Well, here's some thoughts from somebody who has sunk a good number of hours into almost every game you can think of on the list. For perspective, I am a PvE multiboxer who's interest is generally into trying to clear tough group content (e.g. Mythic+ for WoW). This is going to be pretty long, apologies: your post made me feel that there might be people out there that appreciate something detailed like this.
I will not be making mention of any MMOs that explicitly outlaw multiboxing (e.g. Archeage, Eve (sort of)). I will also not be talking about any dead games that have had fan-made revival servers (e.g. Warhammer Online, Star Wars Galaxies), particularly as such discussion is probably against the forum rules. I also exclude any games that I tried and completely failed to produce a workable multibox with (e.g. Elder Scrolls Online).
I will also point out rather grumpily that my favorite game on the list would have absolutely been WildStar if it hadn't died, which was a difficult to play but incredibly rewarding MMO to multi-box in this man's opinion.
An important absence from this list is Everquest 2. I have played it, and I think it would be quite a promising game to play that is reasonably easy to set up into a multibox, but it was so long ago that I tried it I don't feel I can give any sort of meaningful feedback upon it. For what it's worth, at the time I didn't feel that it was worth playing over and above WoW, or any of the other games on this list.
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Rift - https://www.trionworlds.com/rift/en/
My Experience: Hundreds of hours with both 5-box and 10-box teams. Cleared much end-game content.
Initial Set-up Difficulty: Easy (roughly on par with WoW)
Rift is a game that is very easy to get into and start playing, with macros, follow and all the other bells and whistles we need to get a team up and running nice and quickly. There's now three expansions worth of content to play through on top of the base game, and the level sync system means that you have the option of running through all of it at some rough approximation of the power level it's intended to be at, giving you a good number of hours of content to clear at your own pace.
The talent system allows for a lot of flexibility, and there's a lot of fun to be had in figuring out which compositions and builds work best with multiboxing teams. In addition, the fact that its free means that its very plausible to set up 10-box teams in order to be able to progress through raid content, which is a lot of fun the first time you try it.
However, there's three big problems with it that mean I probably won't be returning to it, personally.
- Dungeon content is way too easy. At some point during the history of RIFT, I think around about when Nightmare Tide was released, the majority of dungeon content was rebalanced from being an interesting challenge to multibox, into a chain-pulling face-roll-y free win. End game dungeons begin to give you a sensation of difficulty, but the majority of the content (with the exception of a couple of dungeons with mechanical challenges) is now very straightforward.
- Very little content at max level. To put it mildly, the most recent RIFT expansion is a little lacklustre on group content. The most recent expansion has a grand total of three(!) new dungeons, as compared to the eleven that shipped with the original game. There are a couple of old dungeons that have been given new "intrepid" difficulties, but it's still pretty underwhelming, particularly as there is no Mythic+ style infinite difficulty mode. There seems to be little prospect in more being added to the game at this point, so there's almost certainly a finite amount of time you can sink into the game.
- Levelling through the newest expansion is a CHORE. Ay, ay, ay... Prophecy of Ahnket is a huge pain to level through, particularly if you want to raid in a 10-box. Levelling through the adventure system is slow and painful with such group sizes, and dungeon experience is poor. The best way to level is actually just by questing through the storyline... but the quests in the new expansion are extremely frustrating to box, including multiple compulsory scenarios that must be completed solo. It's a huge slog.
If you've never played the game before, there's absolutely a good amount of content here for you to consume. It's just a shame that it's now very finite, and much of it has been rendered trivial by system changes.
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Star Wars: The Old Republic - https://www.swtor.com/
My Experience: I would estimate 100+ Hours of play clearing all content up to level 50.
Initial Set-up Difficulty: Moderate (No macros make certain basic functions hard, but but it's very easy to get a team fundamentally up and running.
A lot of what I mentioned for RIFT is going to hold true here as well. When the game released, it had big plans for competing with WoW on all fronts, and they spent a lot of time pushing their dungeon and raid content in previews. Over time, the focus has shifted more towards the game's strength, its story content, which means there is precious little available group content for multi-boxers to consume. Again, just like RIFT, the most recent expansions have almost no group content attached to them. The most recent expansion has just one new dungeon, and no infinite difficulty mode.
Without macros or addons, managing rotations is a challenge, though I had a lot of fun trying to figure out a good party composition for multiboxing. Characters generally stop following whenever you use an ability, which is a huge pain in the ass. As an aside, this is the only MMO that I've ever boxed where I found it was much easier to manage melee followers rather than ranged.
There's kind of two ways you can box SWTOR. With a 4-box, most dungeon content will be pretty trivial, and you'll have a slightly clunky leveling experience as you will have to do almost everything 4 times over during questing. On the other hand, you can take one of each class (though some of those classes will be tricky to pull off!) and experience all of the stories all at once.
With a 2-box, you have a less arduous leveling process, but you can still clear dungeons by having each character bring along one of their companions. This is easier to pull-off, from a technical standpoint, as you have two less rotations to manage. Plus, companions are significantly weaker than player characters, so it actually puts all of the dungeons at a really good level of difficulty to overcome.
It's worth noting that you can't use companions in raids, so there's no option to 4-box, then try to clear raids with 4 characters and 4 companions.
If you've never played the game before, the storyline is rather good (I can give a particular recommendation to the Imperial Agent storyline), but this will be less attractive if you've already played the story before.
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Neverwinter - https://www.arcgames.com/en/games/neverwinter
My Experience: Hundreds of hours, at various moments clearing some of the end-game content.
Initial Set-up Difficulty: Hard (Google "Alias" to help find threads to help you: some assembly required. Sadly, a recent patch broke a very important targeting slash command which broke the easy follow system)
Neverwinter was one of the wave of "action" MMOs that all hit the market at roughly the same time. It wears the "skin" of 4th edition D&D, but in reality the gameplay bears very little resemblance to that ruleset. It's a game with a very conventional, old fashioned structure though: Do simple "collect 20 monkey-nuts" kind of quests all the way through a levelling zone, do a dungeon at the end of the zones, end-game content is driven by daily quests and harder dungeons.
Before I get too much deeper: As I mentioned above, a recent update broke a targeting command that was a critical component of my follow/assist setup. I have no idea whether this is intentional or a bug that will be fixed, and I have no idea if this was specifically targeted at multi-boxers. This means it's now impossible to send a keystroke to a character that makes the character "lock on" to a target. This means that if you want to have your team follow your leader, you now need to manually go to each individual character and point it's cursor at the team leader before you push the follow button, or otherwise just pray to Tymora that your characters all happen to be pointing the right way. Unless a workaround or fix is found for this, Neverwinter is a really difficult game to recommend.
Neverwinter's best and worst feature is that your character is probably never going to be "finished": whether it be enchantments, mounts, companions, companion gear, story boons, artifact leveling, support artifact leveling or a bunch of other things I forgot about, there's almost always another way to improve your character's stats and abilities in some small way. Buyer beware: this is the most P2W, lootbox driven MMO on the Western market. It will take a LOT of grinding to eke out enough currency to get your team into a shape to farm efficiently for... more currency to improve your team further so you can begin to think about tackling end-game content.
On the other hand, this also means there is a lot of systems and content to engage with that always leaves your team with a sense of progress from session to session.
Multiboxing seems incredibly uncommon, but lots of events scale with more rewards when more people participate in them, so this might be the one game I've ever played where somebody is actually *happy* to see a multi-boxer rock up.
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