Nagle said:
It costs each user US20,000 to US $100,000 to get in.
Um, wait. I need to pay 20,000 to play one online game? You can't be serious? No typo?
This really raises the question of what those players expect from their investment? Is there a promise of pay to earn, gamble with land, etc.?
What does it cost me to join Second Life for a comparison?
Beside, the amount of players is impressive, even it's too crowded to implement a traditional game. They need more land :D
Maybe they even need a better lighting system to improve depth perception, it looks like random noise of colors.
At this scale, what also really hurts is the lack of realistic physics. I guess there are still many glitchy teleports of people due to network, as seen in the former test video.
Those glitches maybe are not a big problem, but the next ‘signature’ described from this famous Brian Eno quote:
“Whatever you now find weird, ugly, uncomfortable and nasty about a new medium will surely become its signature. CD distortion, the jitteriness of digital video, the crap sound of 8-bit - all of these will be cherished and emulated as soon as they can be avoided.”
So we could just accept this for the greater win of playing together.
But much worse than that: The characters move like UFOs, with instant high velocities defying laws of physics. It looks more like ‘Glitch Space’ than any reasonable, causal reality.
This seems like a big mistake, hard to fix later. It also makes it hard to implement true game experiences on top, which i guess they plan to do. Trajectories should be just slower and easier to predict.
But not really sure, maybe things become well behaved once players distribute over larger areas (or become just less) to reduce their density.
Personally, i'll rather buy the next upcoming 500 AAA games for the money, but it remains interesting to observe the apes and their progress.
This is definitively more than just a roadmap… : )