BTW about construction game, you said TOTK was out of reach because not PC (enough cough YUZU emulation not being Politically Correct)@@CraigPerko How about Fornite Lego and Fortnite Creative? It seems to fit the bill?
@@NeoShameMan Fortnite is about competing with other players. I suppose Fortnite Creative could theoretically be playable for me, but it's clearly an adaptation of Fortnite, so I doubt it would. It's sort of like saying that Battlefield Warfighter Season Pass: Creative might be a good vehicle-building game. It's possible, but not likely...
Nah none of the mode I mentioned is about competing, fortnite has been more than that for a VERY long time, even though most people who don't play only know the battle royal, it's not even the main mode in the menu now@@CraigPerko I mentionned lego and creative, because people had been making impressive stuff lately, by that I mean the usual pushing the game into PHD engineer territory by making various sophisticated contraception from the basics building block. ESPECIALLY LEGO, since creative is a full blown 3rd person game editor that almost rival with unity (ie make a game that deploy everywhere and has tools to manage streaming in level, and literal code edition).
@@NeoShameMan I don't know if I'm a fan of Epic encouraging user created content to force the creation of a populated metaverse but they sure are creating interesting tools.
This is pretty much the future of MMORPGs, eventually... Once they figure out a structure that actually works. The problem I have with Survival Games and the like is if you want a Fantasy World that is actually Built by the players then throwing all that player created content with a server reset is just a waste. Minecraft Anarchy Servers are a good example of that, despite being a complete wasteland and all that griefing that World has History with plenty of buried treasures for players to explore, no other game has that kind of exploration that is not created by the developers themselves. We don't need to go to that extreme, with some common sense rules and structure we can balance the creation with the destruction so that it's not a complete griefing wasteland. Of course the big problem that needs to be solved in a MMORPG is the Progression, instead of server resets I prefer to find ways to recycle the player population that is stuck at Max Level. What people seem to forget is that a Progression System in a RPG is a form of Character Building, trying diffrent Classes and Roles are an inherent part of the Genre yet players seem to be fine being stuck into one thing. Max Level should not be the End, it should be the Beginning, and I am not talking about getting more Gear. This is what Roguelikes with Meta-Progression figured out long ago, deaths are not important, not even getting to Max Level is important, every Run you can get stronger and unlock new options to build and create even more Perfect Characters. A Max Level Soldier is just that, a common soldier and that is their Limit of their Potential, if you want to slay dragons then you need to build a Dragon Slayer, and if you reach the power level of a God then you are in for a tough journey. Progression can be thought of as climbing a mountain, sure you may have reached the peak of one, but there is always a bigger mountain and to reach the next one you have to go back down and climb up again. I think that is the right answer for the structure of a MMORPG that conducive with Player Generated Content. Another point that you make that I think is key is that of Asynchronous Content and Asynchronous PVP. Most "Sandbox" MMOs are obsessed about everything being "Player Driven" and are dismissive of that AI Simulated NPCs can do. What they don't realize NPCs are inherently an Asynchronous System. So if Player A can interact and affect a NPC and that NPC can further affect Player B. That means there is a form of asynchronous interaction between Player A and Player B. With Colony Sims like Rimworld, Dwarf Fortress and Kenshi as an example there is all kinds of things we can do with properly Simulated NPCs. Whether there is 10 Real Players or 1000 Real Players in the Game World there is no real limit to the Content they can Generate through the medium of NPCs.