Difference between revisions of "Instances"
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[[Thematic Consistency]] | [[Thematic Consistency]] | ||
[[Temporal Consistency]] | [[Temporal Consistency]] | ||
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==== [[Massively Multiplayer Online Games]] ==== | ==== [[Massively Multiplayer Online Games]] ==== | ||
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=== Narrative Aspects === | === Narrative Aspects === | ||
+ | [[Instances]] are often used to house [[Quests]] so that only a limited number of players are part of it. Besides allowing [[Quests]] to be balanced against a certain number of players, it allows the game design to focus on these players as central to the narration. | ||
== Consequences == | == Consequences == |
Revision as of 08:41, 1 July 2014
Subparts of game worlds creates specifically for groups of players as these parts are needed.
Computer Games that support multiplayer games can have problems with too many players in the same place. This can both cause technical issues with too much communication needed between a server and many clients and cause gameplay balance issues. Instances is one way of solving this issue by creating isolated gameplay areas where a limited number of players may be. This can also ensure that players are guaranteed to interact with each other, something that may not occur if the game world is to large in comparison with the number of players.
Wikipedia has a entry for Dungeon Instances[1] which discusses the same topic.
Note: The use of Instances here is different from the concept of game instances in the component framework.
Contents
Examples
Massively Multiplayer Online Games such as Eve Online, World of Warcraft and the Everquest series make use of Instances to allow small groups of players to enter specific areas in attempt to complete quests.
Using the pattern
Boss Monsters, Camping, Extra Chances, Freedom of Choice, Game Lobbies, Game Servers, Inaccessible Areas, Massively Multiplayer Online Games, Levels, Persistent Game World Changes, Persistent Game Worlds, Private Game Spaces, Thematic Consistency Temporal Consistency
Massively Multiplayer Online Games
Diegetic Aspects
Interface Aspects
Narrative Aspects
Instances are often used to house Quests so that only a limited number of players are part of it. Besides allowing Quests to be balanced against a certain number of players, it allows the game design to focus on these players as central to the narration.
Consequences
Relations
Can Instantiate
Camping, Extra Chances, Inaccessible Areas, Levels, Social Interaction
with Massively Multiplayer Online Games
Can Modulate
Game Servers, Massively Multiplayer Online Games, Persistent Game Worlds, Quests
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
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Potentially Conflicting With
Persistent Game World Changes, Temporal Consistency, Thematic Consistency
History
New pattern created in this wiki.
References
Acknowledgements
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