Instances

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Revision as of 07:47, 1 July 2014 by Staffan Björk (Talk | contribs) (Potentially Conflicting With)

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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

This pattern is a still a stub.

Note: Wikipedia has a entry for Dungeon Instances[1] which discusses the same topic.

Examples

World of Warcraft

Eve Online

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

Massively Multiplayer Online Games

Dynamic Alliances

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Camping, Extra Chances, Inaccessible Areas, Levels, Social Interaction

with Massively Multiplayer Online Games

Dynamic Alliances

Can Modulate

Game Servers, Massively Multiplayer Online Games, Persistent Game Worlds

Can Be Instantiated By

Private Game Spaces

Can Be Modulated By

Boss Monsters, Game Lobbies

Possible Closure Effects

-

Potentially Conflicting With

Persistent Game World Changes, Temporal Consistency, Thematic Consistency

History

New pattern created in this wiki.

References

  1. Wikipedia [1] entry for Instance Dungeons.

Acknowledgements

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