- Development cost of Multiplayer. For RW, DTG (RSDL?) decided that yanking out the old dispatcher and putting in something that works was too expensive. The UE4 engine comes with multiplayer support right away and they are certainly not considering bringing the AI code that was already dated when it was written a decade ago over to the new thing. Now I have no idea how much of the total development cost for multiplayer mode is covered by these two things alone but it is definitely more than for RW back in 2011 or 2012.
- Cost savings combined with increased sales. If multiplayer is 'it', you can save the development costs for reasonable AI. If you want to see other trains, go online and buy the content you need to join others.
- Trends. If marketing experts tell them that single-player games are dead, they will include multiplayer as they are building a platform for the decade to come. If the same experts say that people already find out that you can run a chat programme in parallel with a game, and/or they are happy enough to show off achievements, things will stay as they are. The introduction of relay scenarios showed that DTG would not mind having their game badged multiplayer.
- The economics of running servers. A while ago, I read that World of Warcraft yields millions from subscriptions without which you cannot log into any server. The Cloud should have made server prices drop, but don't ask me about recent facts. If the hopes of those who promote it provide true, running multiplayer servers could generate a nice little benefit.
- Control over content. When you log into the server, they can check that your content is legit, by whatever mechanisms they establish. When you are off-line, the can not. Also exclude third-party content from multiplayer activities will give them a strong boost in their own sales.
Then I kicked it into the corner.
Myself, I can live without multiplayer, but I know that it is coming our way. In that case, I recommend a combination of automatic scoring of drivers to group people into (1) skilled drivers, (2) willing persons not yet up to the job and (3) game spoilers; and humans moderating the shows by admitting and excluding players (semi-automatically), adding and maybe removing services to suit the player count. There may be automatic modes, i.e., the moderator only logs in once a day to see what needs to be done but the show runs 24 hours. There will be fluctuations in player count for different servers and different routes according to their geographic situation but no one can predict them too well.
Shows will be popular routes for a start, and there will be stand-ins for the engines that you don't own but someone else who owns them drives them within sight. If there is a lack of players, AI will run some trains to make it less empty. If a player leaves before his train reaches its target, AI will take over to keep the show going for the others.
I would want to dream of AI that is so clever that it can take over all the roles of all the players without degradation but that would take away half of the motivation for multiplayer and be expensive to develop. In the past, the damned crystal ball won every bet against my heart.
