I thought MMORPGs preferred TCP.
Taking great care to design your data streams to be self-correcting (e.g. transfer a world location where characters are going towards instead of which direction they are heading) can go a long way towards saving a ton of synching headaches, and enables very efficient networking.
One-off events go over the TCP-like channel, but constant streaming data that naturally self-correct over time, like the example above, can benefit from being on the UDP channel.
Like QUIC?
That's also how some speed hacks are made possible.