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MMORPGDot Feature: Ekim's Gamer View: Single-player MMORPG
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Hyrrix
Fourty-two
Fourty-two




Joined: 20 Jan 2003
Posts: 282
MMORPGDot Feature: Ekim's Gamer View: Single-player MMORPG
   

<P>After two weeks of absence, Ekim's finally back. Not with a vengeance, but with a <A href="http://www.mmorpgdot.com/index.php?hsaction=10053&ID=790">new edition</A> of his Ekim's Gamer View. This time he covers the subject of the so-called private encounters in mmorpg's, a concept that seems to be very popular nowadays. Here's a snip:</P>
<BLOCKQUOTE><I>But I have some issues with it all though. The advent of privately spawned areas seem to be bridging some of the gap between single player games and mmorpgs. And although that is certainly a good direction to take mmorpgs in, I’m afraid that it might work against the genre in the long run. Mmorpgs’ greatest defining feature is the fact that you play within a community of other players. Alongside, or against them, but together for better or for worse. </I></BLOCKQUOTE>
<P>Read the whole article <A href="http://www.mmorpgdot.com/index.php?hsaction=10053&ID=790">here</A>.</P>
Post Fri Nov 14, 2003 6:56 pm
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Dialogue
Mountain King
Mountain King




Joined: 15 Sep 2003
Posts: 1
Location: Madison, WI
   

I would respectfully disagree, Ekim

While I see the dangers that you mention being a definate possibility, I see this direction as a useful sidepath on the road to the perfect MMOG. It's going to allow developers to do exactly as you request, make the game world more engaging. In "instances", players can interact with a more tightly flowing and personalized plot than they could if every Tom, Dick, and Harry could wander through the dungeon.

This will allow developers to tell a more fully realized story and make the game world really *breathe* for the players. As long as there are still communal areas for the players to get together and tell their tales, I see this as a good thing for the future of the genre.
Post Fri Nov 14, 2003 7:00 pm
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Ammon777
Warrior for Heaven
Warrior for Heaven




Joined: 20 Apr 2002
Posts: 2011
Location: United States
   

I dont, i think its a waste of resources. User-created content will blow instancing out of the freakin ocean.
Post Fri Nov 14, 2003 8:55 pm
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Ekim
Eagle's Shadow
Eagle's Shadow




Joined: 27 May 2002
Posts: 2365
Location: Montreal, Canada
   

quote:
Originally posted by Dialogue
This will allow developers to tell a more fully realized story and make the game world really *breathe* for the players. As long as there are still communal areas for the players to get together and tell their tales, I see this as a good thing for the future of the genre.

Don't get me wrong, I don't see this kind of feature as a bad thing, on the contrary! But I just don't see it as a solution at all. I don'T believe that it will enable devs to make a tighter, better woven story. It's just a tool to alleviate some of the grieving that some players find themselves "victims" of (although that's another debate altogether). And while that's also a good thing, it just won't solve any of the inherrent problems of the genre.

How can it fix the problem of individuality in an mmorpg when everyone will still be able to do the same quest? Sure, they'll do it in a private and quiet place where things can be better controlled by the devs, but it'll still be the same quest that your friend finished last week. It won't make the world breathe or seem alive since no one else but those allowed in this private region at one time will be able to see what happens there.

Making a world alive means that it should have events that do not require the player's presence or input to run, but that allows a player, or groups of players, to influence it's outcome if they participate. I know that "instances" can be used in that regards, and that would be great, but you're then still alienating the feature that I love the most about mmorpgs: the unpredicatble encounters between players.

So, anyway, I see instances as a great tool, but not a solution. In the end I believe that it may only outline other problems more clearly, or even create new ones.

But hey! I've been known to be wrong... many many times!
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Post Fri Nov 14, 2003 9:35 pm
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JonnyG
Village Dweller
Village Dweller




Joined: 21 Nov 2003
Posts: 4
   

quote:
Originally posted by Ekim
quote:
Originally posted by Dialogue
This will allow developers to tell a more fully realized story and make the game world really *breathe* for the players. As long as there are still communal areas for the players to get together and tell their tales, I see this as a good thing for the future of the genre.

Don't get me wrong, I don't see this kind of feature as a bad thing, on the contrary! But I just don't see it as a solution at all. I don'T believe that it will enable devs to make a tighter, better woven story. It's just a tool to alleviate some of the grieving that some players find themselves "victims" of (although that's another debate altogether). And while that's also a good thing, it just won't solve any of the inherrent problems of the genre.

How can it fix the problem of individuality in an mmorpg when everyone will still be able to do the same quest? Sure, they'll do it in a private and quiet place where things can be better controlled by the devs, but it'll still be the same quest that your friend finished last week. It won't make the world breathe or seem alive since no one else but those allowed in this private region at one time will be able to see what happens there.

Making a world alive means that it should have events that do not require the player's presence or input to run, but that allows a player, or groups of players, to influence it's outcome if they participate. I know that "instances" can be used in that regards, and that would be great, but you're then still alienating the feature that I love the most about mmorpgs: the unpredicatble encounters between players.

So, anyway, I see instances as a great tool, but not a solution. In the end I believe that it may only outline other problems more clearly, or even create new ones.

But hey! I've been known to be wrong... many many times!

Before I start I'll mention that I might be a little biased as I'm a moderator for Mythica HQ and heavily into Mythica. IMO, you're missing some of the best things about private realms if done correctly. I think that private realms/instances will allow the developers to make the world more immersive for the following reasons.
  • Destructible environments. To me this is the #1 benefit of private realms, well perhaps after removing camping and griefing. Say you're walking down a corridor and the tunnel collapses behind you. The dungeon has just got a lot more interesting. How about the first member of a group crosses a bridge, the bridge breaks away behind them, splitting the group up. What looks like a statue ahead of them lights up and a warning horn goes off. What are you to do? What is the group to do? They cannot add this kind of thing into a game without having a private realm.
  • Monster AI. How about a group of monsters that splits up and tries to flank your group. If the AI needs to take into account all the characters that are anywhere close to it, some of whom might not even be attacking it, how does it know who is actively involved in the battle. How does it limit its tactics to those that care. Private realms will allow the monsters to have tactics that are related to their environment and the group that is attacking.
  • Scaling difficulty for quests. Private realms allows the developers to add scaling difficulty of quests to the actual group entering the private realm. So even if you repeat the private realm it can be more difficult.
  • Real battles, helping people. Maybe you come across an encampment of a human army. It's trying to block the pass in front of you from a giant army on the other side. A horn blows and a rider rides up to the human leader. The giant army is splitting into 2 parts, a portion is coming up the main pass, while a smaller division is going over the high pass attempting to flank the army. The leader looks to you and says I don't have enough men to cover both flanks. You decide you want to help the army, which flank you want to help. Shoot you could even decide not to, and sneak past the giant army. Maybe you decide to help the giants and kill the humans. Or say you're going to help the humans, and then don't. Completely up to you.
  • Playscapes. I don't know enough about the other games, but this is one feature of Mythica that can't be overlooked. A playscape will have multiple goals and objectives that are somewhat persistant. When you enter them the 1st time you might only complete two of them. You might return weeks later and complete the others. Decisions you made the 1st time through will affect how the private realm reacts to you the next time through.

I really think that the private realm technology will give the devs more to work with than just stopping griefers.
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Johannes Gunnbjorn
Mythica HQ
"Brutal" - Corel Dangel
Post Fri Nov 21, 2003 5:16 pm
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Ekim
Eagle's Shadow
Eagle's Shadow




Joined: 27 May 2002
Posts: 2365
Location: Montreal, Canada
   

quote:
Originally posted by JonnyG
Before I start I'll mention that I might be a little biased as I'm a moderator for Mythica HQ and heavily into Mythica. IMO, you're missing some of the best things about private realms if done correctly. I think that private realms/instances will allow the developers to make the world more immersive for the following reasons
<...>
I really think that the private realm technology will give the devs more to work with than just stopping griefers.

Why does everyone think that I think private realms are no good? On the contrary, I like the idea a lot! I am just saying that it is not a solution, and that it might eventually make other problems clearer (which is a good thing also!!). Everything that you listed is very good, and I'm looking forward to seeing how it will all work in the real world. I am simply arguing that it might cut off the communal aspect of an mmorpg just a little bit. Maybe it won't either, we'll have to wait and see.

To me, and mmorpg is all about community and the interaction between players. And what makes an mmorpg especially interesting are the accidental encounters between players, which private areas will pretty much eliminate as far as I can see. Is that good or bad? I'll wait until I can see it firsthand before I give you my definite opinion on that.

Incidentally, this week I contradict myself a little and I try to take this system of instancing a little further by seeing what would happen if you pulled it completely offline... and liking what it could mean! But contradiction is what makes life so interesting
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Post Fri Nov 21, 2003 9:03 pm
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And I definitely agree that one thing you do lose with this is accidental meetings. Running across someone in a huge battle where you might just want to watch, help out if they need it. What about that noob leading a train, I guess they could lead the train right out of the private realm. That's an interesting question. If you run and leave the private realms, do the monsters stop following?
Post Fri Nov 21, 2003 9:09 pm
 
JonnyG
Village Dweller
Village Dweller




Joined: 21 Nov 2003
Posts: 4
   

quote:
Originally posted by Anonymous
And I definitely agree that one thing you do lose with this is accidental meetings. Running across someone in a huge battle where you might just want to watch, help out if they need it. What about that noob leading a train, I guess they could lead the train right out of the private realm. That's an interesting question. If you run and leave the private realms, do the monsters stop following?

Oops, sorry that was me. For some reason it didn't log me in.
_________________
Johannes Gunnbjorn
Mythica HQ
"Brutal" - Corel Dangel
Post Fri Nov 21, 2003 9:36 pm
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