This would only work if it was a static model, one mesh with one texture. It wouldn’t change based of the sellers inventory, it would just be a mock model for different shop types. I.e. Blacksmith, ore seller, food seller, bakers, brewers, weapons, armor, etc... Why won’t your suggestion work? The scenario your pitching sounds like players have shop fronts with individual meshes and textures trying to load based of the sellers inventory every time a player runs near. For any MMO that would be a massive tax on load time and would have horrendous pop in for players running around near by. It wouldn’t look very appealing and would kill immersion for others. If two shops are next to each other this load on the server would be even worse. That x how ever many players near however many shops and you have a recipe for rubber banding and lag festivals a plenty. Just having something simple like a small billboard or a building with an NPC the player visits who pops up a global/local search function would be far less taxing on the server and easier for the devs to maintain. You could have that system along with the static shop front types I suggested earlier which you could also tie into a global/local search and you’d still have a system more server friendly and on the back end easier to maintain then the system you have suggested. It’s not that your suggestion isn’t a really great one. It’s just that it would cause more issues then is needed. If this where a single player game such a system could work. But for an mmo it would tax the server too much with so many small assets loading. Of course I could be completely wrong, I’m just speaking from my experience working on models/meshes/textures and how taxing they can be on a system/server. @Chris is the one to say if this is something that could be done in SotA or not.