EGM On the Future of Games
A few issues back, EGM ran a cover story theorizing on what gaming would be like in the future. Attempting to sidestep the easy answers of neural interfaces and crazy inventions, the editors at the magazine spoke with game makers of all stripes to get a feeling for the pulse of gaming in the next twenty years. They discuss everything from control to display, to the business of gaming itself. "How long until Bleszinski's dream comes true? Answering that question is just one of the goals of this months-in-the-making cover story. We've asked experts across the industry to track the next 20 years of everything from game-design trends to the evolution of your living room. A two-decade forecast, we figure, is near-term enough to be tangible (we're staying away from silly sci-fi stuff) but far enough out to fire up your imagination. And maybe give you some kick-ass dreams, too. Your trip to 2027 begins now...."
You just summed up 'Westworld' without Yul Brynner trying to plug you with a Colt.
So actually, not only is your idea is 30 years older than the accelerated graphics card, it was written by Michael Crichton after an acid trip through 'Pirates of the Carribean'.
.sig: Now legally binding!
Now that we have some broadband penetration, at the theoretical level of networking that thousands of players to play at once if you can get over the video card and memory bottlenecks caused by thousands of players. P2P is a good solution, but even at the client-server model you can stop the number of connections being n^2. Here's the good part: if you're running a mostly melee video game: you don't have to update people that are far from you as often. You update the closest 4 people at 50 ms increments, and then as you go outwards, you send packets less frequently. It turns out that a melee game like a Tekken MMOG can easily have 1000 combatants on the field at once. It takes a little bit more work to get the next 9000 combatants, but theoretically it is possible with P2P melee games.
God spoke to me.