So here’s this bizarre idea that crops up now and again, the idea that you can make an MMO, an RPG society of some kind, or some other shared-universe experience more “realistic” by offering most or all content on a very limited time basis, “as it’s occurring.” So if it’s the old 3rd edition Living Greyhawk, for example, whenever you show up to your friendly local gaming store on game night, there’s going to be some kind of adventure going on, but each week it’ll be a different one. If you miss the week, you miss the adventure forever because it already happened and is now over. Or, an MMO where every two or three months the game updates and old content gets removed in favor of whatever’s going on right now.
This can seem genuinely immersive at fist glance, but it falls down so quickly under scrutiny that it really isn’t worth the costs (which we’ll get into later), because these “living worlds” never have the dedication to be genuinely alive. Except EVE Online. EVE Online totally does have a truly living world, and it has that by putting things almost entirely in the hands of the players. A living world doesn’t just mean that all events are limited time, it means that how the populace of players reacts to an event is the determining factor in how it resolves and that players can start events on their own initiative just by starting large scale conflicts between factions, whether those factions are built by the players from the ground up or pre-determined by the devs and then turned over to player leadership.
Continue reading ““Limited-Time Content” And “Living World” Are Not The Same”
