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voici une série d'interventions qui me semblent intéressantes
et de nombreux post reprennent ce que je ressent au sujet des instances....
... je suis contre les instances.... et l'argumentation de brad est assez ... je vous laisse lire :
le fil de discussion
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Originally Posted by Laurel
I honestly expect that many of the folks who are currently vehement against instancing will look back a few years from now and say "you know... it wasn't that bad" in the same way there's a lot of nostalgia towards trains, heavy death penalties and the like to be found here on the forums.
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Honestly, I'm not so sure about that. I predict, for whatever that's worth, that you'll see games with either/or or some sort of mixture. It really comes down to a pholosophical disagreement as to whether some competition for resources is good or bad for a game and whether players should have a right to content or a right for a chance and said content.
Assuming Vanguard is successful (and biased that I am, I feel pretty good about it), I think it will, amongst other things, show that there is a viable playerbase out there who prefers some competition, etc.
Vanguard tanks, and who knows
There are other reasons to use instancing other than to eliminate competition in dungeons and guarantee content. It's also used to compensate for launching a game with insufficient content because it allows you to clone parts of your world. I can't truly speak for other developers out there, but I think the latter plays as much of a factor as the former. I can see the developers arguing for instancing based on reducing competition/guaranteeing content, upper management shrugging, then they are told how it allows them to make less content and mirror sections/zones of the world, meaning less time and money spent, and then upper management smiling happily in approval. I also see both groups obvlivious and/or apathetic to the social/community building problems inherent in heavily instanced games and the effect on long term retention. Then again, this assumes that long term retention is important to their business model and planning, and in some cases it may not be.
Personally, while I don't see Instancing fitting into Vanguard, I *do* see it fitting in some types of MMOGs, though were they Sigil MMOGs they would be used sparingly and in context (evil hint at project #2).
__________________
Brad McQuaid
CEO, Sigil Games Online, Inc.
Exec. Producer, Vanguard: Saga of Heroes.
Last edited by Aradune Mithara on 08-06-05 at 05:18 AM.
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Originally Posted by Kaladen
The problem with this, is that there always going to be dungeons that are more popular than others. You might create 5 dungeons, but the majority of the population will always be drawn 1 or 2 in particular. We know this happened alot in EQ, with Lower Guk and Old Sebilis being the most popular and alot of other dungeons being neglected altogther. Its not that the other dungeons where done badly or lacked loot, but I guess alot of people are like sheep and follow the crowd. Even if Vanguard is mildly successful, unless you intend to cap the number of people that can zone into a dungeon. Then camping is going to be a big problem, Old Sebilis was a decently sized dungeon yet in prime time almost every single spawn was camped.
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I'm not going to tell you that we won't make errors and that some regions of the world won't be at times more popular. I will say that we will do our best to avoid this, however, and that we've learned from the past. With EQ in particular, the Old World was almost totally ignored. With Vanguard we will have a live team dedicated to keeping the Old World up to date, revamped, etc. A seperate team will work on the longer term expansions.
With some games, though they've been around a while and technically have a TON of zones/areas, from my perspective they really don't. If you allow new expansions to invalidate or make obsolete your pre-existing content you're in one sense not really adding, you're replacing.
I really don't want to see that happen in Vanguard, we've given various solutions and plans a LOT of thought, and like I mentioned, budgeted for two distinct groups of developers.
__________________
Brad McQuaid
CEO, Sigil Games Online, Inc.
Exec. Producer, Vanguard: Saga of Heroes.
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Originally Posted by Neuaelr
Instancing in a seamless world would seem poor form in my opinion. Honestly, i hope they don't have instancing at all within vanguard. Yes, i agree it cheapens the feel of the game, plus it's the idea of being able to go to somewhere you see, if you can see it you can go to it, like in lineage 2. Instancing, in my opinion, takes the seamlessness out of the world and makes it act like a zoned world ala EQ.
In lineage 2, it was a completely seamless world. Even where bots ran rampart in the dungens, there was always a place to go because it was that, it was just that big. So I doubt even without instancing, if there dungens are even remotely big, there won't be a problem with over crowding at all.
One spot in lineage 2 called the giants cave at one point had 40-50 bots all farming loot. I was still able to find a spot with my group of 9 in there and still have plenty of mobs. Of course, respawn is a factor in all this, if the respawn is slow (like 10-15mins) then yes, it could be a fact over crowding might come into play. But if respawn is 3-8 mins, highly unlikely over crowding will be a problem because in there current spot respawn will be fast and everyone will have plenty of mobs.
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Good to know that a more modern game (say, vs. EQ) didn't use instancing and had enough content. I'm sure there are issues with L2, but I do know it's very successful in Korea.
I remember Raph Koster telling me before launch that he thought there was no way we could get enough content into EQ. Sure, we had crowding problems and all wasn't perfect, but on the whole, we had a lot of content and while the bottlenects stick out in people's memories, I'd like to think they were the exception not the rule.
Now it's not Raph telling me we can't make enough content, it's gamers who've experienced instancing.
If we didn't think we could make enough content, then I'd consider instancing. Like I said, I think one the big reasons it's used is to clone content so you don't to make as much, the game costs less, comes out sooner, etc. I really don't want to go down that road.
Again, I think the more debated issue that is more relative to the playerbase are the philosophical issues around competition and right to content. How much competition players will put up with varies. Some enjoy it, some don't. Very few enjoy it when it get's egregious. We have to avoid that no matter what. But if kept under control, it's fun to try to outdo another player, or a group, or a guild, and get that item first, or solve that quest first, or get to a certain area first. To many people that's a big part of gameplay -- one could even argue that it's a form of PvP, albeit indirect. I know I enjoyed it in the games I've played.
The key is that this competition doesn't mean it has to be coupled with boredom and sitting around. What is unacceptable is if you find out another group is in an area you want to go to and you don't have a second or third choice. That's lack of content. And I agree that instancing adresses this, but I think it's too much of a band-aid. We need to launch with enough content, relative to the size of the world and how many players are playing in that world. Again, it's all about the middle ground -- you should't be left with nothing to do because somebody else got their first, but nor should you always have your first pick as to what you want to do, because somebody else beat you to your first choice. That may be annoying to a degree, but I think it's a challenge that is appealing to a lot of players.
I suppose, just thinking about loud, that you could simulate this with instancing by only allowing a small number of instances of any given zone like that to exist. So at some point, the game would tell you, no, only 3 instances of UberDungeon1 can be spawned, and they are all full. But again, it's not very elegant, I think there are better ways, and there are still the community issues.
Again, it comes down to whether we or any other MMOG developer can create enough content to satisfy those who enjoy some competition and to avoid egregious issues where you find you have nothing to do. EQ isn't a stellar example here, I know. But honestly, overall, I think it did a pretty good job. The complaints I heard happened a while after launch, and mostly was about uber guilds monopolizing a select few very in-demand dungeons. I think this can be avoided. Someone correct me if I'm wrong, but you core gamers out there who were not raiding all of the time -- did you have enough to do in general? I did when leveling 1-48, but I realize I didn't experience the high levels like many of you did.
And, while I hate to say this this way and to argue from the extreme, but if it did come down to either instancing or some waiting around for content, I would still choose the waiting around. I know that won't be popular for me to say, but first, as stated, I think the majority of it can be avoided, and second, if forced to choose the lesser of two evils, that's the decision I'd make. I truly think significant amounts of instancing does even more harm, especially long term and for retention.
And even then, were this to occur... is it really that you're completely blocked and there's nothing to do? Or is it that you'd just really prefer to be doing the dungeon that's already full and are upset about having to choose a plan b or a plan c? I remember when MUDing a lot, sometimes where we wanted to go was too crowded, and sure we complained and ranted, but at the same time we moved on and still had a blast elsewhere. The key is that there *has* to be an elsewhere.
Boy, the above couple of paragraphs are going to be taken out of context. Ah well.
__________________
Brad McQuaid
CEO, Sigil Games Online, Inc.
Exec. Producer, Vanguard: Saga of Heroes.
Last edited by Aradune Mithara on 08-06-05 at 11:02 PM.
je ne suis pas tres fort pour les trad....
peu etre qu'un GR ( gentil redacteur ? ) ....
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