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!
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.
http://teasphere.wordpress.com - A little spot of tea
Can you have a almost completly random MMORPG, SWG kind of does.
Once you leave the cities, and if there is no other player around to lock down the area things will change.
For instance I once went far outside of town and left the game. When I left it was a plains. Log in hour later, an empiral stronhold. hour later plains and a few spawn points, later a small rebel camp, later mountains.
That type of randomness is not good.
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?
If you know in real life they are 24-level... Otherwise, well... The challenge is even cooler.
As for spell backfiring, true if it's a lvl1 magic missile you use two times a minute, it would suck. But if you're up to a great ritual you've never done before in your life, very risky and very dangerous, you know what you're doing. And screwing up in a creative way may be just as fun (or even more) than succeeding.
Anagram("United States of America") == "Dine out, taste a Mac, fries"