
Brad McQuaid On Instancing 56
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.'"
Not really. (Score:1, Interesting)
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.
Re:Not really. (Score:5, Interesting)
Three major factors in MMOs, combat, finance and stats, are the three most boring and time consuming parts of RPGs.
In RPGs it's better to have half a dozen fights in two dozen rooms, and have the rest of the rooms be cool treasure areas, trapped areas, puzzles, and the occasional NPC. Shove monsters in the remaining rooms (in interesting positions: sleeping, playing cards, and other exploitable situations), and you've got a dungeon. A cliche dungeon, but a fun one to play in, none the less.
MMOs just take the monster-smashing, stick the monsters in random areas and make you fight them 200 times before you get to move on.
RPGs make you earn your gold and treasure and then go back to town and reap your rewards with cool weapons and armor and spells. That's fun.
MMOs are so boring in the treasure-grabbing department that people are willing to pay actual money for in-game credits. We're not going to even get into "town runs".
RPGs make you sort out your own stats, which is necessary. But once you get your equipment set up, you're good to go until you level up or get something cool, in which case you're more than glad to fiddle with the rules. It makes math fun.
MMOs make you constantly min-max. They have plenty of items, but they're all the same. A spear works the same as a short sword works the same as a mace. Boring.
If you like those aspects of MMOs, go ahead and play 'em. I recommend a good RPG any day.
I've recently started an RPG forum with some friends. We play with the rules of the game (All Flesh Must Be Eaten [allflesh.com]), there's a 24 hour chance to give your orders, and it gives me plenty of time to work up flavor text and look up rules. I'm having more fun than I've ever had with an MMO.
Re:Not really. (Score:2)
"MMOs just take the monster-smashing, stick the monsters in random areas and make you fight them 200 times before you get to move on."
The dungeons in World of Warcraft, having been in all of them, are often meticulously structured and certainly not randomly placed.
"RPGs make you earn your gold and treasure and then go back to town and reap your rewards with cool weapons and armor and spells. Th
Re:Not really. (Score:2)
The dungeons in World of Warcraft, having been in all of them, are often meticulously structured and certainly not randomly placed.
I've only played a little of the beta of WOW, and I didn't get past level 3, or something, so I'll admit I don't know anything about it's dungeons.
So, lemme ask you, what kinds of traps does it have? Are there boulders and swinging blades like
Re:Not really. (Score:2)
Most MMOs are set up so there's lots of space t
Re:Not really. (Score:2)
Good for gameplay and storyline.
The problem isn't running into a potential "villian", which might make the game fun, exciting, whatever. The problem stems from the immature jerks who love to do nothing except grief other players by tapping quest mobs, training mobs of monsters to you, ganking (which is why I play on a PvE server, but still PvP often) and all
Different balances for different tastes. (Score:5, Interesting)
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.
Re:Different balances for different tastes. (Score:4, Interesting)
From 0 - 59 the balance in WoW is a delight. At 60 your pretty much stuck with instances or farming.
Very true -- the GW alternative (Score:4, Interesting)
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.
Re:Very true -- the GW alternative (Score:2)
Re:Very true -- the GW alternative (Score:1, Interesting)
It's as MMO as traditional MMOGs in practice, because you still get to choose your playmates from the thousands of people online, out of the millions of registered subscribers. And 99% of the time, that's what people do and want in traditional MMOGs.
The only thing that it doesn't allow is the unsolicited presence of people whom you did not invite and who 99% of the time do nothing but ruin the game for you.
Shared zones sound good, until you realize that you've suf
Re:Different balances for different tastes. (Score:2)
The WoW situation is good however EQ2 does it a little closer to AC, where you have larger dungeons that are open to all, and then when you get to the end of the dungeon is an entry to a instance where you may have a few more fights and then the boss. This is in addition to full dungeons that are instances.
Instancing and $15/mo (Score:5, Insightful)
Re:Instancing and $15/mo (Score:1)
I think that's a good point. After all, if you're in an instance, then why are you even playing online?
The overall jist of it, as I see it, is that the 'instance' is a sort of 'competition regulation'. It's the tool that devs utilize when they think that the content should be accessable to all players but with regulation... regulation being in the form of a 24-hour timer, once a week, etc.
The other side of the coin is,
Re:Instancing and $15/mo (Score:1, Insightful)
of course some games take it too far, or dont use it enough. but honestly tryint to complete
Re:Instancing and $15/mo (Score:2)
This allows the game to be free of monthly fees.
If it had new content... (Score:2)
You can tell Brad doesnt care about PvP. (Score:4, Insightful)
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.
Re:You can tell Brad doesnt care about PvP. (Score:1)
Re:You can tell Brad doesnt care about PvP. (Score:2)
Re:You can tell Brad doesnt care about PvP. (Score:4, Insightful)
Compare to Shadowbane, a game based around PvP. Mostly there were big castle sieges, which were tremendously fun because you were defending something you personally cared about -- your own guild's city. There were also bosses with valuable runes, and we would fight other players for the right to keep the rune. And then there were groups of gankers who would go around killing leveling groups, and you had to always be ready to defend yourself against the gankers whenever they might appear. Now that's PvP that you can care about.
On topic, on topic, hmm... Oh yeah, instancing. Shadowbane didn't have instancing and it was great. WoW had instancing and it was only okay (didn't provide me with nearly the fun factor of a non-instanced persistent world). Guild Wars is all instanced... and I like it a lot, but it's the "counter-strike" aspect of its PvP that's fun, rather than the traditional MMO feel. I'm not currently in a guild so I don't really do the bigger, more organized groups in Tombs, but I do the 4v4 random arena and it's loads of fun. I think instancing takes away from the "awesome, I can DO something" feel of the world.
Re:You can tell Brad doesnt care about PvP. (Score:2)
Re:You can tell Brad doesnt care about PvP. (Score:2)
I look back at EQ for depth, daoc was a bit cookie cutter until DF. Great fun to be had and watch out, Middies are coming.
Re:You can tell Brad doesnt care about PvP. (Score:2)
Preference for real-life RPGs (Score:4, Interesting)
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.
Re:Preference for real-life RPGs (Score:1)
Re:Preference for real-life RPGs (Score:2)
Or, you know, climbing a small hill. Or jumping over a fence. Or crossing a shallow stream. Or walking down a steep cliff... but you get the point.
Re:Preference for real-life RPGs (Score:1)
Re:Preference for real-life RPGs (Score:2)
Cloudsong (Score:2)
In my Experiences. (Score:2, Interesting)
I remember my favorite all time moment in gaming was during Final Fantasy XI (not an altogether wonderful game, bu
Do Instances harm MMO communities? (Score:4, Interesting)
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!"
Re:Do Instances harm MMO communities? (Score:2)
Naturally its all subjective, but this is generally the case. Games with more instance designed areas tend to be less com
Re:Do Instances harm MMO communities? (Score:2)
There was the great herding nerf about three to six months back. The great hearding nerf slowed down leveling speed (particularly in the post-30 world) dramatically. I've been playing WoW for four months now, and haven't hit 60 quite yet. In CoH, I'd hit 50 in about 3 months.
Re:AD&D? (Score:1)
Your DM must have sucked donkey balls, then. Either that or you must have been that guy who was too cool for D&D, but not cool enough to have anything else to do. I always hated it when you showed up to the gaming sesh.
Re:AD&D? (Score:1)
1- Your DM is really borring.
2- You are more of the visual guy that need a vision of what is happening
hope it is the first, because you, else you are unlucky to not be able to enjoy such a great game genre.
Instancing works well in WoW (Score:2)
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 w
Your dungeon (Score:1)
RPGs = group sex, without the sex
Just another holy war (Score:2)
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.
Instance
DDO (Score:1)
Re:DDO (Score:2)
Then once that is done and they leave the city it will be thier group vs the NPC world like your D&D game played at someones house.
Re:DDO (Score:2)
Sometimes such crossovers are really great, when a good GM or two pit two teams against each other in some weird competition, or force them to cooperate, or just two groups of players meet to play a common adventure together...
Pity.