In this way I imagined in time a world larger and richer than any that had come before it—where you could really just keep going, keep playing, never see all of it.
In this way I imagined in time a world larger and richer than any that had come before it—where you could really just keep going, keep playing, never see all of it.
So the tools already exist, but it seems to me that they primarily appeal to a very specific type of gamer, one that doesn't have much overlap with the type of gamer who would like an "endless" open world or the type of gamer who would like a tightly-plotted narrative experience. I think it's more something that appeals to fans of table-top RPGs, people who are looking for a collaborative storytelling environment.
I think many gamers have the imagination of an epic infinite metaverse style game, but then when they actually get the opportunity to participate in one, it turns out that that's not really what they wanted after all, because it requires a level of creative labor that they weren't expecting. This is why I think the market has naturally segmented into sandbox builders, survival/roguelikes, traditional narrative adventures etc.
Those are MOOs. They're fully programmable in MOO code. Here's the original MOO: https://lambda.moo.mud.org/
There's no point to a MOO other than to be itself, although LambdaMOO does have an RPG system in it you can play: https://en.wikipedia.org/wiki/LambdaMOO
Server resources: https://www.wrog.net/moo/
Programmer's manual: https://www.wrog.net/moo/progman.html
yduJ's venerable duck tutorial: https://jkira.github.io/moo-cows/docs/tutorials/wind-up-duck...