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It's become a dirty word to some, but is instancing in MMOs really the boogieman it's been made out to be?
“Instancing” has become a dirty word in some segments of the MMO community. It’s easy to understand why. By its very definition, it limits the number of players in what is supposed to be a massive, shared experience. Yet, on the other hand, for game designers, instancing – when used correctly – is a powerful tool that allows them to create more dramatic, meaningful gameplay experiences. So, today, I wonder why games cannot have the best of both worlds and use instancing, without making it into a single-player game?
When it comes to instancing, I honestly believe the fan objections are far more about an ideal than a reality. Sometimes, we get caught up in what an MMO is supposed to be and limit things that would make them better or more fun based on that ideal.
Read it all here.
Formerly of MMORPG.com
Currently Lead Designer for Bit Trap Studios