Some people have been wondering about the world size and whether or not the world will be seamless or zoned. We don't want to give too much detail away yet. I can say that the world size will be large enough to require exploration with vehicles or mounts. One of the things we are trying to promote is exploration, and so teleporters or transporters of any kind will not be in the game (though there may be other, less instant, quick means of transport). The figure used for the world size before of 1,000 km2 of virtual 3D world space remains our design goal. The world will be segmented into "zones" of varying size, scattered across the North American west. That leaves a lot of room for us to expand post-launch. Some zones will be very large, and others will be very small (a few city blocks). The smaller zones allow us to increase detail for adventurers on foot, and will be used for things like cities, missions, underground areas, and the like. How all of the zones are interconnected will be revealed later in the development cycle. There are other routes we could have tried, including a totally seamless world, but we did not want to create large under-populated areas that rarely get used. As with all of the online games, there is also the risk of too many players coming together in one small area, which would cause lag under any architecture. While this is more acceptable with traditional stat-based online RPGs, we wanted to minimize the effect because of Twilight War's first-person combat system. Instancing of zones within a world server will be used to create "copies" of mission zones as needed, but we are trying to avoid instancing larger zones, because, while this does help load distribution, it also destroys a large portion of persistence and uniformity.
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