Instance Dungeon - Design Considerations

Design Considerations

Single-player games are great, and I love them. They have a great feature. Your life is very special. You are the hero and you get to save the whole world. You live a truly charmed existence, and around every corner you are finding new things. You're blissfully unaware of your neighbor who is also playing the game. (...) is like Disney World, which has a hub. You can go to shops and get food, but when you get on the boat for the pirate ride, you're in your own version of reality. Once the ride starts, you are blissfully unaware of the boats in front of you and behind you. Then when you finish, you are in the hub, and you can navigate over to the next place.

—Richard Garriott, in Dungeons and Dreamers: The Rise of Computer Game Culture from Geek to Chic (2003)

The problem can be stated as follows: every player wants to be "The Hero", slay "The Monster", rescue "The Princess", and obtain "The Magic Sword". When there are thousands of players all playing the same game, clearly not everyone can be the hero. The problem of everyone wanting to kill the same monster and gain the best treasure became obvious in the game EverQuest, where several groups of players would compete and sometimes harass each other in the same dungeon, in order to get to the monsters dropping valuable items. The creation of instances largely solves this set of problems, leaving only travelling to and from the dungeon as a potential risk in player versus player environments.

Stated another way, instances can be used to reduce the competition over resources within the game. Excessive competition in these spaces leads to several undesirable behaviors such as kill stealing, spawn camping, and ninja looting as players do whatever they can to acquire the limited rewards. Instancing preserves the gaming experience, since some gaming scenarios do not work if the player is continually surrounded by other players, as in a multiplayer setting. Instance dungeons may contain stronger than usual mobs and rare, sought-after equipment. They also may include level restrictions and/or restrict the number of players allowed in each instance to balance gameplay. Several games use instancing to scale the mobs to the players' levels, and/or the number of players present.

Despite its advantages, instancing in MMOGs has been criticized. Brad McQuaid, lead designer of EverQuest and Vanguard: Saga of Heroes (both of which did not feature instancing at launch), wrote an essay in 2005 arguing that instances can negatively affect the game's community, virtual economy, churn rate, and other factors. In response to this article, Raph Koster added that instancing should be limited to situations in which the creation of a "pocket zone" makes sense within the context of the fictional universe — such as the holodeck in the Star Trek franchise. One reviewer described the extensive use of instancing in Age of Conan as " the sense of expansiveness an MMORPG should have".

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