On the Feasibility of Single-Server MMOs
GameSetWatch takes a look at the issues involved in creating an MMO that does not split its users among many different servers. They suggest that running a single "shard" is the next step in the evolution of MMOs, since it better allows player choices to have a meaningful impact on the game world; supporting different outcomes across multiple shards is a technical nightmare. They estimate, from the hip, that the cost to develop the technology required to support a massive amount of players (i.e. far more than EVE Online) on a single server to be roughly $100 million. Another recommendation is the strong reliance on procedural and user-generated content creation to fill a necessarily enormous game world.
Think of how much fun it would be to crash one of those Eve Online ships into the shire!
An Education is the Font of All Liberty
By your servers combined, I am CAPTAIN PLANET!
Well, that's not 'excessive reading', per se. That's 'too complex of a world'. That's inherent with such sophisticated graphical images, but is gracefully avoided by one of my favorite games, Kingdom of Loathihg. That's a stunning example of gameplay, social interaction, humor, and creativity reducing the need for complex graphics and sophisticated local computer capabilities.