"I want my actions to affect the world."
I've seen this sentiment in a few threads and often wonder how it works when thousands (sometimes multiple thousands) of players are sharing that world.
In a single player game where I am the only one playing I can see this and want it, which many SPRPGs seem to be steering away from these days.
When I think about MMORPGs, the choices made, the quests accomplished, the actions taken that may "change the world", how is this commuinicated to other players that took different, or opposite choices, actions, quests in the same world area?
One player saves a King. Another ignores the quest and the King dies. When both players enter the capital, is there a King present? The same one, or a different one? What do the other layers see who haven't gotten to that quest yet? Will they ever get the chance to "save the King?"
A player finds a group and they attack an enemy encampment. Is that encampment gone for all time (one time event) or will another appear for other players to enjoy wiping out?
Not that many MMOs today offer such depth, but if they did, how would it work?
"Instances" remove the MMO part of the equation, so while that may be a solution to some, I don't see it.
PS: Ancient_Exile, this for you