The Future of Persistent Worlds In MMOs
Zonk did an interesting interview with Ed Stark and Dave Williams, employees for an MMO developer named Red 5 (and experienced tabletop game designers). They talk about their ideas and plans to bring about the next step in MMO gaming: increased persistence in online worlds, where an objective, once completed, stays completed. Williams said, "Right now for most of these games, when the player saves the princess and he starts walking away from the tower — if he looks back he's going to see the princess at the top of the tower again." Regarding their current work, he continues:
"If you save the village, it stays saved — you saved it! But maybe now that village becomes an objective for another player; maybe something has to be done now because that village wasn't destroyed. And so on, and so on, and so on. Building those mechanisms to make it a world that reacts to a player's actions instead of existing in a static state. That's the world we're talking about."
It's difficult, because there are thousands of players with you in the same world. So you achieve an objective. Is that objective also achieved for another player? If so, then he can't do that particular quest anymore. You'd have to present different perspectives of the world to each player, where when player A does something it is done for him, but player B still sees it as unfinished. That's not really a persistent world, I'd say. The hard thing to do is allowing the player to be an epic hero among thousands of other players. Everybody wants to be a hero, right? So how many princesses are there that need rescuing? Another hurdle is content creation. A lot of the repetitive nature of MMO's is because of the fact that players consume more content than the developers can make it, and MMO's never end. So what if everything that needed saving is finally saved? Game over? Wait for the next content update? That's not how a developer wants an MMO to work, and so the quests and boss fights are repeatable. If you have an elegant solution for these problems, the MMO world would thank you.
Wurm Online is a 100% persistent HUGE world where you can feel your actions change the world, and collaborative player effort can change it into something entirely different it is. Apart from that its indie, dirt-cheap (5 euro/mo), cross-platform, with beautiful sceneries, and very immersive. All you need is Java and a little patience. Wurm Online Wikipedia Entry