{"id":360,"date":"2004-11-01T00:13:22","date_gmt":"2004-11-01T07:13:22","guid":{"rendered":""},"modified":"2004-11-01T00:20:22","modified_gmt":"2004-11-01T07:20:22","slug":"","status":"publish","type":"post","link":"https:\/\/cesspit.net\/drupal\/node\/360\/","title":{"rendered":"Instancing is bad, okay?"},"content":{"rendered":"<p>After writing an <a href=\"http:\/\/www.cesspit.net\/drupal\/node\/359\">endless essay about Guild Wars<\/a> I need something where I explain that instancing is bad, <b>bad<\/b>! Or I&#8217;ll feel too guilty.<\/p>\n<p>&#8212;<br \/>\nRaph Koster copies HRose:<\/p>\n<blockquote><p><i><b>Raph Koster<\/b>:<br \/>\nBecause nothing you do in an instance affects the world state. That&#8217;s the realbenefit of an MMO, in my opinion&#8211;the shared world you inhabit. If you want all your gameplay in instances, you may as well just play Diablo&#8211;you still get 3000 people in the lobby to trade and socialize with.<\/p>\n<p>Don&#8217;t get me wrong. Instances are a cool technique and tool. But fundamentally what they are is &#8220;single-player games or limited multiplayer ones embedded in an MMO.&#8221; They are not an MMO themselves.<\/i><\/p><\/blockquote>\n<p>I said (end of May <a href=\"http:\/\/www.f13.net\/forums\/viewtopic.php?t=594&#038;start=70&#038;postdays=0&#038;postorder=asc&#038;highlight=\">F13 thread<\/a>):<\/p>\n<blockquote><p><i><b>HRose<\/b>:<br \/>\nThe basic idea about why I said that mmorpgs have failed is just because they simply don&#8217;t take advantage of the massive aspect. This aspect is just a way to be included in a popular genre but it&#8217;s obvious that even huge projects like WoW don&#8217;t have A CLUE about why they should be massive instead of cooperative\/instanced.<\/p>\n<p>We have a bunch of mmorpgs that don&#8217;t know why they are mmorpgs. Like a case of lost identity. <\/p>\n<p>[&#8230;]<\/p>\n<p>Instanced is everything cooperative you already play, from Doom to Counterstrike.<\/p>\n<p>This is Diablo with NOTHING different aside that you have a graphical chat instead of a textual chat. <\/p>\n<p>I don&#8217;t see an innovation, nor progress. I see a natural collapse of a situation that hasn&#8217;t found an effective way to develop. We are going back because the technology ALREADY supports massive worlds. But the *ideas* still don&#8217;t support them. <\/p>\n<p>[&#8230;]<\/p>\n<p>As I said above the result is better and funnier because they brought the game where it belongs: in a cooperative experience. But CoH isn&#8217;t a mmorpg from this point of view. Take Ultima Online and CoH and you see that, aside the setting, one strives to be a word, the other strives to be an arcade.<\/p>\n<p>Now I don&#8217;t say CoH isn&#8217;t a good game because it is an arcade. I don&#8217;t think that building a good game like that isn&#8217;t noteworthy, but it&#8217;s simply not what a mmorpg should be. Or where the true potential to discover is.<\/p>\n<p>[&#8230;]<\/p>\n<p>Dry design for me is a situation (a software house, a designer, a publisher or whatever) that doesn&#8217;t react the best possible to a situation. So, in this case, I rant about &#8220;instances&#8221; because they killed the purpose of building on the strenght of the genre (the idea of a world). <\/p>\n<p>About this whole issue I just think that it could be easy to develop a successful game by exploiting the *strenghts* of a massive world and not just &#8220;reacting&#8221; passively to a situation that is the result of the design hitting a wall with no ideas about how to go further.<\/p>\n<p><b>Raph Koster<\/b>:<br \/>\nRetreating to single-player games to fix the problems in MMOs isn&#8217;t exactly solving the problems.<\/p>\n<p><b>HRose<\/b>:<br \/>\nInstancing is a profitable workaround but isn&#8217;t about addressing the real problem to move further.<\/p>\n<p>Instead of surpassing the obstacle they are going backward.<\/i><\/p><\/blockquote>\n<p>He says &#8220;retreating&#8221;, I say &#8220;going backward&#8221; :D<\/p>\n","protected":false},"excerpt":{"rendered":"<p>After writing an endless essay about Guild Wars I need something where I explain that instancing is bad, bad! Or I&#8217;ll feel too guilty. &#8212; Raph Koster copies HRose: Raph Koster: Because nothing you do in an instance affects the world state. That&#8217;s the realbenefit of an MMO, in my opinion&#8211;the shared world you inhabit. [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[],"tags":[12],"class_list":["post-360","post","type-post","status-publish","format-standard","hentry","tag-game_design"],"_links":{"self":[{"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/posts\/360","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/comments?post=360"}],"version-history":[{"count":0,"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/posts\/360\/revisions"}],"wp:attachment":[{"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/media?parent=360"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/categories?post=360"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/tags?post=360"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}