I think the biggest hurdle for me is imagining what ‘winning’ entails when it is a game designed with no failure state.
Is any advantage “winning”? Then it is inherently impossible to create balance, as for example, anyone that can spend more hours than anyone else playing will have an advantage. Is this “winning”?
Anyone that’s put a couple hours in game is already ‘winning’ in the sense that it’s almost impossible to regress back to the “I just stepped out of the sanctum for the first time” state short of voluntarily deleting the character.
That’s why I think it would be more useful to those discussions if people could specify what “losing” entails. Because as far as I can tell, you can’t have ‘winning’ without ‘losing’. Since resources are infinite, you can’t ‘lose’ by never having access to resources.
Since trade exists, and worlds are automatically added to combat resource scarcity, there’s no way that any particular resource will be the exclusive domain of a select few.
Is “economic advantage” winning, then? That gets us back to the problem of playing time and an impossibility of balancing it.
But since many people (I think @Kal-El mentioned he was in this camp on some other topic) avoid the economic aspect altogether by shared group effort and bartering, circumventing any need to participate in the coin-based economy, so that too doesn’t sound like something you can reach a failure state at.
Coins themselves, as well as cubits, are infinite resources and the only measure of difference there is in rate of acquisition so I can’t grasp how people could ‘lose’ on this aspect either.
I don’t think any productive discussion can be had until anyone manages to narrow down what ‘winning’ and ‘losing’ entails in a game where there’s no end in either direction.
With no unrecoverable failure state (that I can conceive of), and without any way to effectively ‘win’ at anything either, since, outside of prestige wars which I thoroughly ignore and actively avoid, there’s no real competition. With everything being infinite there’s nothing to compete over, not really.