mmo layers
The "living world" mmo remains illusive, but tempting.
Here is my little theory of what necessary ingedients are:
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It has to exist and be playable (duh)
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There needs to be something to do. it can be almost anyrhing but repetitiveness shpuld be limited.
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There needs to be some long term goal, be it a big bad that needs to be defeated or something else.
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There needs to be a social strucutre and gameplay that strongly encourages that it forms "naturally".
e.g. wow classes complementing each other to make tedious or difficult things easy.
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It needs real player interaction where playing with the same group benefits you for some reason hopefully without being locked in.
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trading
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It needs to give "enough" "real choices" in terms of how to build the character.
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The whole thing needs a hook, like wow had the character build up of wc3.
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Passing time and death are important story telling moments and turning points. if characters cant die, there is no risk and no tension.
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(x.1) type variety introduces new problems of identification, valuation and selling