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Re: The evolution, from the "mechanics" to the "metaphor"
That's why I think that for a MMO with an aspect of trade or travel there should be some kind of system in place to monitor most frequently used travel routes so that the road system reflects travel rather then defines it. If 200 players a day take the same approximate path ( like the Searing Gorge shorcut ) then eventually that path should have no more grass, and slowly get wider.
Ah, that's an idea that I also had for that MUD concept I wrote about.
But you forget that world builders CAN anticipate the way the players behave and then build the environment accordingly to be better "usable" (see my critics to DAoC's level design).
Btw, some of the mechanics I want applied to the roads already somewhat take place in Eve-Online. Where you can take the jump gates as those "roads".