Brad McQuaid On Instancing
heartless_ writes "The man behind Everquest and now Vanguard:Saga of Heroes has responded to a Gamergod.com article about chasing that old loving feeling from MMORPGs of the past. He goes off on a long dissertation on Instancing in Massively Multiplayer Roleplaying Games. From the articles 'Let's start with the old school: perhaps the designers are big time original D&D players (or at least AD&D - that's what I played - hey I'm not that old). D&D wasn't massively multiplayer - it was you, your group, and the DM. No one would argue that setup created some great times, great experiences, and great memories. I sure have them. And if that is what you think back on mostly, what you cherish, what you are trying to re-create, then having multiple groups around is a problem.'"
then having multiple groups around is a problem.
Running into competitors in a D&D game makes for a great potential villain. Or at least a comparable entity that alternates between friend and foe.
Good for gameplay and storyline.
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I've managed to play a good bit of three games that take completely different approaches to using instances: Asheron's Call (no instances, last I checked), World of Warcraft (only large dungeons are instanced), and Guild Wars (everything outside of towns/outposts is instanced). Asheron's Call, at its height, had many crowded dungeons and people waiting in line for spawns, though this always gave you a chance to meet others. Guild Wars, on the other hand, feels empty, though you will always find that creature waiting for you.
I think that Blizzard's done it best, where you can still randomly run into another player in the middle of nowhere (which can be fun for explorers like myself), but you don't have to wait for a boss to respawn at the end of that long dungeon.
Why pay $15/mo for an mmorpg when you spend large amounts of time in instances? Minimally Multiplayer rpgs let me play alone and with a small group of friends over the internets; isn't the monthly fee supposed to be in part to support server infrastructure that does things you couldn't just do with one computer and a non-dedicated server?
You can't have a pvp game that uses instances. Some of the best PvP ive ever been exposed to was the dungeon resource xp spots in Asheron's Call on Darktide. Same with the dungeon's in UO: its where people fought, because thier fights were to control resources. It was competitive, and you couldn't famr gold/xp at the best spots without earning that right.
The fact that all PvP is now done in instances in WoW has IMHO really hurt the game (other than the required 40 man instances eek!), since players no longer get to fight over and use persistance resources that everyone could access. The arenas in STV and DM are nice, as well as the huge outdoor raid boss fights, but not near the types of fights that occur over persistant areas in other games, as players dont need to hold/use the areas after killing the boss or opening the chest.
Yeah, MMOs have a certain flair (no need to schedule a game with friends, automationing most of the game mechanics), but they lose appeal quickly. D&D, Shadowrun, World of Darkness, Toon, etc. Gimme those over MMOs any day.
The author clearly has never had his Cloudsong zerged out from under him.
Somewhere, something incredible is waiting to be known. -- Carl Sagan
Instancing can be a great tool in a game, especially to guard against annoying behavior like loot stealing, dishonorable PVP, and spawn camping. But for the most part, I find the normal MMO atmosphere much more enjoyable. The idea of being out in the wilderness, and that being the same wilderness as everyone elses - the idea that I could run into anyone else at any moment - that is the true fun.
I remember my favorite all time moment in gaming was during Final Fantasy XI (not an altogether wonderful game, but regardless) while I rested at a campfire. I saw someone else run past at full speed, with an orc following. I quickly ran over and helped him, we formed a party, and that was the beginning of a beautiful gaming partnership. Guild Wars may earn a lot of people through its lack of monthly fees, but a lot of people are still going to be turned off by the fact that it's not really a true MMO as they know and wish it to be.
I definitely think that he exaggerates the impact of instancing on speed of leveling. City of Heroes is a highly instanced game, in fact, the majority of missions take place in an instance, whereas very little of World of Warcraft takes place in instanced areas. But there's no question that the speed of leveling is dramatically faster in WoW. He gives some great analysis of the thought process behind designing a faster leveling game, but the statement that more instances = faster advancement is demonstrably false.
Furthermore, I think that instancing is just one aspect of an MMOG that can either work for or against community-building. The biggest factor in my mind is content soloability. If you don't NEED a group to defeat the vast majority of a game's content, a lot of people won't bother. You can pretty much solo your way to max level in WoW, but trying to do so in EQ or any traditional MMOG would be damn near impossible. This fits in with WoW's more casual-friendly atmosphere, but it means that unless you plan on joining a guild, you're unlikely to make many new friends.
Not that you'd really want to if you've spent any time listening to the General Chat channel in the Barrens. "OMFG Trollz r gayzor!!111!"
Long periods of boredom broken only by adding numbers in your head. I was so happy when my character died and couldn't be resurected.
Nobody has ever accused me of being cool, so you must be thinking of somebody else.
Different balances for different tastes.
Very true. After "completing" two conventional grind-based MMOGs to max level over several years of pain, I now adore the Guild Wars approach. Its designers completely threw out the MMOG rulebook, and created an amazing breath of fresh air amid the tedium of traditional MMOGs.
The "emptiness" of zones that you speak of is the challange: it's you and your friends against the whole zone, without any of the annoyances of shared zones. It also means no dying to trains created by inept or uncaring players, no waiting for spawns, no camping, no kill stealing, etc etc etc. All of the fun, none of the pain. Just you and your chosen colleagues, which can of course be AI henchmen, against the whole world. It's excellent.
But as you say, tastes vary, and some people like the pain of old MMOGs, the drudgery of waiting, and being at the mercy of others.
"The question of whether machines can think is no more interesting than [] whether submarines can swim" - Dijkstra
You can't have a pvp game that uses instances.
:-)
Huh? You're really just showing the narrowness of your PvP experience in that comment.
Guild Wars is a PvP-oriented (but not PvP-mandatory) MMOG/CMOG that is really without peer in being utterly skill-based --- pure, unadulterated player skill. The most experienced person (good old fashioned real player experience, not "XP") always wins in GW's PvP, not the person with the best armor or the best weapon.
This is PvP at its best, the opposite of the boring turns-based PvP you get in traditional MMOGs that have a PvP element. It's fast and furious, a feast of movement and skill just like real close-quarter combat.
Yet, the fighting zones and arenas in GW are 100% instanced. So, your point is totally baseless.
I personally think that the instancing in WoW is done at just the perfect amount. Only the large-scale dungeons are instanced which is a great way to prevent boss-stealing. However, the rest of the world is not instanced so as mentioned before you can run into anybody just about anywhere.
:] Darktide FTW?
On the other hand, in City of Heroes beta when I played EVERYTHING was instanced to a degree and it really lost the feel of really being a part of the world because of it.
The last extreme is Asheron's Call where nothing was instanced. This provided endless hours of entertainment for me sitting at portal spawns camping 'noobs' with my friends but I guess that's not for everybody.
RPGs = group sex, without the sex
If you haven't read their forums, this is truly the game for no-life shut-ins. It's a scary community over there, these people are for the longest, harshest, most unforgiving, time consuming game that could ever possibly be made. They want the old EQ back but more time consuming.
I honestly believe these folks have given up on life for these damn games, and well since that's the case, give me the hardest one imaginable. They want a game where putting in 18 hours a day every day gives your toons a marked advantage over someone who plays 12 hours a day. Unlike WoW where those two players would be identical after a few months.
Anyway, I hate to check Brad's ego, but this is not going to see the success the original EQ did. Because the original EQ did not have the competition that Vanguard will have. People are going to try it out and there will be a spike, but when players hit the timesinks and stop having the fun they were having in WoW, it's game over for Vanguard. It'll just be another Eve Online or Anarchy Online with a teeny-tiny fraction of the MMORPG player base.
Also Brad's comments about "I want to see WoW have success over 5+ years like EQ did before we rethink some holy cows" is just plain delusional. The game's been out a year and already surpasses the combined success of 5+ EQ combined. If folks were going to leave at level cap we'd see it in a decline right now. It isn't. Blizz mostly gives the customer what they want, (Instead of what the company (Brad) wants - timesinks to keep monthly revenue coming in) so they succeed. Not complicated at all.
PvP vs PvE. Any PvE game will be instantly joined by PvP fans hounding the forms for PvP to be introduced. Same the otherway around. PvP fans at the moment are in a bit of a bind because the premier PvP games are not doing too well. PvE sells more monthly subscriptions and while games like EQ2 are introducing things like duelling Sony also took a lot of PvP out of its SWG title.
Instanced vs non-instanced areas. The parent article and again you get hotheads on both sides claiming the other sides just don't understand true gaming. It is no fun in EQ2 to find the person you need to talk to has been killed and is on a 8 hour respawn trigger but then again neither is it much fun to be totally alone. If I want to play alone I just visit the lower sewer levels. That place is totally deserted at all times.
Crafting vs non-crafting economy. Should everything be looted/bought from NPC's or should everything be made by other players? The mixed approach that EQ2 uses seems to satisfy neither camp.
1 char per server vs multiple. The problem here is subtle but if you allow multiple characters per server you remove accountabilty. An anti-social player can simply maintain two characters.
There are of course other issues but you can reguarly see these topics being discussed on every MMO forum. Personally I think MMO's at the moment are incredibly primitive games relying more on their addictiveness then on simply being good games. I myself and other players just keep playing because the game we are in is the only show in town and maybe the next levelup will make it more fun then work and we invested to much time in our current character to give it all up.
Stop playing your MMO and you will have to admit that you have wasted countless hours.
I don't know myself why I keep playing EQ2 when if it had been a single player game I wouldn't have touched it with a bargepole. Its combat is boring, the guests stories lame, its character development simplistic. Yet it lives up to its nickname Evercrack.
Oh well, the server should be backup. Just check the email wether I got an invite for DDO and then back to grinding my stove toon.
MMO Quests are like orgasms:
You may solo them, I prefer them in a group.
I hear Dungeons and Dragons Online is totally instanced for all 'quests'.
I might even pay $15 a month for a single player if it had great new content. But, yes, it is kind of silly to deal with all the issues of a MMPOG (lag, patches, lame players, monthly fees) if you are just playing the single player instances.
Spell cheek you've failed me four the last thyme!