I shouldn't actually trap myself in a discussion like this but MMO is apparently heavily opinion based like the term roguelike, nowadays people and devs easily tag there game roguelike while it has absolutely nothing to do with Rogue . But why does world of tanks should not fall under MMO? Should eve online be defined as MMO? Each system in eve has it's own instance and starts lagging with 100 people in it. Basically everyone in eve communicates over a simple chat box like in world of tanks and direct massive player interaction is minimum. Yet the player counts are massive for both games, both are multiplayer and both are online. Massive does not say anything about visual content or how player interactions should be., that is what you are making up yourself I guess. Hack, for all I care candy crush saga is MMO, all my friends compete for the highest score so it even has the grinding of a MMORPG .
Well, back in the old days a game with a chat lobby and matches with multiple players in them where called "online multiplayer games"... simple as that.
That is what World of tanks basically is. 30 Players per match sounds rather average when some singleplayer games with tacked on multiplayer (even though nowadays that might be the other way round nowadays) support 64 players per match. Then there is the chat lobby, which actually is just a chat lobby, no fancy avatars or laggy towns.
The only part that MIGHT qualify as a MMO is persistence. But really, games did Player stats and euqipment persistence on servers way before MMO was even a thing. Diablo did it from the start. Is Diablo a MMO?
To me, a game is a MMO when it starts supporting a massive amount of players per instance. You know, about a thousand, maybe several hundred players per match or instance. Not 64, and certainly not 30.
And as far as I know, this actually was coined in the past as one of the defining properties of a MMO game, besides the persistent world.
Do some people swap "players per Instance/Match" against "concurrent players online on the server"? Maybe. But what is the point? Do I care there are 100'000 concurrent users on the server if I cannot interact with more than 30 per match? It does provide a healthy set of players for the Matchmaker to choose from, making sure I don't see the same player more than maybe once a year or so even if I play the game a lot... but do I care about that? As much as online games should be about socially interacting with other players, most of the time the other players are more glorified bots than human beings. The only difference between a bot and player is that the player will sometimes comment your ingame feats... you know, congratulate you on a match well played, and more often insult your mother for killing them. 98% of the time players don't do that, because the other players could as well be bots for them...
A real bot will not care 100% of the time. And is not giving you the same variation in skill (Altough it is unable to be as bad as some players it seems). But thats about it for differences.
Now, to come back from the tangent I went off with... CCU is pretty meaningless as a defining factor for an MMO. As long as players are just a name, and MAYBE a skill level (If you use the XVM Mod), there might as well be 1000 players on the server, your expirience would be the same (Actually, you might start to see other players more often, making them more than just glorified bots to you).
What WOULD matter to the players expirience is to play a match with 1000 players in the game. Could you do that also with/against 999 bots? Yes, the expierience might not differ given bots could be pretty clever nowadays, and the player doesn't know which players are bots and which are not.
But playing against/with so many other players/bots will certainly make for a vastly different expierience... which happens to be one of the main draws of MMORPGs. Would players waste their time cycling through their emoticons in town if nobody would see them doing that? Would they do if only the same 2 guys would see them all the time?
Or is it that they have an audience of probably 1000's of people that pass that part of the city in the hour or two they stay in town (hopefully getting snacks and leaving their toons just dancing, and not staring at their dancing toon like a monkey on tranquillizers )?
So for me, a game needs both the massive instances AND the persistence to be a true MMO. I see no value in handing out that Monicker to jimmy the app developers 3s phone game that happens to have a chat lobby with 100'000 concurrent users online chatting about nonsense.
Contrary to that, I see a lot of damage done by marketings and devs overuse of that monicker, because it leads not only to confusion but also to overinflated expectations.
Now there are edge cases, I give you that. And there is the question "does it matter" in some cases. But that question goes both ways. Does it matter World of Tanks marketing is calling their Online game an MMO with such a puny amount of players per game? Does it matter if World of tanks is called an MMO or not? Does their core demographic really care? Do they really gain much from the "wrong dialers" that jump onboard just to find out this isn't WoW with tanks, and leave within hours without spending any money?
In the end, the MMO Monicker is way overused. Just because there is grinding does not make it an MMO... just because there is a massive amount of concurrent users does not make it an MMO.
If you call everything an MMO, the whole term loses its point of existence. Which is to seperate the truly MASSIVE online games, with MASSIVE virtual worlds, MASSIVE amount of concurrent players that can share instances with a MASSIVE subset of them, and can stay online for a MASSIVE amount of years, from other games... which could be just as MASSIVE in one or more of the indicators, but differ in one very important point: they most probably haven't costed the MASSIVE amount of money and time to make.
Which is the only really important point as a Dev to even use the MMO monicker: to seperate the sane projects from the insane ones, no matter the Teamsize.