This Content limitation (as in DETAILED content and INTERESTING content) to fill any bigger world?
I say that as big as they currently are, they are ALREADY still largely pretty deserts -- mostly devoid of uniqueness and interesting detail and interactions.
Some day (maybe in our lifetime) we might have games where Players produce alot of the MMORPGs Assets
(Ive talked about this before -- Tap into the Players abilities/imagination/creativity to build the game worlds)
Advantages :
Major cost of MMORPG - the Assets is cut out of the company expense
1000X as much imagination and labor available in the players, than from the game company (note all player production would be done for free)
With a broad spectrum of abilities (from simple assets and assemblies of assets, all the way to behavior AI, and even game mechanics improvements/additions) Players to be able to create upto their abilities.
What one player creates, 1000 players will play with in the game
Assets can be incrementally improved by expertise in different areas of production (hierarchically template everything to maximize reuse and minimize reinventing the wheel...)
Assets can be shared across genres (one system + many games) to maximize whats available from the Players efforts
New content being added constantly (and for some 'players' the creation will be THEIR game)
Leverage of more than a little Open Source Tools which exist
Problems :
Need ALOT of easy to use tools which rival these games in their cost (though can be reused across many games) -- idiot proofing for general player use is a monumental task (and integrating all the tools into an online production system)
Need a really thorough vetting system BEFORE anything published to the running game worlds (and that too largely would be the work of Players)
The game would need alot of definitions (to be kept to) to the genre/canon/quality levels of acceptance
A major community effort is needed (has to be managed -- and largely NOT by the company) to facilitate cooperation and collaboration (and especially to NOT waste anyones time, where possible) Comprehensive planning/testing/review/advice/collaboration/publishing processes.
To get started, certain popular genres will have to be used, to get their interested player groups having a critical mass (after that, reuse can make many smaller genres workable building upon the basics)
Broad well done generic design (not just the bits and mechansism used for a particular game) The company would have to build sufficient basic assest to get the games going (possibly reusing/converting assets they already possess from previous games)
All kinds of Legal Crap.
Why it wont happen soon :
The cost of creating the whole system... TOOLS (even with one of the game engine companies being the organizers of it)
The game companies losing the profits they make for content (fire all the artists ....)
Risk adverse companies who know the model they use NOW can work and want nothing to do with an unproven system (will wait for SOMEONE ELSE to prove it works)
The 'sharing' parts (like asset standards) might be blocked by company rivalries
This is Next Next generation type of stuff (the extent of the thing I would have it be), but its Development Utility also could be used for Media production and Advertisements (and even facilitation and lowered costs of creation of Solo games by inhouse talent) THINK of it as something of the magnitude of what Computer Publishing was.
An no this isnt Second Life Plus Plus ... that thing is a shadow of a shadow of what I would envision this possibility .
--------------------------------------------[size="1"]Ratings are Opinion, not Fact