Is infinite longevity really a goal of an individual game? After all, if you make a game that has infinite longevity, then players don't have any incentive to buy the sequel. I mean, with AI War I kind of eat those words because we try to make insane variety there, but we also don't try to sell any sequels. We do sell expansions, though.
What I mean is, if the examples of co-op not extending the solo experience are from large companies, do you expect that's really is a goal of theirs in the first place unless they are an MMO? Even just from an artistic standpoint, I think that most game companies are trying to make really polished finite experiences that are amazing while they last. That's, again, not my thing -- I like making procedural stuff that has a lot of replayability, since I really like to long-term inhabit the worlds I create -- but I can understand the mentality for many other games.
In other words, do you think we've even had a lot of game designers trying to give the goals you mention a fair shake? I know AI War aspires to that sort of thing, but what other games can you think of where that is even remotely a
goal of the game's creators? I think we won't know more what is possible until more designers even try.
Anyway, it also depends on the genre. In a strategy game or an FPS game, you need really good AI bots, mainly. In many other genres -- platformers, adventure, etc -- you need a really good procedural worldbuilding system. That's what I'm trying to accomplish with AVWW, after all. In many other genres -- racing, action puzzle, runner, etc -- you wind up with that sort of replayability based on just the simple twitch mechanics of it all, if the game strikes just the right nerve in players. In a few genres, such as mainly story-heavy ones like RPG, or emotion-based ones like horror, I think that there's not really a way to make that open-ended experience you describe.
And anyway, why can't something be both? You can have human adversaries and human allies both. That basically describes MMOs, any team-based FPS game, and so on. You can even have games where there are a few humans acting out the part of all the enemies, like dungeon masters in pen and paper RPGs, or Zargon in Hero Quest, etc. Even co-op board games without a game master have been proven possible, with the introduction of Shadows Over Camelot.
That's sort of what I mean by we won't know until more people try. It's an exciting time to be a game designer, and I think that there is tons of potential in all directions. What's with the pessimism?