{"id":691,"date":"2005-05-02T18:36:23","date_gmt":"2005-05-03T01:36:23","guid":{"rendered":""},"modified":"2005-05-02T18:44:23","modified_gmt":"2005-05-03T01:44:23","slug":"","status":"publish","type":"post","link":"https:\/\/cesspit.net\/drupal\/node\/691\/","title":{"rendered":"Instancing Vs Persistence &#8211; Again on the two paths"},"content":{"rendered":"<p>I save <a href=\"http:\/\/www.corpnews.com\/forums\/viewtopic.php?t=2004\">a comment<\/a> spawned around the release of Guild Wars. It&#8217;s tied to other comments I wrote in the past and in particular to the two-parts article about the death of the genre (<a href=\"\/drupalx\/node\/593\">one<\/a>, <a href=\"\/drupalx\/node\/631\">two<\/a>):<\/p>\n<p>&#8212;<br \/>\nWe are back at discussing the Original Conflict.<\/p>\n<p>From the &#8220;game design&#8221; point of view the use of the instancing technology is the very best way to deliver good-quality PvE. Instancing means control and control means that the devs have more tools to balance the type of &#8220;pattern&#8221; they are going to offer.<\/p>\n<p>It&#8217;s obvious that the fun of PvE comes from a balanced challenge.<\/p>\n<p>Now the conflict is between THIS model, that Guild Wars achieved perfectly, and the &#8220;original mmorpg myth&#8221;.<\/p>\n<p>This second model isn&#8217;t game-y design but more near to a &#8220;simulator&#8221;. So the persistence becomes the actual pattern to reproduce. The &#8220;verisimilitude&#8221;.<\/p>\n<p>That&#8217;s the basic conflict between two different models. Old time mmorpg players usually expect to find the second, so they feel upset or dissatisfied.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>I save a comment spawned around the release of Guild Wars. It&#8217;s tied to other comments I wrote in the past and in particular to the two-parts article about the death of the genre (one, two): &#8212; We are back at discussing the Original Conflict. From the &#8220;game design&#8221; point of view the use of [&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-691","post","type-post","status-publish","format-standard","hentry","tag-game_design"],"_links":{"self":[{"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/posts\/691","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=691"}],"version-history":[{"count":0,"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/posts\/691\/revisions"}],"wp:attachment":[{"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/media?parent=691"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/categories?post=691"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/tags?post=691"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}