fujiJuice wrote on Jul 15, 2011, 13:27:
Zadig wrote on Jul 15, 2011, 12:48:
Abandoning the multiple server model in future MMOs is my preferred fix, but this is a nice way to address that flaw in the older games.
I don't think you will ever see this. I prefer multiple world servers over having every different location being an instance server, it ruins the world scope of an MMO in my opinion. In fact I don't feel such a configuration falls under the definition of MMO, which is why I disagree with Guild Wars being called one. Now I realize EVE doesn't do this, but 400,000 people on one server is different than 10 million. Even if it was technologically feasible in the future, it wouldn't be practical, nothing could be accomplished do to the sheer number of people around.
EVE is capable of scaling to accommodate any number of players simply by expanding the gameworld as the population increases. There's no leveling and content is largely player driven so adding new systems (zones) for people to mine, mission, and murder each other is a simple matter. There are hardware issues caused by players per system, but not total players. I don't think of Guild Wars as an MMO either, but I prefer instancing and a unified community over the alternative.
My suggestion is aimed at the doomed WoWclones that will never see 100k subscribers much less 10 million. They start with dozens of servers and then shut most of them down a few months later. They can skip that embarrassment by just sticking everyone on one server to begin with and expand if needed. Their ultimate populations would be higher too, since players would have a better chance of finding people they enjoy playing with before they quit to try one of the 378,912 other MMOs.