{"id":447,"date":"2005-01-03T14:56:13","date_gmt":"2005-01-03T21:56:13","guid":{"rendered":""},"modified":"2005-01-03T15:03:13","modified_gmt":"2005-01-03T22:03:13","slug":"","status":"publish","type":"post","link":"https:\/\/cesspit.net\/drupal\/node\/447\/","title":{"rendered":"Instancing, another discussion"},"content":{"rendered":"<p>This is a comment I wrote to <a href=\"http:\/\/terranova.blogs.com\/terra_nova\/2005\/01\/in_this_instanc.html\">an article on Terra Nova<\/a>, signed by Big Bartle.<\/p>\n<p>At the same time I <a href=\"http:\/\/www.cesspit.net\/drupal\/node\/446\">mirrored on the forum<\/a> an old thread on F13 where I explained my point of view on this system. What it is, when to use it and how. Or why not.<\/p>\n<p>&#8212;<br \/>\nIn my ravings around May, after CoH was launched, I was one of the few strongly criticizing the use of instances. But this specific to a point of view: virtual words Vs an arcade single\/cooperative approach.<\/p>\n<p>My point is that this approach isn&#8217;t wrong if you deliberately choose *that* strategy and *that* path. I believe that PvE (in its broader meaning) is strictly single\/cooperative play. Today we have a market that is considered to lean strongly toward PvE.<\/p>\n<p>Now these facts all produce together the same result: strongly instanced (PvE) games are successful because they know perfectly what they are. Their nature. They are bringing back their gameplay where it belongs -> to a single player\/cooperative experience. So they work.<\/p>\n<p>As I wrote long ago these strongly instanced games are good and successful because they are NOT mmorpgs. They know this and they do not &#8220;pretend&#8221; to be something else and offer gameplay outside of its proper space.<\/p>\n<p>Because, again, PvE (from my point of view) intersects with single player\/cooperative gameplay. They are a single entity that simply doesn&#8217;t work if you try to separate the two parts.<\/p>\n<p>Now, my point of view is that it is never &#8220;wrong&#8221; to use something. It depends on how you use tools, like instancing. In this case I believe that we can lean toward trying to add more experiences to a mmorpg. So that we have a complex world, a meaningful implementation of PvP AND also a PvE part, where instancing can be used to deliver the best quality possible.<\/p>\n<p>What I mean is that instancing &#8220;delivers a lot&#8221; in PvE exactly because it&#8217;s a &#8220;going back where it belongs&#8221;. What can be a choice is about integrating this part (PvE) with something else that incentivates what makes this genre different. Adding different possibilities, so that instancing becomes a way to offer what is pertinent to it, leaving another part of the VW to work under different rules and strategies.<\/p>\n<p>Now all this is weakly tied to what you write here but it&#8217;s my way to explain what instancing is and how it can be used. In particular your last example seems near what already happens in Neverwinter Nights. And it&#8217;s here that what I write plugs in the discussion.<\/p>\n<p>P.S.<br \/>\n<i>From a design point of view I also believe that the &#8220;resets&#8221; aren&#8217;t the main strength of this technique. What is relevant is that you can choose and fix a range of levels (power) or a number of players, so that you are able to (finally) offer a challenge. Where, instead, the current mmorpgs trivialize every attempt at delivering a decent PvE exactly because you can rip off the starting conditions, bringing to the encounter more players or letting in a strong character that powerlevels everyone else. Instancing simply adds *more control* in the hands of the creator. This means that we are less &#8220;sandbox&#8221; and a lot more content-driven experience.<\/p>\n<p>And it&#8217;s here again that we discover what instancing is and how it should be used.<\/i><\/p>\n<p>P.P.S.<br \/>\n<i>Instead what you write about using instancing to produce a more interesting world (and more control again, but to create something that can be more dynamic and more original). That&#8217;s a particular kind of potential that I wouldn&#8217;t limit to PvE. It&#8217;s something that can be used for PvP and so completely unrelated to instancing.<\/i><\/p>\n","protected":false},"excerpt":{"rendered":"<p>This is a comment I wrote to an article on Terra Nova, signed by Big Bartle. At the same time I mirrored on the forum an old thread on F13 where I explained my point of view on this system. What it is, when to use it and how. Or why not. &#8212; In my [&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-447","post","type-post","status-publish","format-standard","hentry","tag-game_design"],"_links":{"self":[{"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/posts\/447","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=447"}],"version-history":[{"count":0,"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/posts\/447\/revisions"}],"wp:attachment":[{"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/media?parent=447"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/categories?post=447"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/tags?post=447"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}