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I am also working on an MMO. It's a space game. My spin is that everything in this game will be emergent. The players can design and play anything in this game, or it will evolve through genetic algorithms. I've worked out how to do most of this. I'm still working out how to evolve NPC ship AIs, but that's not the most important. Also, everything in this game will be scriptable. Users will be able to create programs to control anything, then license those programs to other users to make money. They will also be able to license designs. Exponential proliferation of designs and scripts is prevented by limiting designs per user to some maximum number. Basically, I'm going to make a MMO, where the developers are out of the business of creating content. The users create the most compelling content anyhow. Oh, and the "gold farmers" -- I'm going to have them writing content for me! You can't beat market forces. Better to co-opt them. You can think of this as Second Life in Space, with much easier implementation requirements. |
Surprising as it may sound, the downsides that many MMOs have as games actually help them succeed as the glorified social networks most of them are. Boredom and disempowerment bring people together. As the cliché goes, they come for the game and stay for the community.
That said, I love your concept and I'd definitely give that game a try. I wouldn't consider playing a MMO that runs on rails and where I can't automate away my repetitive tasks. I think you'd get a smallish but interesting and loyal player base. Maybe it could reddit out from there if that's what you want; otherwise I believe it would work great as a lifestyle business.
Is it on purpose that you don't provide contact info in your profile? I'd love to exchange some thoughts with you (see address in my profile.) I worked for a few years in what is today the leading commercial space MMO, and I've been entertaining some ideas on those lines too.