The leaf-strewn trail winds between a mix of gnarled oak and ghostly ash trees. The sunlight seems to cautiously pick out an occasional patch of dry earth along the trail, or a jagged stump further into the woods. A brief glimpse of blue to the east might be a lake. A few rustling sounds suggest that you are not alone here, but hopefully the natives are just squirrels and other typical woodland critters.
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The neatly trimmed stone path glistens white in the brilliant sunlight. Majestic oak and gleaming ash compete to capture more of the joyous sunlight. To the east, you catch a brief glimpse of cool water, perhaps a lake. A few rustling noises are almost certainly over-fat squirrels, chasing one another through the fallen leaves.
And now (I know this may be difficult), imagine that the hot dog is *not* the text display. Instead, the hot dog is players having fun playing a well-designed game. How you get there is not interesting to me in the least.
The way I read it, Idealiad's suggestion is to have shared world assets, not so much hot-linking between different games with different logics. I think that's very doable, especially if the world is hosted in a standalone SQL db. A common world would mean that any graphical assets used to visualize real-time maps, mobs, and objects can also be shared. Scripting can be different, but probably mob and item properties would have to be conformed. Otherwise, devs will not get the full benefit of a pret-a-porter world with only one set of builders.
A database can easily be designed to handle common user accounts, some shared statistics, and to drive a portal site that would be commonly promoted.
It's a good idea. It gives devs creative freedom while solving what is for many a problem–coming up with a full-blown world. This may just work, if enough serious people sign up. That's a big if.