quote:
Original post by ParadigmShift
I think it can be done. Take two epochs as an example. A single set of players (playing different characters in different generations) are playing in the two time periods concurrently. In the first time period, there is nothing. It''s barren. There is no history. In the second time period, there is a big city, and some small towns.
The goal of the CHARACTERS in the first time period is to do their best to create the future world. The PLAYERS would be able to do as much research as they want into the past using their CHARACTERS in the future world. Future details and artifacts can be added as various stories are played in the Past - a particular house for instanct must be in a particular place but who knows who built it or owned it? When these details are played out in the Past, artifacts show up in the future.
Comments? Problems?
-ParadigmShift
Well, what if I decide to build a castle on a hill where, having played in the future epoch, I know a castle will be, but I intentionally rotate the entire building, say, ninety degrees. Obviously, there''s no reason in the past epoch I can''t do this, but then the game needs to step in and create some explanation for the castle being destroyed and rebuilt/the poles of the earth shifting/something else, because we know what the castle needs to end up looking like, and it clearly does not match the way it was built in the past. Rewarding players for getting stuff right (your artifacts) is a good idea, but you need to have some system to handle when they get things wrong (which some''ll do by accident, while others will do rather willfully...)
A more extreme example would be to find a landmark in the future which had to exist prior to the past epoch (a standing stone, really old tree, mountain, etc.) and then destroy it in the past. How do you handle that? You could just mark it as immutable, but if you''re going to allow people to build castles & such, they''re going to need to be able to clear forests, dig, etc., so making some things immutable would break the illusion. Or, what if I dug a cave in a mountain in the past, even though I knew there was no cave (or evidence thereof) in the future?
I have to agree with others--I can''t see how you can have time travel in a MMO setting. The single player games which have tried to use it have struggled enough with paradoxes and such(Shadow of Destiny is another example, which managed to succeed for the most part by keeping its scope very limited). Allowing even 1000 people to muck around in a single past epoch is going to produce massive continuity issues in the present one.
-Odd the Hermit