First, if you haven't seen Ready Player One yet, exit this thread, and go see it. It's a fun movie and this thread will contain many spoilers. I just saw it yesterday, and it's given me lots to think about, both in terms of gratuitous eye-candy (something I need to get better at), and in terms of game design. The OASIS is an MMO on a truly massive scale. And it's what I think of as a "classic" MMO — one where everybody is in the same virtual world, more or less; there was no hint of instancing. I mean sure, there are different "planets" which probably run on different servers, but for any given planet, it seems like all players there are seeing the same things at the same time (unlike, say, FFXIV, which is an MMO yet much of the time you are really playing a single-player game). So anyway, this raises for me many interesting questions, such as: It appears that there is a pervasive physics model that affects everything, including the prebuilt environments (such as when they blow up the bridge on the final level). How do you avoid players wrecking the entire world in short order? The game doesn't have perma-death, but upon character death you lose all your money and in-game possessions, which might represent years of work. How would real players react to that? When you kill (or severely wound) a player or NPC, they spill their coins out into the terrain, where anybody can scoop them up. I love that idea! (OK, so this is not a question.) They allow in-game modding (such as where Aech is building an Iron Giant), and the mod objects can be used in arbitrary combat situations. How do you avoid such objects being just stupidly overpowered? I.e., how do you let modders do almost anything, without breaking the game? More generally, in a genre-crossing mash-up game like this, how do you allow combat between dwarves, trolls, space marines, and Mecha-Godzilla while still keeping the game balanced enough that everybody has fun? Those are a few questions to get us started, but you may have your own, so bring 'em on! Let's have some fun and explore the design issues in the world that (who knows?) we may one day have a hand in creating.