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.
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.
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!"
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