Originally Posted by NewPhin
You're right when you're talking about 10,000,000 people. The MUD I played on had a population of about 500 active players, usually maxing out at 100 or so online at the same time. Even at that, it was extremely intensive on the staff side of things to keep realistic, interesting storylines going ingame, but it worked. But for 100 players online, we had a staff of like 20, so you're looking at 20% of your people online being responsible for playing NPCs, keeping the storyline going, and managing making the game environment respond realistically to player actions. Basically a lot of the stuff that MMORPGs handle with code, we'd handle manually... but that manual handling allowed for it to be more unique, unpredictable and interesting. Not sure that an MMORPG on the scale of WOW will ever be able to pull off a truly great story-based roleplaying game.
That must have been fun as hell.
"That's the reason my FFL team name is TrentGreenLeadBlock. When you see this mother****er coming around the corner on a block, put your children to bed and batten down the hatch on your girl's snatch, because the same power that destroys defenders can scar the minds of the youth and simultaneously impregnate any woman within sight, live or on television."