C++ is overated Its more important to get hardware to do the heavy lifting by using hundreds of cores. Then it doesn't matter much what language you use.
Remember these DU ideas are nothing new and are actually quite common. Now, does this approach work...? Kind of but not really. It depends how you design the game and impose limitations. I think the biggest problem is how to make the game be large scale yet offer players a vast amount of freedom. Typically you run into the n^2 problem - see below. Personally I think people are waaay too optimistic how well this server scaling works. In MMOs what people do is basically want large scale battles anywhere at a given instance where they can fire loads of shots at each and basically that breaks everything.
If you remember HeroEngine? That did server side single shard scaling. I think this article does a good job of explaining the challenges:
http://hewiki.heroengine.com/wiki/Scalability_and_Building_For_Massive_Multiplayer_Audiences
A couple good quotes from the article:
"For example, I personally have run 5000 AI controlled characters in an area server instance (a process). Great! That means we can have 5000 players in an area server instance easy right?" (This sounds a bit like the DU approach to testing :S)
and,
"It bears repeating...no engine, no programming language, no technology can make an N^2 algorithm anything other than an N^2. Game logic must take advantage of an engine's features to choose the right trade-offs for the game design.
Engines whose marketing departments claim their engine solves the problem of N (for a large value of N) players who all decide to move to the same game location are selling you snake oil, don't buy any. There is no magic "Easy Button", the laws of physics still apply."