Madoc
Project Lead
Single player / LAN games and MMOs don't have much in common. An MMO world is completely static, it cannot evolve because there's a constant influx of new characters that need to experience the same content in the same way. Everything is constantly respawning and resetting to its original conditions, nothing you do matters. That is very different from what a single player experience can potentially provide.
I personally find MMOs can be quite fun when they first launch and everyone is still discovering the world. Once everyone knows everything and you're just grinding to reach some end-game where you can then grind the same things over and over again I find them incredibly boring.
UO was quite different from most MMOs because it was a player driven sandbox, at least on the servers I played on. The world was almost a blank slate for the players to build on, there was no instancing whatsoever and it was mostly about player interaction. You could do almost anything. Doing that on that scale and with that freedom today in 3D and with modern standards of realism and quality would be an epic undertaking. You could still create a very similar core experience without attempting to do quite everything UO did though I think.
The physics in SG are far too complex for online play with many players, we're still not sure any kind of online play will be possible. Typical strategies for synchronising physics simulations are impossible with the complexity of the physics in SG, we're already pushing the limits of hardware even in single player. Also the physics really matter, they're not just for show.
I personally find MMOs can be quite fun when they first launch and everyone is still discovering the world. Once everyone knows everything and you're just grinding to reach some end-game where you can then grind the same things over and over again I find them incredibly boring.
UO was quite different from most MMOs because it was a player driven sandbox, at least on the servers I played on. The world was almost a blank slate for the players to build on, there was no instancing whatsoever and it was mostly about player interaction. You could do almost anything. Doing that on that scale and with that freedom today in 3D and with modern standards of realism and quality would be an epic undertaking. You could still create a very similar core experience without attempting to do quite everything UO did though I think.
The physics in SG are far too complex for online play with many players, we're still not sure any kind of online play will be possible. Typical strategies for synchronising physics simulations are impossible with the complexity of the physics in SG, we're already pushing the limits of hardware even in single player. Also the physics really matter, they're not just for show.