Comment by robrtsql

11 hours ago

I don't think you're _wrong_ for wanting these things, but I think the largest game developers avoid them and provide more "on-rails" experiences for good reasons.

The thing you described about events occurring out-of-view reminds me of the "Radiant AI" system which Bethesda promised, and greatly underdelivered, for The Elder Scrolls IV: Oblivion. Allegedly the game was going to be full of NPCs with their own wants and needs, and they would take actions to fulfill those wants and needs regardless of whether or not the player was even watching. It sounds like it would lead to a very interesting world, but in practice it led to criminal NPCs being dead before the player can meet them. (The truth to this story is debated: https://blog.paavo.me/radiant-ai/)

Likewise, the concept of an MMO where you aren't necessarily safe from other players in a town sounds interesting, especially in a game with a relatively small community. Applied at scale to something like World of Warcraft, I think that it would either be penalized so heavily that no one would do it, or not heavily enough so that new players have difficulty getting anywhere in the game because they are murdered by high-level trolls as soon as they log in.

Dwarf fortress proves you can totally do things off script without player interaction. Poor Ragnar.

As for the scale issue with criminality. You are describing exactly what happens when you put people on rails. They all end up in town. At the same time.

If a game cluster has a population of 200,000 players monthly - it should have the space for it. No instancing. No sharding (other than maybe regional boundaries). Don’t spawn everyone at the same starting point at the same time. Change it depending on their character creation choices, backstory, profession, etc. Let them naturally come to towns. Let there be enough land to support 200,000 inhabitants. These kinds of things I wish for. Space games are the only ones that manage to have enough room for everyone to live angrily ever after.

Ashes of Creation is trying its best in this area.

Land scarcity becomes a thing. Like in UO. You see what Eve has done, just let structures live so long as no one blows it up. In UO, they introduced decay timers so if you abandoned the game, you forfeit your lot. Games were smarter back then.

  • > They all end up in town. At the same time. ... Don’t spawn everyone at the same starting point at the same time.

    I hadn't thought about that. The perspective I am coming from (Runescape, Final Fantasy XIV) has players starting in one (or three) locations when they begin the game.

    Thanks for the Ashes of Creation name-drop. I don't know if I'll play it but I'm definitely interested in watching the trajectory of this game.