Killrob wrote:Pretty interesting idea, the consistent-world approach would definitely make it feel larger, but there are quite a few problems I see with it:
- Players that have no life will have a clear advantage as they can better time when they do things.
- A game that starts off with full player count (16 for instance) would quickly drop as people screw up and leave or get bored and leave, in turn making it boring for the remaining players.
- A persistent world needs servers to run the game, as it cannot practically be hosted by players. This costs time and money.
- Time moving that slowly means there is a very limited amount of things you can do every time you get on.
- Everyone having loads of time to design engines and cars means the most anal of players will have an upper hand, instead of those who can make good decisions on the fly.
1. players without any life will ALWAYS have an advantage...

an easy way to counter that would be that the customers would start favouring other car makers when one gets a huge amount of market share.
like in the real world certain cars are superior to others, yet other cars still get bought because some people don't like certain manufacturers or don't want to drive the same car that everybody else drivers.
2. the game should be open to enter at any time, so people would still be able get into the game later on. if there are not too many games to choose from, people will join even if its say the year 2000 already.
or if someone goes bankrupt, he can close his company and start a new one in the same game. also the number of these open games should depend on demand, so a new game only gets opened when the others are nearly full.
3. these servers should not cause huge amounts of traffic or do they? all that gets transmitted are a few statistics. you create a model, the stats get transmitted and every couple of minutes you get the information about market share and other people's models. it doesn't need to be updated every millisecond like in a shooter or something.
4. the time scale needs to be well thought out. but think about it, if you have a regular company that has around 10 car models which get updated every 5-10 years or so you would already need to design
3-6 cars every day. thats already quite a lot. if anything the time should run slower.

however, the user really can influence the amount of work himself by choosing what kind of company he runs. if you run a smaller company like porsche, you need to design say only 1 car per day on average,
if you run something like ford you would need to design 10 cars a day.

5. as i said in points 1 and 4, hardcore players will always have an advantage, no matter how you set up the game, yet you can counter that by a. adjusting time scale to balance it out and b. let the customers want some diversity on the market. just like in reality where people still by french cars, even if the german or japanese ones are much much better.
