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Kaivern - a persistent RPG built around one living world. Looking for professional feedback on technical feasibility

Started by lisovec Oct 6 at 8:39 PM 6 replies 250+ views
Original Post
lisovec
lisovec



Hi everyone,

I’ve been developing a game concept called KAIVERN. At this stage it is not a prototype and I am not presenting it as a finished game. It is a fairly extensive pre-production design.

I have developed the world structure and history, lore, visual direction, states and cultures, core gameplay systems, progression, combat, economy, trade, physical item provenance, NPCs and relationships, exploration, multiplayer spaces, and an architectural concept for how these systems could coexist inside one continuously changing world.

The central idea of KAIVERN is:

Single History · Personal Presence · Shared Consequences

KAIVERN is conceived as a persistent RPG / world simulation with one logical World State and one historical timeline.

However, the ordinary open world is deliberately not an MMO space filled with other player characters. Each player experiences their life primarily among NPCs, while their actions may still affect the same authoritative world that every other player interacts with.

Players meet directly only in deliberately designed multiplayer spaces - PvP, selected cooperative expeditions, encounters and other specific activities. The economy, player-to-player trade, world processes, unique objects, discoveries and significant consequences remain shared.

There is no traditional level → XP → gear score progression model. Character development is based on mastery, physical condition, knowledge, relationships, possessions, tools and access to new possibilities. NPCs have their own biographies, memories, knowledge, property, obligations and goals. Items are intended to exist as concrete physical objects with provenance and history rather than infinitely reproduced loot entries.

AI is not intended to be the source of truth or an infinite quest generator. It would operate as a bounded decision-making layer inside a much stricter simulation architecture. Authoritative world state, history, economy, ownership and causally significant events would remain server-controlled.

The concept is now documented in a Public Game Design Bible. I intentionally keep the central narrative answers and some internal architecture private, but the public document contains enough information to evaluate the overall design.

At this point I am not primarily looking for praise for the idea. I am looking for professional criticism of whether the architecture can realistically be built.

I would particularly appreciate feedback from people with experience in backend/networking, persistent worlds, simulation systems, game AI and production:

  1. Do you see any fundamental technical contradictions in the personal presence + shared authoritative World State model?

  2. How realistic is a layered simulation in which millions of inhabitants do not mean millions of continuously running AI agents, but instead exist at different simulation resolutions and are concretized when causal significance requires it?

  3. Which parts would you consider the highest technical risks: Shared Causality, NPC continuity, economy, persistent objects, knowledge simulation, the AI layer, or something else?

  4. What is the smallest vertical slice that could genuinely prove or disprove this architecture?

  5. What kind of team would be required to build that vertical slice, and which technical roles would you hire first?

  6. What range of development time and budget would you consider realistic for an initial technical prototype and, later, a production-quality vertical slice?

  7. Which systems would you simplify or postpone without destroying the central premise of KAIVERN?

I understand that a detailed design document and a functioning game are two very different things. That is exactly why I am currently more interested in identifying what must be proven through prototyping than in claiming that the entire concept has already been technically validated.

Critical technical and game-design feedback is very welcome. If the project is professionally interesting to anyone, I am also open to talking with developers who might eventually be interested in participating in an initial prototype.

Thank you for taking the time to read it.

Riccardo Rivera
Riccardo Rivera

Hi, this is way too advanced for me as I am a very new game designer but I can say the graphics look engaging. What did you use to make it? As for your questions, all I can say is that the concept looks quite ambitious and challenging.

lisovec
lisovec

Hi! I used AI. Through a lot of iteration, experimentation, and multiple generations, I gradually arrived at the visual style I had in mind, making sure it matched the lore and overall concept of the game.

I’ve spent a lot of time working through the game itself in detail. At this point, the mechanics and features I’ve designed don’t seem technically unrealistic for specialists in the relevant fields. That’s exactly why I’m looking for feedback from experienced professionals - I’d really like to understand how feasible the concept actually is from a development perspective.

Freyaa
Freyaa

KAIVERN looks super ambitious! Balancing a shared authoritative world state with personal presence is a really cool angle.

On the simulation side, layering the resolution so millions of NPCs only get calculated when players interact or when macro events hit feels like the only realistic way to handle scale. Games like Mount & Blade do something similar in the background, so you're definitely on the right track.

The biggest technical hurdle will probably be NPC state continuity and sync overhead making sure an NPC’s memory updates cleanly across players without crashing performance or causing race conditions during peak events.
I'm curious that for your initial vertical slice, are you planning to test a small, isolated region first, or focus on a specific mechanic like item provenance?

gyuforge
gyuforge

What happens if two players in separate personal scenes try to buy the same unique item from an NPC? The server can decide who gets it, but I'm more curious about how the other player's scene catches up. Does the item disappear immediately, or does the purchase fail when they confirm?

Riccardo Rivera
Riccardo Rivera

lisovec wrote:

Hi! I used AI. Through a lot of iteration, experimentation, and multiple generations, I gradually arrived at the visual style I had in mind, making sure it matched the lore and overall concept of the game.

I’ve spent a lot of time working through the game itself in detail. At this point, the mechanics and features I’ve designed don’t seem technically unrealistic for specialists in the relevant fields. That’s exactly why I’m looking for feedback from experienced professionals - I’d really like t...


Hi again, thanks for the clarification. What AI tools have you used? I am just starting out in art and I would like to give AI a try, if not just to have nice placeholders.

Yiamatz
Yiamatz

One way I could see this working is by treating the shared world state as the source of truth, while the NPC only checks it when the player actually tries to buy something. So instead of the item disappearing from someone's personal version of the shop in real time, the player asks for it, the game checks if it's still available, and if someone else bought it a few seconds earlier the NPC can simply say that the last one was just sold.

You could even make that feel natural in the world by treating some rare items more like orders or requests instead of instant purchases. If the player just missed it, the NPC could tell them when something similar might be available again, or what kind of item is likely to replace it. For truly unique items, I wouldn't promise a restock, but I still think giving the player some useful information would feel better than just saying "out of stock" and leaving it there.

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