Technical side of things I know little about.
How far has the tech used to make MMOs and the servers the handle them, come along, to allow Fully Voxel MMORPG in the same level of detail of 7 Days To Die, but with the ability to host as many players in the same area as a MMO like World of Warcraft or GW2 minimum?
Of course smaller multiplayer games like 7 Days and Minecraft can do stuff like this. But in MMOs usually masses of players can play in the world simultaneously if they choose to do so. Can a modern day Voxel based MMORPG handle something like that?
if not, how far off you think we are to getting to that point?
Philosophy of MMO Game Design
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And if it could... LOL, it would be such a HUGE mess.
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https://www.ashesofcreation.com/ref/Callaron/
Imo Voxels is a nice idea that lasted about 2 years and imo is already outdated and should be left behind for good.
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I think focus should be on having dynamic NPCs and content vs. letting players manipulate the ground and world.
Ark/7DtD/Rust building but with MMO numbers.
Philosophy of MMO Game Design
If you want a highly customizable, fully destructible world, so that it often takes quite a few KB of data to transmit how one player has changed something from how it was 5 minutes ago, that gets much harder. In a single player game, whatever you changed doesn't have to be sent over the Internet to everyone else in the game.
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Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
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though it also had some ungraceful tech hiccups as well. They needed to lower server maxes quite a bit to account for the excessive clustering.
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worlds adrift also streamed terrain. A mix of a spline system, and dynamic editing for terrain. And Lots of placed static objects.
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