biggest PvP franchises ever:
Street Fighter.
And they also own arguably the most successful cooperative PvE franchise:
Monster Hunter.
Completely different genres.
Completely different audiences.
Yet both keep players engaged for thousands of hours.
Why?
Because Monster Hunter understands something fundamental:
The hunt itself is only half the reward.
The real excitement comes afterward..
You finally defeat a difficult monster.
Maybe it took twenty minutes.
Maybe you carted twice.
Maybe your team barely survived.
Then comes the moment everyone waits for…
The CARVE!!
The rewards screen!
Did the rare gem finally drop?
Did you get the mantle?
Did you finally craft the weapon you’ve been chasing all week?
Every hunt has suspense because every hunt might be the one.
That’s what makes players willingly fight the same monster hundreds of times.
Not because the combat changes.
Because every run carries anticipation.
Im also not saying to steer away from a casual game but
Moco currently doesn’t have enough of those moments like Kairos Time has always been saying—the wow moment
Another great example: Hades
Then there’s Hades.
You start from Stage 1.
Again.
And again.
And again.
On paper, that sounds repetitive.
In reality, it’s one of the most addictive gameplay loops ever made.
Why?
Because every failed run still moves you forward.
You unlock new weapons.
New upgrades.
New dialogue.
New story.
New builds.
Every run teaches you something.
Every run changes your next run.
Failure still feels like progress.
That’s why players willingly reset hundreds of times.
Maybe MOCO needs its own version of that
I’m not asking for permanent power creep.
I don’t even want PvP.
But imagine a roguelite-inspired mode where progression only exists inside that mode.
You begin weak.
Each run lets you choose random upgrades.
Crazy weapon synergies.
Temporary abilities.
Risk-versus-reward decisions.
By the end, you’re ridiculously overpowered.
Then the run ends.
Next run starts from scratch.
Every session becomes its own story instead of another checklist.
The biggest issue isn’t content
I don’t actually think Moco lacks monsters.
Or maps.
Or weapons.
I think it’s missing something much harder to design.
A reason to replay content after you’ve already mastered it.
Players don’t keep saying the game has “potential” because they want more monsters.
They say it because they can feel there’s a fantastic combat system underneath everything.
The foundation is solid.
The art is fantastic.
The controls are excellent.
The boss fights are enjoyable.
But eventually players ask themselves the same question:
“Why am I logging in today?”
Until MOCO can answer that with something stronger than daily missions, EXP, and cores, I think people will keep describing it with the same word:
Potential.