---
At first, wasI first reminded of "Virtual Land Areas" from the "Entropia Universe" which although are already pre-made unlike the cities in "Anarchy Online" (which I've yet to play),
they are still things owned by the player(s) themselves of which they have control over various things
( E.G. what mobs the area hosts and the tax-numbers ).
This also reminded of the "ever-expanding-world"-concept I had on my
project:
Similar to how all starts in "Em-8ER" (and "Firefall" also) with only a single zone, players would be opening more of the world eventually.
Problem of course would be the eventually growing server-costs for expanded world.
So how was non-profit-project of mine would be able to overcome this?
"Donation-drives"
Since there was no microtransactions or anything else in relation, everything extra funding-wise would have been completely in hands of possibly happy, satisfied players themselves with whatever amount they wanted to throw-in.
The more money was being donated, the bigger zones were possible to procedurally generate
( world-creation-feature heavily inspired by the "30X9"-series by "Phr00t". )
And more consistent / frequent donations also meant that more often new zones could be opened.
(( In my vision, our game was government-founded-open-source-project to openly make research on player behaviours and such, so the studio itself was not in risk of being closed down as long as there was interest in general.
Of course, this game also allowed to play completely anonymously without any extra registration.
But if you wanted to have a player-name you then had to register and also work for that name-recognition. But that's another story I might go more in depth elsewhere. ))
---
"Zoning / Area Planning / Plan General de Ordenación Urbana"
( because for whatever reason Wikipedia also suggested that article )
would have been a community driven also where higher-ranking players would had more voting power
(( although the game was about "colony", there was still enough individuality emerging to eventually raise the recognition further-up for some individuals through their merits )).
Main ideal goal was to build these areas to benefit the colony the best as possible while also trying to keep them as hidden as possibly or otherwise protected from the "assimilators"
( imagine "Borg" from Star Trek and "Chosen" from "Firefall" having a mute-baby;
I'll have more details on that aforementioned project-link ).
---
---
---