Alright, I'm back for part II of my replying
Quote: And when i say seemlessly, i mean all downloading is done in game, in the background. Your character is told to come back in however long, and to go and explore somewhere else.
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Alright, this is better than what I was first picturing from the term 'seemless' (My mental image of that was ingame downloading on a per tile/block of terrain data basis), but is still quite problematic. The idea of telling players to come back later, and starting to download an area isnt such a bad one, but needs some refining. A few things to consider:
-Players will start off with almost no areas presumably, and therefore will encounter these 'come back later' scenarios everywhere they go. This could be quite annoying, and many gamers would probably ditch the game rather before waiting for some content. This can be overcome by some extent by providing some sort of skeleton world where theres something to occupy new players until they've downloaded the content for additional areas.
-Players will be told to come back later, and will go somewhere else for a while. Chances are they'll come across another area they also dont have the content for. This gives two choices - now start downloading content for
both areas at once, or ditch the first and start downloading the second (perhaps a good place for a player option). If both are downloaded at once, players could end up with many areas queued, and would therefore recieve the content for all of those areas slower, or in order, meaning they must visit them in the order they're aquired. With the second option, you break the storyline to some extent, because the 'come back later' message would have to be repeated, in spite of the fact that the player had already waited.
-Different areas will have to be tied together in some way, either through similar terrain, or a plotline device (ie. timetravel machine to access primitive area, etc), and this will create additional work.
Quote: Obviously each world would be screened. Theres no way youd let 12 year olds making shit ruin a top end game. Each world would have to be developed in a professional manner, and then put forward to a screening committee.
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That'll cost you a large marketshare - all the 12 year olds who cant develope and play with thier own content. ;)
Quote: So...it's free, but requires massive amounts of resources, both in personel and in equipment. Who's footing the bill? Advertisers?
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Thats a very valid concern you'll have to address. Not only do you need server hardware, and a good internet connection, but you'll also need to employ your review board, and any other staff needed to run the game. That would be a hell of a job for volunteers to do, so some sort of pay would most likely be required, and the hardware would of course also have running/maintenence costs.
I'm not just trying to be difficult and flame you here, I'm just trying to point out issues you'd need to address for such a game to work.