Quote: "you mean like PS3's home world thing?"
Beyond PS3 Home (which is a glorified Lobby in my opinion). I'm talking about a Collaborative
Cloud-based Game Development Platform that integrates Networked Interactive Lobbies, Content Creation Tools, Game Systems/Mechanics, Microtransactions, Marketing and Online Distribution into one a single product.
Quote: "
Do you think you can pull it off? I mean, it sounds hard."
It is hard and it can be pulled off. Key factors are networking, modular design, and consolidation. The Server/Client Engine has to be designed from the ground up with this concept in mind, it would be extremely difficult to retrofit an existing Server/Client Engine. S3GP is designed and developed to support this concept. My design strategy is to consolidate at every level of the development process. Starting with the consolidation of the game mechanics within each Genre:
1. Examine as many genres as possible.
2. Identify common systems.
3. Consolidate and Merge Systems that share similar features. (Some of these consolidated systems will be non-traditional or experimental.)
I'm taking a top-down approach (also known as step-wise design) breaking down a complex system to identify the broadest set of supported features. The motivation behind this philosophy is to consolidate systems starting with the most complex or elaborate systems. For example, using an Advanced Physics Engine for to provide all collision detection and physics simulation requirements.
Consolidation at higher levels can also be achieved. The Modular Entity Construction Hierarchical Sets (MEChS) is a 3D Entity Construction System originally conceived with the intention of creating various customizable static/animated 3D entities for RPGs by inter-connecting different modeled part combinations. It was realized that the system could also be employed in other genres to:
1. Create `whole` pre-fab entities useful in other types of games.
2. User Entity Customization
3. Parts-based Model Packs System.
MEChS consolidates Entity Creation and Customization for RPGs, Racers, RTS, FPS, Fighters, etc into one system. Entity Creation and Customization also exist for games that normally don’t require it, which in itself can be exposed to present a new twist within the Game.