This sounds familiar.
http://en.wikipedia.org/wiki/Ultima_Online
Artificial Life Engine
Starr Long, the game's associate producer, explained in 1996:[indent]
Nearly everything in the world, from grass to goblins, has a purpose, and not just as cannon fodder either. The 'virtual ecology' affects nearly every aspect of the game world, from the very small to the very large. If the rabbit population suddenly drops (because some gung-ho adventurer was trying out his new mace) then wolves may have to find different food sources (e.g., deer). When the deer population drops as a result, the local dragon, unable to find the food he’s accustomed to, may head into a local village and attack. Since all of this happens automatically, it generates numerous adventure possibilities.[/indent]
However, this feature never made it beyond the game's beta stage. As Richard Garriott explained:[indent]
We thought it was fantastic. We'd spent an enormous amount of time and effort on it. But what happened was all the players went in and just killed everything; so fast that the game couldn't spawn them fast enough to make the simulation even begin. And so, this thing that we'd spent all this time on, literally no-one ever noticed – ever – and we eventually just ripped it out of the game, you know, with some sadness.http://en.wikipedia.org/wiki/Ultima_Online#cite_note-10[/indent]
It should have been left in there in anticipation of the future, when the mad dash at the new game would settle down as people would find their niche. Then suddenly people would start noticing. When it was ripped it out with some sadness, weren't there people in the community who mourned it? it cannot be said that Nobody ever noticed it. People always notice. they may be in the minority, but it matters to them. They should have mattered enough that it was left in
for those who do appreciate that level of detail.
But I am not calling for such minute degrees of simulation. I'm speaking about stuff that makes sense on a societal level. If you put NPCs farmers into the game, then let the farms be subject to random problems players can help deal with, whether it is bandits taking crops or setting fires to fields, to some strange blight on the crops that requires a touch of restoration magic to heal so it is edible. Things that if they go unchecked could reduce daily food production for the nearby town. And if there is no blight, no bandits and no fires, maybe the farmer just needs you to carry a load of grain to the town. And maybe the town will pay a little coin for services rendered.
Speaking as a consultant on matters of online game development, though my 17+ years of industry and consumer observation insight has not been asked for, I believe that MMOs have gotten too far away from the worlds they used to be and have become too steeped in instant gratification and spoon-feeding. Games like Guild Wars 2 and TESO are taking strides in what I feel is the right direction. But even within the scope of what is already being done, I feel that more can be done.
It isn't just about a living world. It's about making everything a player can do meaningful in some way. So the world feels alive to him. Farms aren't just fields with crops in them decorating a landscape. Mines you can actually go in and work so nearby blacksmiths can have raw materials to shape their wears. Where picking herbs and flowers and berries growing along the road and selling them to apothacaries will allow them to keep their potions and ointments in stock. Where if you want to work in the kitchen of some tavern making food NEEDED by adventurers for lasting boosts of strength or whatever, the tavern owner will pay you for your services.
Do away with auction houses and make it so people can make money by driving a living economy.
As cool as a living world that uses stuff like you described might be, it is the stuff that players can do that has meaning that matters.
I remember the winery in Yew. You could find graqes all over the place, empty bottles all over the place, but we never could MAKE wine there. Seems it would have been easy to do. Have five clusters of graqes? Have a bottle? Use the widepress and if a winemaking skill was high enough, you get a bottle of wine.
Why make wine?
Imagine that the local lord or governor or whatever is hosting a gathering of foreign nobles. There's feasting and drinking. The event will occur on a certain date and a call has been put out to all who are able to harvest crops, nake wine, prepare flour for baking, all sorts of things that might be needed to keep the noble guests entertained. Imagine the master of kitchens recruiting extra cooks to keep the food coming during the event. Players who have gained reputation for great deeds might be invited to the event. A lot is riding on the outcome. If all goes well, the food good, the wine good, the local lord may be able to broker a trade agreement or mend some bad political fences and stave off a potential conflict. If things go badly, political relations in the region could go sour.
Who would have thought that harvesting crops, cooking food and making wine could play into matters of politics? Why did kings and other nobles often have feasts and invite other nobles from all around? It wasn't just so they could have a good time. It was part of political maneuvering. And if done as I suggest, you get a lot of players involved in potentially making bigger things happen.
That to me is having a living world.
There are a LOT of MMO players, and you will know this from past MMOs that were more accomodating to them, who don't really care about fighting. If they can craft things that others can use, or simply contribute to the community in some way, they will get as much out of it as the most hardcoe PvPer or raider. Why not grant them an avenue to do that?