
MMOG Designers Throw Down Over Instancing 76
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!
Re:Dupe (Score:2)
Re:Dupe (Score:2)
Re:Dupe (Score:2)
Re:Dupe (Score:2)
Re:Dupe (Score:4, Funny)
Brad is clueless. (Score:5, Insightful)
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.
Re:Brad is clueless. (Score:3, Insightful)
The designer wants everybody to be able to play through all the same quests, but at the same time wants there to be only one existing version of each quest in the game world. Those are mutually exclusive goals.
At some point you have to admit that MMOs aren't really the "single massive world" they admit to be - they're a group of small
Re:Brad is clueless. (Score:2)
Re:Brad is clueless. (Score:2)
My god, it's the worst excuse for writing I've ever seen from an "industry visonary" (or whatever they call him) - it's a big series of disorganized lists with no real connection & half-assed prose spread between them.
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Raiding in WOW is a job. (Score:3, Insightful)
Autogenerated content? (Score:3, Insightful)
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.
Re:Autogenerated content? (Score:2)
Re:Autogenerated content? (Score:2)
I agree. But instead of iteratively creating the world bit-by-bit, why not enter another spectrum and spend the same time and effort on tweaking the parameters of the random creation (or not so random, but macromanaged - say, you draw the world of the map, with one pixel relating to half a mile square of gameplay terrain, then generate the world with terrain made corresponding to the map). Then once the method of rapid creating th
Re:Autogenerated content? (Score:1)
I dunno about anybody else, but I play a game for fun, and to escape reality. Also, balance is very important, or mo
Re:Autogenerated content? (Score:3, Interesting)
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.
Re:Autogenerated content? (Score:1)
I'm going to leave the rest of your post alone- suffice it to say you make some good points, even if I don't necessarily agree. However:
Re:Autogenerated content? (Score:3, Interesting)
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.
Re:Autogenerated content? (Score:2)
Yes.
Arbitrarily large. As huge as I only desire. As many developer-years as I desire, by just turning a knob.
As for "boring", not necessarily THAT boring. Sometimes the game engine itself creates cool challenges. With medium amount of effort you can generate huge amount of medium-interesting content - hunting, mapping, mining, discovering resources, etc. This alone could keep some pl
Re:Autogenerated content? (Score:2)
Re:Autogenerated content? (Score:2)
(plus they get randomly generated everytime you enter. Same reason I didn't list Diablo. The idea is that the world, though generated, remains pretty much fixed thorough the time.)
Unnatural? (Score:3, Insightful)
For myself, when I pay money to play a game I expect content to generally unfold according to MY chara
Re:Unnatural? (Score:2)
That's why the world needs to be big enough. And "respawns" rare enough. So that a team of 5-10 main c
Re:Autogenerated content? (Score:2)
As opposed to the lack of collision detection, the very concept of hitpoints, respawning, and that every quest giver gives the same quest to thousands of people?
"We congratulate J. Random Playah for bringing Van Cleef's Head no. 1,000,000!" quests are very unnatural.
MMORPGs and "unnatural" fit like hand in glove. Instances reduce spawn competition and hence helps the game aspect greatly.
Re:Autogenerated content? (Score:2)
2004? (Score:2)
I like instancing (Score:3, Interesting)
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.
Re:I like instancing (Score:2)
Sounds like City Of Heroes [cityofheroes.com] to me.
Re:I like instancing (Score:1)
Would you mind explaining how this works in COH? Are towns and surrounding area common while quests are instanced?
Thanks, and if I'm worng here I will fully admit it. I have yet to find a fantasy MMO that does this.
Re:I like instancing (Score:2)
Re:I like instancing (Score:1)
It sounds like you may be a COH player, and if so, may I ask how well this works in practice? It seems like the perfect blend of gameplay for an MMO.
In games like Guild Wars where everything is instanced, you are left with a empty feeling. In WoW it feels too crowded at times and is frustrating (just MHO). This system seems like a per
Re:I like instancing (Score:2)
It works pretty well. Generally you never have to 'street hunt' to reach your next level; instanced quests are readily available and can be soloed or teamed. Nice thing is that the number of enemies and their strength balances against the size of your team, so you're rarely over or under whelmed once you go into that instance, even solo.
The disadvantage is that
Re:I like instancing (Score:2)
Re:I like instancing (Score:2)
How is that any different from WoW's instancing?
Re:I like instancing (Score:2)
Don't know. I've never played WoW.
Re:I like instancing (Score:2)
Re:I like instancing (Score:2)
Re:I like instancing (Score:2)
Don't most MMOGs have forum marketplaces for this exact thing? You post what you want and the price you'll pay, and you can either monitor the forums, or give your userID for people to whisper you in game.
Sure, it's not an official quest, but it amoun
Re:I like instancing (Score:1)
Re:I like instancing (Score:2)
Is there a guild directory, where someone could post a guild website with such requests on it?
Another thought is that people who develop a network of 'friends' in-game, or belong to a guild, have a method of letting people know that they've got something for sale or want to buy something.
I get whispers several times a day asking if I'm buying or selling X; if it's someone I don't know, I drop the Ignore-hammer
Re:I like instancing (Score:1)
Then once you get a reply, you have to actually give some clue as to where you are or they can't even find you to come buy your sword of uberness. it is about a silly and cumbersome a system as I have ever seen. I don't play anymore, even with it
Re:I like instancing (Score:2)
Phantasy Star Online.
Thanks for the shout out, but... (Score:1)
Re:Thanks for the shout out, but... (Score:1)
Ob. Simpsons reference (Score:1)
Re:Thanks for the shout out, but... (Score:1)
Instancing is necessary with pre-scripted content. (Score:1)
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 o
instancing = normal multiplayer (Score:2, Insightful)
Why are these people playing MMO if they just want instances? Go play a
Brad's Vision (Score:4, Interesting)
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?
Re:Brad's Vision (Score:1)
I constantly hear from EQ players who are going to move to V:SoH when it comes out. Many of these are players who have played EQ since it's early days. In response to them, I remind them of what the
Re:Brad's Vision (Score:2)
Re:Brad's Vision (Score:2)
First off, the 24/7 gameplay (PvP or loot farming I assume you're talking about) and raid griding are endgame passtimes. I mean, you could (in theory) kill 500 spawns of the exact same Murloc camp to get from levels 20-30, but WoW gives you a much more enjoyable progression through the levels. I hat
Anyone who doesn't like instancing... (Score:1)
Wake Me Up (Score:1, Flamebait)
Re:Wake Me Up (Score:2)
Here's are a few MMORPG facts:
1. Unrestricting PKing is the only way. Sink or swim, survival of bad-assest. If some group of high levels come and kill your level 1 craftsman: TOUGH. You weren't bad enough to survive. And who the hell plays a craftsman anyway? The only available classes are: warrior, assassin, mage and bad-ass.
2. There's no such thi
Re:Wake Me Up (Score:1, Flamebait)
I don't want any of the above. I just want a game with meaning. Yes, MMORPGs have proven that they pwn3 at
Re:Wake Me Up (Score:2)
Re:Wake Me Up (Score:1, Flamebait)
If you want to see what I am talking about done in practice, try www.armageddon.org It
Re:Wake Me Up (Score:2)
Eh?! (Score:1)
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.
instance significant events (Score:2)
Re:instance significant events (Score:1)
1. people will no longer have any competition for the unique items. thus the unique item will be more attainable, making that unique item less valuable.
2. more unique monsters will obviously have to exist, 1 unique monster per each instance, increases the number of unique item drops from that monster. The rarity of that item is then increased linearly with whoever seeks that item.
To remedy #2, the chance of drop could be lowered, but that would just frustrate gamers more
Re:instance significant events (Score:2)
Your reason #2 just repeats #1, that it makes the item less unique.
What I would say is that it allows big raids to all "do" a certain raid mob at any time they like. They can all be raiding the Orc King at 9pm EST if that is when they are all online. There can be 30 copies of the Orc King at once, but none at 3AM EST
the Content Demon (Score:1)
Most people's comments on this thread are stupid.. (Score:1)
Immersion - RPPvP (Score:1)