I agree with everything you've said.
But consider MMO game that will last 10 years.
Will you really buy an engine that will bi obsolete in a year?
Also, if you expose scripting and ability to create new objects to the players (even if only 1% of players contributes) your game will be unmatchable.
No development team will be able to take your game on because you have as many developers as players.
If you are like Crytek and the rest and have engine that has only 10 different object types then that game will become boring very quickly - won't last for 10 years.
For example - if I in my game build a Space Ship building station.
Everyone can come there - compose a ship to their like to the very detail (interior/exterior/terminals, pack it up with their friends and fly from one planet to another - fight - explore - discover/script new technology...
They can even make it look like Enterprise from Star Trek - and nobody can't sue us because it is p2p MMO - we don't have control over the game - in fact every client can host their own instance of the game with just a few players - or milion players if you like.
This game will clearly be more fun than lets say EVE ONLINE (that has maybe 2% of the features)...
I'll leave you to think about that...
OK - I'm going to bed now.
It was nice discussing things with you all.
First off, you assume that more freedom is a better game, I really don't agree with that. Goals is what makes a game fun, just like Minecraft is fun for a while, as you explore and build your base... but once that wears off and you don't have any clear motivation to play on, you stop playing it. Although this really is something for another discussion.
And really, what you say is very nice... but EVE Online runs its own engine, WoW runs its own engine... and both have had it's fair share of scaling issues and concerns. From the sounds of it you are suggesting that your engine would simply scale perfectly out-of-the-box, in all areas, performance, networking, etc. And at the same time be as efficient as can be on a server.
OK, I admit, I deserve that - that was too harsh.
EDIT: I've deleted the post because it was too long and repetitive (and kind of annoying).
This summed it up:
2001: GTA 3 engine: - can dynamically load geometry, textures, sounds,... everithing
2011: Tech 5 engine: - can dynamically load only textures (and not all textures but only world textures)
2011: Cryengine 3: - can't dynamically load anything
Unreal Engine 3 - great engine because of a superb dynamic loading system and other stuff. If only lighting would be done better - it would be perfect.
EDIT: I think that Tech6 will be something really impressive, but Tech5 is just a stepping stone.
The more I hear you explain your engine, the more I realize that it isn't an engine or API, it's a middleware, that is exactly what it is. Comparing it to highly specialized game engines doesn't make sense. There are lots of good middleware out there, UE3 being the cream of the crop. Why doesn't everyone use UE3? Because it's not all red roses, a middleware puts you in a jet-fight from day one, but that's all it will ever be. If you try to branch off too much it's simply more efficient to just implement what you need from scratch.
Middleware allows most people to do really amazing things, if you have the experience and knowledge, building a capable engine is far from an impossible task... especially not if you have an older codebase that can be scavanged. Reusing a middlware solution is not always the best answer.
Also, again, it is very easy to say that you support dynamic loading of textures, the world, etc, etc, etc. However, as always, if you are generic about it, performance will suffer. You don't just smack a dynamic loading system on a game and be done with it, to have it perform requires a lot of optimizations and care. Putting data in the right order, prioritizing the right things to load first, etc, etc. It's very easy to replicate what is being done today in a generic way, but to keep the performance at peak, during high stress can be tremendously hard. It's like those database benchmarks with 1 thread... they are pointless. Same here, building a game that can run well on 2-year old computers and also look stunning on new computers, perform well at 100% CPU usage and accommodate real world loads. That is the hard thing.