Difference between revisions of "Instances"
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[[Category:Patterns]] | [[Category:Patterns]] | ||
[[Category:Platform Patterns]] | [[Category:Platform Patterns]] | ||
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[[Category:Needs revision]] | [[Category:Needs revision]] | ||
[[Category:Needs examples]] | [[Category:Needs examples]] | ||
[[Category:Needs references]] | [[Category:Needs references]] | ||
[[Category:Patterns created on the Wiki]] | [[Category:Patterns created on the Wiki]] | ||
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[[Category:To be Published]] | [[Category:To be Published]] | ||
[[Category:Staffan's current workpage]] | [[Category:Staffan's current workpage]] | ||
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== Using the pattern == | == Using the pattern == | ||
[[Boss Monsters]], | [[Boss Monsters]], | ||
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[[Freedom of Choice]], | [[Freedom of Choice]], | ||
[[Game Lobbies]], | [[Game Lobbies]], | ||
[[Game Servers]], | [[Game Servers]], | ||
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[[Massively Multiplayer Online Games]], | [[Massively Multiplayer Online Games]], | ||
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[[Persistent Game World Changes]], | [[Persistent Game World Changes]], | ||
[[Persistent Game Worlds]], | [[Persistent Game Worlds]], | ||
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[[Temporal Consistency]] | [[Temporal Consistency]] | ||
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=== Diegetic Aspects === | === Diegetic Aspects === | ||
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== Consequences == | == Consequences == | ||
+ | [[Instances]] are [[Levels]] and [[Inaccessible Areas]]. If players are allowed to enter them several times, they can provide [[Extra Chances]]. | ||
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+ | [[Camping]] may occur whenever players cannot enter [[Instances]] at any time since they may gather close to their entrance. In [[Massively Multiplayer Online Games]] where [[Instances]] need certain number of players, players may not know all the people they are playing with. This makes [[Instances]] create [[Pickup Groups]] and [[Dynamic Alliances]]. These consequences, and the concentration of players during the actual gameplay provided in [[instances]], increases the likelihood of [[Social Interaction]] between players. | ||
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== Relations == | == Relations == | ||
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==== with [[Massively Multiplayer Online Games]] ==== | ==== with [[Massively Multiplayer Online Games]] ==== | ||
− | [[Dynamic Alliances]] | + | [[Dynamic Alliances]], |
+ | [[Pickup Groups]] | ||
=== Can Modulate === | === Can Modulate === |
Revision as of 09:01, 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, Freedom of Choice, Game Lobbies, Game Servers, Massively Multiplayer Online Games, Persistent Game World Changes, Persistent Game Worlds, Private Game Spaces, Thematic Consistency Temporal Consistency
when respawn
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
Instances are Levels and Inaccessible Areas. If players are allowed to enter them several times, they can provide Extra Chances.
Camping may occur whenever players cannot enter Instances at any time since they may gather close to their entrance. In Massively Multiplayer Online Games where Instances need certain number of players, players may not know all the people they are playing with. This makes Instances create Pickup Groups and Dynamic Alliances. These consequences, and the concentration of players during the actual gameplay provided in instances, increases the likelihood of Social Interaction between players.
Relations
Can Instantiate
Camping, Extra Chances, Inaccessible Areas, Levels, Social Interaction
with Massively Multiplayer Online Games
Dynamic Alliances, Pickup Groups
Can Modulate
Game Servers, Massively Multiplayer Online Games, Persistent Game Worlds, Quests
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
Persistent Game World Changes, Temporal Consistency, Thematic Consistency
History
New pattern created in this wiki.
References
Acknowledgements
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