Entity Systems are the future of MMOG development
I've implemented the basics of this system in C#.
Still trying to figure out how to do messaging most effectively...
and wondering how to make this all work in a multi-threaded environment
(each component = job in worker thread?) and still keep everything predictable.
I just have this gut feeling that component object systems could be mixed with finite state machines, where an object would remove/deactivate or add/activate components based on which state they're in ...
But it would complicate the hell out of any user-interface around it...