loftar wrote:Also, for the record, I do to no small degree agree with the point about the map being homogeneous, however I look at it a bit differently. What I mind, primarily, is that exploration is not a challenge. The only thing standing in your way is the odd tree, which you can simply walk around. I would love to be able to introduce some kind of structures that actually make it legitimately challenging to get between "areas" of the map, like mountain ranges or deep forests or stormy seas or whatever. The main problem is just how to actually make it difficult, in a fun way, to pass through such structures.
Ultimately, my ideal for the map is that it be boundless, basically. I've said it previously on quite a few occasions, but I've always wanted to make it such that new map is automatically generated whenever players close in on the edge, making the map literally boundless. Of course, I realize why we haven't made it thus yet, since that just makes people spread out and no meaningful interaction ensues, but I'd like to fix that problem rather than sidestep it, in the end. I imagine the "fix" would consist in incentives for player to flock together rather than disperse, be it in the form of boons from cooperation or from wanting to avoid the very harsh wilderness, or anything else.
Why not just make basic survival scale in difficulty with the distance you travel from the center of the map? Trees get tougher to chop, animals get more aggressive and stronger (and more valuable), and other interesting challenges arise for players in the far reaches of the hinterlands? It could scale linearly such that players can progressively explore the farther recesses of the world, but at a certain point the challenges of living would be greater than any experienced player could deal with. I'm probably just rambling here, but that sounds like a system that would be a lot more organic than the invisible wall that currently encloses the world map.
You make a good point about the problems with 'island maps' and the concept of an arbitrarily limited amount of space to explore, but continents and islands would absolutely be an interesting component to add just because of the concrete sense of authority granted by being a realm 'owning' an island, a peninsula, or even an entire continent. I think it would be interesting to see worlds where the world map actually has regions named by players, in the same way that we have 'Europe' and 'Southeast Asia' in real life.
I don't mean to be shitting on the worldgen system (I do like how the world looks, even if I think it's homogeneous), but I feel like adding continents and islands is inevitable if realm territory ownership is ever going to have a sort of meaningful purpose in each world's story. Right now people can compete over who has the largest territory earning the most XP, but that's a lot different than saying, "we control the center-most continent in the map." Although I've suggested adding a larger form of land ownership, I think you could even get away with not adding any sovereignty system. Just a change in scenery will totally have cool effects in the ways that players interact and realms expand.