Difference between revisions of "Instances"
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== Using the pattern == | == Using the pattern == | ||
− | + | [[Instances]] are primarily used in [[Massively Multiplayer Online Games]] as a way of using [[Game Servers]] more efficiently. The design of them have two main components: their content and their accessibility. For the first component, most of the aspects of [[Levels]] apply with the differences that it is even more common to include [[Boss Monsters]]. | |
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[[Game Lobbies]], | [[Game Lobbies]], | ||
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[[Persistent Game World Changes]], | [[Persistent Game World Changes]], | ||
[[Persistent Game Worlds]], | [[Persistent Game Worlds]], | ||
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when respawn | when respawn | ||
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== Consequences == | == Consequences == | ||
[[Instances]] are [[Levels]] and [[Inaccessible Areas]] that players have the [[Freedom of Choice]] to try and enter. If players are allowed to enter them several times, they can provide [[Extra Chances]]. | [[Instances]] are [[Levels]] and [[Inaccessible Areas]] that players have the [[Freedom of Choice]] to try and enter. If players are allowed to enter them several times, they can provide [[Extra Chances]]. | ||
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+ | That [[Instances]] can be accessed several times or by several different player groups and have limited effect on the overall gameplay state makes [[Instances]] clash with [[Temporal Consistency]]. They typically also clash with [[Thematic Consistency]] in that the mechanical aspects of [[Enemies]] and [[Rewards]] can become apparent when they are recreated multiple times. | ||
[[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. | [[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. |
Revision as of 09:22, 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
Instances are primarily used in Massively Multiplayer Online Games as a way of using Game Servers more efficiently. The design of them have two main components: their content and their accessibility. For the first component, most of the aspects of Levels apply with the differences that it is even more common to include Boss Monsters.
Persistent Game World Changes, Persistent Game Worlds,
when respawn
The use of Private Game Spaces offers many of the consequences of Instances and may be an alternative design solution in games where player interaction is to be limited.
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 that players have the Freedom of Choice to try and enter. If players are allowed to enter them several times, they can provide Extra Chances.
That Instances can be accessed several times or by several different player groups and have limited effect on the overall gameplay state makes Instances clash with Temporal Consistency. They typically also clash with Thematic Consistency in that the mechanical aspects of Enemies and Rewards can become apparent when they are recreated multiple times.
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
-