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Original post by Anonymous Poster
ALL of this could be accomplished with a universal "master engine" as soon as the computer technology catches up to support that much going on at any one time. As the original poster said, all of these gametypes already exist & have similarities in their engines, it's just that nobody is consolidating them...
Why bother with a master engine? "All" that's needed is compatible interfaces (internal, not user) between the various aspects - so the guy playing Command and Conquer can give orders to the guys playing DOOM and can see them react in real time, but the guys playing DOOM don't even need to have the user interface for Command and Conquer, and can upgrade to DOOM 2 without the C&C players noticing...
As long as the shared data is mutually intelligible, and any required messages can be understood, there's no reason why you couldn't put together a patchwork system without ever having a single master engine. If you get fed up of giving orders and decide you want to blow someone up for a change, you can switch between C&C and DOOM, and continue interacting with the same game-world (issues here with where the world is hosted) but if you never want to shoot people yourself, you needn't even get the DOOM clone...
Another way of looking at it would be to think of it as different "skins" to interface with the same game world. From the user's perspective, you buy a piece of software that lets you interact with a game world in a certain way. If you want, you can buy additional software that gives you different ways of interacting (how well they integrate together is another issue) but you don't have to, at any stage, buy a "master engine", which doesn't even have to actually exist in the first place.
Back to the original topic: for an example of fairly modular game design, you could try consiering the Final Fantasy series. There are definitely common frameworks running throughout the series (at least as far as I've played - currently FF6 to FFX-2). Whether you can successfully break that down in any meaningful way to a set of mix-and-match components would be the real test of how feasible it is to modularise game design...