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!
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"
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.
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.