MMOG Designers Throw Down Over Instancing
jkdove writes "On November 29, 2004, Slashdot featured an article with Brad McQuaid, CEO of Sigil Entertainment and his stance on Instances in MMORPG's. Raph Koster, Chief Creative Officer of Sony Online Entertainment and Scott Jennings, Server Programmer for Mythic Entertainment quickly entered into the ongoing debate at GamerGod, offering their own contrasting viewpoints. From Raph Koster's entry: 'Brad cynically points out that the more common reasons are because there wasn't enough time or budget to develop sufficient content to keep spawn points from being contested or overcrowded.' From Scott Jenning's reply: 'I'm not really sure where he's going here. Players know when they're going through the same instance for a thousandth time, so I'm not really aware of any game that can claim this as a wedge against the Content Demon.'" Update: 12/01 17:12 GMT by Z : Updated to keep Scott out of trouble. Sorry Sanya!
Dupe from last tuesday. http://games.slashdot.org/article.pl?sid=05/11/29/ 2328246&tid=209. When will the madness stop...
Brad needs to wake up and smell reality. There are many people who love instancing. Having played in an EQ raid guild it was a job, on the contrast WoW raiding is awesome, you no longer have to mold your life around a game. EQ was a PvP game disguised as PvE, thanks to the "great vision" of Brad. His desire of players having competition and accomplishment is nothing more than who has more time to put into the game. His design ideas for V:SoH are nothing more than rehashed EQ design ideas that failed miserably. No instancing. Camping. Lot of travel. Yay! Tedium, boredom, retarded racing with another guild to kill raid mob X. Skills needed: pulse and lot of time!
Instances allow immensly more rewarding and immersive content. You no longer have to watch out for sweatshop_farmer_9412 to train you, ruin your scripted event or steal your kill. You no longer have to race a guild of college dropouts who got nothing better to do than play games 24h a day, you can assemble a group of friends, schedule the raid and do it at your own pace. Same time the hardcore guilds can easily enlarge their ePeen by competing with other guilds who kills mob X before or who has the most players on the PvP ranking board. Instancing is a win-win situation. Well no, it's a bad system for griefers, for everyone else it's a winning system.
Unfortunately Brad is clueless or he still thinks that we are still in 1999. Vanguard is dead before being released because Brad is ignoring that MMOGs brings out the griefer in many assholes. And since his game has no "anti-griefer" mechanism (instances) it will be a paradise for griefers, all in the name of competition and accomplishment. Welcome to EQ pre Planes of Power.
Instances are plain unnatural. Two guys go through the same door, they both land in identical environments but they are separate from each other.
What about approach that was present in some long-forgotten games like Elite 2: Frontier? Just pseudorandomly (randomizing with a fixed seed, so it looks random in space, but doesn't change in time) create a huge game universe, with some overriding "specials" locations/events, and vast "generic" terrains, specific to given area somehow, but without having each tree in the forest placed by hand or c&p'd from neighbouring square, but placed in somewhat random pattern.
Instead of drawing the world from scratch, let the machine generate just a "generic world" , whole map of rivers, forests, mountains, caves etc (or whatever fits given universe...) from some basic "brick" elements, without cities and roads, but with monster spawning points, completely random caves, some low-value treasure, some very generic low-paying quests/missions, possibly even with some completely random villages. Then populate it by hand, using artists and mappers' skills, add custom quests, custom enemies, custom buildings. Remove architectonical nonsenses, add roads, transportation, special places - generally add sense of order to the world.
Effect: Development cost and time cut in half or more, gameplay area expanded almost indefinitely, possibly also vastly reducing the download/install size (Frontier would fit on a floppy, with billions of stars and advanced universe), because most of the world can be generated ("spawned") just from the fixed random seed and formula, instead of having to be read from database.
Anagram("United States of America") == "Dine out, taste a Mac, fries"
2004 eh? Those comments have a long time coming. Jeez, and I thought waiting for WoW 1.9 was taking too long.
I actually prefer instanced quests and common towns... however I think a blend of the two is actually the sweet spot.
Have towns and areas around the town as common areas and then quests be instanced. To me this is something that no one has tried yet and could be the real answer.
I don;t want to have to deal with waiting for rabbits to appear to kill and get their fur when 20 other people are doing the same to complete a quest. But have a nice area around each town that is common and maybe even contains a few high level monsters and a super badass one that require teaming and grouping for decent rewards.
Also I feel that every MMO should have at least a single soloable dungeon that players can enjoy when friends/guildmates are not on. Have it get stupidly tough near then end and ensure that players really will have to continually work to clear it over the life of their character. Also, have every weapon/item that is attainable in the regular quests be able to be had in this dungeon... that way every player has equal opportunity and is not penalized for their style of play.
I also believe that player created quests should be implemented. I know many times when I've been gold rich but really wanted a single weapon I couldn't get either due to skill or time. Instead of standing around saying "WTB - Uber Dragonslayer sword of insight" I could go and post a quest saying "1,000g to the first adventurer to bring me an Uber Dragonslayer sword of insight" and let bored/enterprising adventurers fulfill my request.
I also believe player created villages and towns would also draw peopl ein and lend a sense of ownership. Then when a warring faction comes and raids your village and you have to rebuild... you now have a real sense of hatred and loyalty.
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...I'm actually a server programmer at Mythic. Our Internet Relations Manager is Sanya Thomas, and if she finds out Slashdot gave me her job she might hit me. Please don't make her hit me. It hurts.
If that's not Lum, he's done his homework...
Did you ever see a movie or read a good book where at key points in the plotline anywhere from 5 to 500 OTHER main characters show up, are standing in line, or just exit the conflict the character you were identifying with was headed to? *Thats* unnatural. There's an astoundingly obvious, and good reason why stories don't progress that way. If you want to play one of the random ants in a swarm, be my guest.
For myself, when I pay money to play a game I expect content to generally unfold according to MY character's actions. I don't pay to stand in line. I don't pay to be griefed. I don't pay to watch a herd of 30 d00ds vaporize my archenemy without breaking stride, and be lavishly rewarded moreso than if I had won a hard battle myself.
Address the problem with instances, 'infinite' worlds, or whatever, but please do recall that there really isn't a good reason to take the choice of who you want in your story away from the player.
It is hard to find anything bad to say about instancing. It addresses two paramount issues in MMOGs. The first being the initial over-population all major MMOGs experience at launch, which guarantees that no matter how much content a game has, there will always be more than one group of players working on the same quest or camp.
The second is the eventual crunch that happens as the casual player base evaporates and moves onto other games. With server populations dwindling, and the bulk of active characters on a particular server being high-level / dedicated players, it makes it difficult to win any new customers over; considering the lack of low to mid-level population. One might argue that EQ2's new mentoring system was designed for such a purpose (the advancement of low-level/new characters), but you would be wrong. Granted, it helps low-level characters, but it only works when the person knows someone else playing the game. New players, who are not so fortunate, have to meet other players in their same level range to progress.
The obvious solution to under-population would be to begin merging servers, however, as I already stated, many of the active characters fall into the high-level dedicated range and merging would cause overcrowding for contested raid zones/mobs, quests, etc... Therefore, instancing allows server merges and the associated high-level overcrowding with only minimal inconvenience.
I don't know what RAIDs you are referring to buy many are long and convoluted. Everyone has a job and I have seen people banned from RAIDS for making simple mistakes or not doing their job fast enough. All because sweatshop_farmer_9412 or should we say nolife_liveinbasement_9472 is just a jerk with no life but a penchant of blaming anyone else for problems? WOW is all milk and honey. Numerous RAIDS are out door affairs that are subject to intense griefing. Having a RAID over 10 people even in an instance is a path to griefing whether it is ninja-looting or clique looting.
Brad wasn't totally wrong but instances are not the anwser either. They are an unnatural solution to a problem. Simply put the worlds are not big enough and varied enough to support the number of people they allow to play. Instancing works better as an anti-asshole system than content promotion. Small instances, in WOW this would be a 5 man raid type, are good mainly because the lack of competition.
* Winners compare their achievements to their goals, losers compare theirs to that of others.
It's kind of sad to see instancing take over. To me it feels like the popularity of MMORPGs has climbed such that the players are almost all terrible now. Hardly any of them want to roleplay. What I used to call competition they call griefing. PvP is rarely allowed or otherwise it is utterly nerfed (eg. you don't lose lots of levels and equipment when you die). Some people spend all their time levling as if it actually mattered. Oo
Why are these people playing MMO if they just want instances? Go play a normal multiplayer game if you don't want to interact with others to create a world. The unpredictability of who you meet, team up with, and kill in an MMO is one of the greatest things and these people want to remove it. MMO isn't supposed to be a chat room, it's supposed to be something above and beyond what you can get playing against a computer.
I'm half tempted to start a testy little essay of my own about how the games Brad's designed represent the flaws that all others in the market have been striving to overcome.
His design philosophy seems to take delight in a survival-of-the-fittest gaming approach. Call it MMO Darwinism: only those that are willing to live in these worlds 24x7 are entitled to any rewards at all, and the majority of content post-launch is tailored to the hardcore/uber-guild. If you don't like it, tough... it's the Vision, you see. Most of his fans are the "hardcore" element, and his games are designed catering almost exclusively to them, although they're a tiny fraction of the market. They like the fact that the hardcore heart of the games are exclusionary by design.
Loot from hardcore camps is required to move on to the next tier of challenges, so he's forcing player generated content (camping/kill stealing/griefing in this case) to fill the hole where compelling story and *GAMEPLAY* should be.
Brad's games in general are rat mazes -- social engineering experiments, as opposed to the *game* that is WoW.
Honestly, I'm a gray area between a casual and hardcore player. I go on hardcore PvP binges (yeah, WoW is a sandbox, but a fun one), but after my Everquest and DAoC experiences, I'm sick of guild drama and therefore guildless, so I miss out on the very top dungeon raids in WoW unless on a rare occasion I get asked to fill a slot for a no-show in another guild. It doesn't feel like work, and when it does I get resentful and stop playing for a while.
If I want to solo, WoW lets me. If I have a quest to kill Bob the Evil, no one is going to take Bob the Evil's head from me after he's dead (he'll drop a head for everyone in the group that needs it) If I want to invest 5 hours in a raid, WoW lets me -- and no one else is camping Rend when I get in his room. It feels like a game. I can log on, have fun for an hour... always accomplish something toward a goal... and log out. I don't *need* an enormous time investment or a social support umbrella in order to enjoy the experience. Matter of fact, before the end game, WoW rewards me for taking time off (rest XP).
Instancing in moderation, like WoW, is a perfect mix of MMO social interaction and immersiveness.
I mean, seriously, if I have to fight to keep a spot killing a single skeleton in the northeast corner in the third room of the Dungeon of Doom over and over and over again, sitting on my ass for 5 minutes between each spawn, it's not exactly epic, immersive or story-driven, is it?
should try FFXI. It's horrible to try and get good loot. At least it was when I left it to play WOW. You can tell where the mobs with the good drops spawn, because of the 20 or so people around it all the time. I mean 24/7/365. Even mobs that spawned as rarely as once every 24 hours or so... It was really getting to be irritating. So I'm glad WOW came along. It's much more fun to at least get a chance for an uber item, even if it drops .01% of the time.
I don't get how people get the idea that working with only a close knit group of their friends/guild/clan and then isolating themselves away from the rest of the playerbase through instances makes a game a MMO. Last time I checked, the whole point of a MMO was just to play a multiplayer game and have the ever-present chance that you might run into Joe Somebody, Jack Ass Griefer or Bob Badass randomly. If I wanted to play a multiplayer game with instances, randomly generated content and largely locked me in with my own group of friends I'd play Diablo 2 for $20 with no monthly fees.
Someone wake me up when someone builds a MMO(ha ha)RPG that doesn't involve camping, hunting, dungeons or anything of that matter. Would I jump at the chance to join a game where I can play a member of a mercenary company, train up by sparring within the company, then go out on missions that have meaning? Hell yes. Would I love to play a game where you can join the kingdom's army and go on military campaigns? You betcha. Can I even begin to stomach the thought of another game where I play generic fantasy 'adventure' number 13245803 who, like everyone else spends his every single waking second wandering around looking for shit to kill? God damn mother fucking NO.
Good job MMO(ha ha)RPGs, you have perfect the 'go out and kill NPCs from now until the end of time' gameplay. Now grow a pair and make a game with meaning.
This entire instancing Vs static camps just exemplifies what is wrong with MMORPGs. No one is talking about making interesting and dynamic worlds with interesting events happening all of the time. They are just rehashing the best ways to line up NPCs to be killed for f4t l00t and 3xp. Bah. What a waste.
I'll just stick to Armageddon.org. Text it might be, but at least those game designers realize that 'adventuring' by slaughtering thousands of NPCs is stupid and boring. Someone point me to another multiplayer game other then Armageddon where a band of mercenaries can be hired out to protect a wagon train and I'll be impressed. Until then, fuck these massive multiplayer online NPC whacking games.
In 2004 Slashdot featured an article that wouldn't be written for another year. They hail this as the end of dupes, as by the time the dupe comes out, the real article will be a year old!
I, for one, welcome our time-traveling new overlords.
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Instancing the whole world, as Guild Wars does, makes the world (outside cities) seem empty and basically one is playing a single player game with perhaps some friends. However, with no instancing, such as in Everquest (before Lost Dungeons and others) there are serious problems. Players compete for rare "camps" where the good mobs spawn and can negatively interact with others: people who could take down a dragon simply cannot because that dragon is not "up" - and in reality prime targets had waiting lists on them. Further, classic Everquest dungeons were rife with players intentionally or unintentionally causing grief to others by causing mobs to attack them (training mobs to them). (A glance at Vanguard's forums reveal the people McQuaid is used to talking with: people who love these old classics - even with the camping/training problems).
What is the happy medium?
Perhaps only the really significant parts could be instanced - e.g. where unique mobs are fought and unique items are dropped. Personally, I would want no interference (positive or negative) while my group or raid takes on the big nasty. I don't want to loose because some random guy trains us. I don't want to win because someone has their level 99 cleric healing us all.
The biggest problem with Eq that GuildWars (and WoW and maybe others I don't know) overcome is that the game remembers what quests I have done: thus they give me a big reward for completing the quests, but I cannot simply repeat the quest endlessly. In Everquest, unless the quest was broken (there were some) the money and exp rewards from the quests were generally not wotht the time spent. Often nice gear could be quested, but virtually none of a persons exp bar was filled by quests. As opposed to WoW, where perhaps half is.
So instance the big, final mobs - but remember which I've killed so I don't get the big reward for simply killing the same one over and over again.
This kind of one time big reward encourages people to use all the content available to them and not become an expert at one zone (or one camp in one zone!) to minimize the risk.
Many other thoughts on MMORPGs in general are in my journal.
a war on terrorism? How can we end a war on a method?
Most of the comments on this thread agree that they are for some instancing and some non-instanced content. If people would bother to read the Vanguard boards, they would quickly realize that some of the content is in fact going to be instanced.
One thing that people seem to forget in the discussion concerning immersion (after all, immersion is the real problem with instancing, no?) is the player being immersed. I am a casual WoW player, and a long time pencil-and-paper roleplayer. I agree with those who say that pencil-and-paper roleplaying is more immersive than MMORPGs, but that has a lot to do with players wanting to become immersed and making an effort to become immersed. I got to the point of being really tired of WoW after realising the huge amount of grinding at high levels. Repeatadly running the same areas or instances over and over again, killing the same mobs for some rare piece of equipment just doesn't cut it for me. Instances? Come on, it doesn't matter if the quests takes place in instances, the problem lies in other areas. What if quests really felt like they mattered, and weren't just quickly sorted into a category (collaction, mob-killing, delivery, escort etc) to be solved as quickly as possible? What if you interacted with players as if they were part of the game-world? Ok, the very fact that it is a computer game puts obstacles in the way. But perhaps those obstacles have nothing to do with game design? Perhaps a little make-believe on the players side is all that is needed? I switched to RPPvP, and after finding the right community, the game is fun and immersive again! I don't care about those who complain about instances. The problem of immersion sometimes lies in the player.