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	<title>Comments on: Why Instances?</title>
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		<title>By: cmagoun</title>
		<link>http://www.mmocrunch.com/2009/09/08/why-instances/comment-page-1/#comment-45901</link>
		<dc:creator>cmagoun</dc:creator>
		<pubDate>Wed, 09 Sep 2009 19:39:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.mmocrunch.com/?p=2082#comment-45901</guid>
		<description>Qix, I have little to add here, but I had to say, this is an awesome point. Thanks for posting that.</description>
		<content:encoded><![CDATA[<p>Qix, I have little to add here, but I had to say, this is an awesome point. Thanks for posting that.</p>
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		<title>By: cmagoun</title>
		<link>http://www.mmocrunch.com/2009/09/08/why-instances/comment-page-1/#comment-45900</link>
		<dc:creator>cmagoun</dc:creator>
		<pubDate>Wed, 09 Sep 2009 19:36:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.mmocrunch.com/?p=2082#comment-45900</guid>
		<description>Interesting that we had different perceptions of the same experience... I found traveling in Guild Wars to be tedious and dull. I never had one of those &quot;just wandering around&quot; moments where I found something cool, or stumbled into a region where I wasn&#039;t meant to be. I think to me it feels &quot;small&quot; because the wilderness instances are extensions of the same mechanic used for dungeons. Sometimes, traveling and exploring should be its own reward... and there are a lot of &quot;open world&quot; games that have lost this concept as well (which goes with your comment about going afk on a griffon).</description>
		<content:encoded><![CDATA[<p>Interesting that we had different perceptions of the same experience&#8230; I found traveling in Guild Wars to be tedious and dull. I never had one of those &#8220;just wandering around&#8221; moments where I found something cool, or stumbled into a region where I wasn&#8217;t meant to be. I think to me it feels &#8220;small&#8221; because the wilderness instances are extensions of the same mechanic used for dungeons. Sometimes, traveling and exploring should be its own reward&#8230; and there are a lot of &#8220;open world&#8221; games that have lost this concept as well (which goes with your comment about going afk on a griffon).</p>
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		<title>By: Qix</title>
		<link>http://www.mmocrunch.com/2009/09/08/why-instances/comment-page-1/#comment-45890</link>
		<dc:creator>Qix</dc:creator>
		<pubDate>Wed, 09 Sep 2009 15:58:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.mmocrunch.com/?p=2082#comment-45890</guid>
		<description>Lots of great points here.  But personally, I feel you missed one of the biggest &quot;pro&#039;s&quot; to an instanced system (as opposed to servers like guild wars).  
...
I personally know more than 100 people that play WoW.  Absolutely none of them play on my server, or even the same server for that matter.  There is a huge (for-fun) rivalry between the Penny Arcade and PvP Online with multiple guilds on each side.  A while back my favorite podcast started up their own guild and played with their fans.  What about all the new friends I made at PAX09, a lot of them play WoW - on different servers of corse.  All these things are things I would love to be part of.  But they are all on different servers.
...
None of this is available to me without ditching the friends I&#039;ve made on MY server, leaving my end-game raiding guild, and paying real money.  All this to join ONE of those servers.  In a game as large as wow, this kind of server system hurts its own player base.  I would kill for a little in game (inn&#039;s only?) drop down menu that let me instantly switch servers at will like Guild Wars.
...
As a side note, WAR could have used this to save themselves from the people (like me) that quit due to lack of players on their server.  Unfortunately WAR&#039;s end-game revolves around individual servers, swapping like this would ruin it.</description>
		<content:encoded><![CDATA[<p>Lots of great points here.  But personally, I feel you missed one of the biggest &#8220;pro&#8217;s&#8221; to an instanced system (as opposed to servers like guild wars).<br />
&#8230;<br />
I personally know more than 100 people that play WoW.  Absolutely none of them play on my server, or even the same server for that matter.  There is a huge (for-fun) rivalry between the Penny Arcade and PvP Online with multiple guilds on each side.  A while back my favorite podcast started up their own guild and played with their fans.  What about all the new friends I made at PAX09, a lot of them play WoW &#8211; on different servers of corse.  All these things are things I would love to be part of.  But they are all on different servers.<br />
&#8230;<br />
None of this is available to me without ditching the friends I&#8217;ve made on MY server, leaving my end-game raiding guild, and paying real money.  All this to join ONE of those servers.  In a game as large as wow, this kind of server system hurts its own player base.  I would kill for a little in game (inn&#8217;s only?) drop down menu that let me instantly switch servers at will like Guild Wars.<br />
&#8230;<br />
As a side note, WAR could have used this to save themselves from the people (like me) that quit due to lack of players on their server.  Unfortunately WAR&#8217;s end-game revolves around individual servers, swapping like this would ruin it.</p>
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		<title>By: nugget</title>
		<link>http://www.mmocrunch.com/2009/09/08/why-instances/comment-page-1/#comment-45879</link>
		<dc:creator>nugget</dc:creator>
		<pubDate>Wed, 09 Sep 2009 09:20:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.mmocrunch.com/?p=2082#comment-45879</guid>
		<description>Hm, I don&#039;t personally feel that the hub-instance based structure makes Guild Wars feel small.

I think this may be a question of personal preference, as well as what you&#039;re doing in the &#039;world&#039; at any given time.

I know when I go vanquishing (kill every aggressive mob in a zone), or when I waddle across a large zone for the first time, to get a city-outpost map marker so I can instant travel, it certainly doesn&#039;t feel small. In fact, it feels rather large.

To me, Guild Wars feels bigger than WoW. But then, maybe not everyone goes AFK the moment they hop on a gryphon. And epic flight did make WoW seem even smaller.

Guild Wars feels big, yet convenient to me. I hadn&#039;t expected this. Back when I played MUDs, I was one of those people who was really, really against teleportation spells as a design feature, because I felt they made the world feel smaller and more trivial. I don&#039;t get that with Guild Wars (personally), and so have been forced to re-assess why I thought so in the first place.

I think now that it&#039;s because MUDs and graphical MMOs are very different beasts (yes, I know, sillyobvious). When you &#039;walk very fast&#039; through an area in a MUD, the text is just flying by and you&#039;re not seeing it. When you walk very fast (or fly or bounce or poing) in an MMO, you&#039;re still seeing the world *unless* you go afk on a gryphon, and /or you map via GW style city maps. But when you want to get to a specific mob, you still *walk/run/fly/poing* all the way there, past the scenery, which you SEE. In a MUD, teleporting and pre-keying a vast set of directions are almost equal, and neither of them register as &#039;seeing&#039; the world.

(Sorry for the MUD digression. Rambly nugget strikes!)</description>
		<content:encoded><![CDATA[<p>Hm, I don&#8217;t personally feel that the hub-instance based structure makes Guild Wars feel small.</p>
<p>I think this may be a question of personal preference, as well as what you&#8217;re doing in the &#8216;world&#8217; at any given time.</p>
<p>I know when I go vanquishing (kill every aggressive mob in a zone), or when I waddle across a large zone for the first time, to get a city-outpost map marker so I can instant travel, it certainly doesn&#8217;t feel small. In fact, it feels rather large.</p>
<p>To me, Guild Wars feels bigger than WoW. But then, maybe not everyone goes AFK the moment they hop on a gryphon. And epic flight did make WoW seem even smaller.</p>
<p>Guild Wars feels big, yet convenient to me. I hadn&#8217;t expected this. Back when I played MUDs, I was one of those people who was really, really against teleportation spells as a design feature, because I felt they made the world feel smaller and more trivial. I don&#8217;t get that with Guild Wars (personally), and so have been forced to re-assess why I thought so in the first place.</p>
<p>I think now that it&#8217;s because MUDs and graphical MMOs are very different beasts (yes, I know, sillyobvious). When you &#8216;walk very fast&#8217; through an area in a MUD, the text is just flying by and you&#8217;re not seeing it. When you walk very fast (or fly or bounce or poing) in an MMO, you&#8217;re still seeing the world *unless* you go afk on a gryphon, and /or you map via GW style city maps. But when you want to get to a specific mob, you still *walk/run/fly/poing* all the way there, past the scenery, which you SEE. In a MUD, teleporting and pre-keying a vast set of directions are almost equal, and neither of them register as &#8217;seeing&#8217; the world.</p>
<p>(Sorry for the MUD digression. Rambly nugget strikes!)</p>
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		<title>By: ScottB</title>
		<link>http://www.mmocrunch.com/2009/09/08/why-instances/comment-page-1/#comment-45862</link>
		<dc:creator>ScottB</dc:creator>
		<pubDate>Wed, 09 Sep 2009 04:32:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.mmocrunch.com/?p=2082#comment-45862</guid>
		<description>I prefer open world questing overall, when it works, ala WoW and CO.  While CO still limits the numbers of players in a zone, there are enough to feel busy.  Better than WoW as the zones are smaller.  I would like to see some optional teaming instances added in CO though.  The CO/WoW quest chain system does make teaming harder once the players are out of sync with the missions.  Adding some CoX styled random instanced missions would be a nice addition.</description>
		<content:encoded><![CDATA[<p>I prefer open world questing overall, when it works, ala WoW and CO.  While CO still limits the numbers of players in a zone, there are enough to feel busy.  Better than WoW as the zones are smaller.  I would like to see some optional teaming instances added in CO though.  The CO/WoW quest chain system does make teaming harder once the players are out of sync with the missions.  Adding some CoX styled random instanced missions would be a nice addition.</p>
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		<title>By: cmagoun</title>
		<link>http://www.mmocrunch.com/2009/09/08/why-instances/comment-page-1/#comment-45859</link>
		<dc:creator>cmagoun</dc:creator>
		<pubDate>Wed, 09 Sep 2009 04:19:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.mmocrunch.com/?p=2082#comment-45859</guid>
		<description>To Everyone: Thanks for the comments. I enjoy it when a post generates some discussion.

Rob S: One thing to note, I think Champions does &quot;ok&quot; with its instances. I have not yet felt the world empty or small in CO and in general, I think CO needs MORE instancing to encourage teaming. There are other reasons to like/dislike CO, but I don&#039;t feel instances is one of them.

Rob: Interesting point. I think that to an extent, you are correct, instances have become the defacto method for doing dungeons. Still, like anything else, they can be done well or poorly... I think both Guild Wars and DDO have good instances and they are used to do something interesting as opposed to just &quot;find the next shiny&quot;. Unfortunately, those games are so instanced that I find myself avoiding them even when the quality is pretty good.

Christopher: The one thing I did like about Tabula Rasa was the invasion points. I would like to see more and more games have some kinds of dynamic world events to keep the open world fresh and interesting.

Ink: Hey man, good to see you... I need to drop you a line and ask you some questions. Check your pm on mmorpg.com.</description>
		<content:encoded><![CDATA[<p>To Everyone: Thanks for the comments. I enjoy it when a post generates some discussion.</p>
<p>Rob S: One thing to note, I think Champions does &#8220;ok&#8221; with its instances. I have not yet felt the world empty or small in CO and in general, I think CO needs MORE instancing to encourage teaming. There are other reasons to like/dislike CO, but I don&#8217;t feel instances is one of them.</p>
<p>Rob: Interesting point. I think that to an extent, you are correct, instances have become the defacto method for doing dungeons. Still, like anything else, they can be done well or poorly&#8230; I think both Guild Wars and DDO have good instances and they are used to do something interesting as opposed to just &#8220;find the next shiny&#8221;. Unfortunately, those games are so instanced that I find myself avoiding them even when the quality is pretty good.</p>
<p>Christopher: The one thing I did like about Tabula Rasa was the invasion points. I would like to see more and more games have some kinds of dynamic world events to keep the open world fresh and interesting.</p>
<p>Ink: Hey man, good to see you&#8230; I need to drop you a line and ask you some questions. Check your pm on mmorpg.com.</p>
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		<title>By: Inktomi</title>
		<link>http://www.mmocrunch.com/2009/09/08/why-instances/comment-page-1/#comment-45848</link>
		<dc:creator>Inktomi</dc:creator>
		<pubDate>Wed, 09 Sep 2009 02:41:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.mmocrunch.com/?p=2082#comment-45848</guid>
		<description>Welcome!!! Nice to see you here Cmag.
 Wow, someone is stealing all the talent from moorpeg.com.
Great article also. See ya round, 
Frank</description>
		<content:encoded><![CDATA[<p>Welcome!!! Nice to see you here Cmag.<br />
 Wow, someone is stealing all the talent from moorpeg.com.<br />
Great article also. See ya round,<br />
Frank</p>
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		<title>By: Christopher</title>
		<link>http://www.mmocrunch.com/2009/09/08/why-instances/comment-page-1/#comment-45847</link>
		<dc:creator>Christopher</dc:creator>
		<pubDate>Wed, 09 Sep 2009 02:40:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.mmocrunch.com/?p=2082#comment-45847</guid>
		<description>I totally agree with all of your points and the major fact that I also loath Hub &amp; Instances games; for me, this means Huxley is off my list.

I kind of liked how Tabula Rasa made certain &quot;centers&quot; a place where invaders would randomly attack. Of course there were numerous issues with their implementation but I&#039;d like to see someone else interpretation.</description>
		<content:encoded><![CDATA[<p>I totally agree with all of your points and the major fact that I also loath Hub &amp; Instances games; for me, this means Huxley is off my list.</p>
<p>I kind of liked how Tabula Rasa made certain &#8220;centers&#8221; a place where invaders would randomly attack. Of course there were numerous issues with their implementation but I&#8217;d like to see someone else interpretation.</p>
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		<title>By: Rob</title>
		<link>http://www.mmocrunch.com/2009/09/08/why-instances/comment-page-1/#comment-45846</link>
		<dc:creator>Rob</dc:creator>
		<pubDate>Wed, 09 Sep 2009 02:36:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.mmocrunch.com/?p=2082#comment-45846</guid>
		<description>After experiencing UO dungeons post trammel I thought instant dungeons was a great idea, but they have become to much of a crutch for developers.  Instead of designing a world with enough interesting places to see and hunt developers just throw in a couple instances with all the must have gear and we&#039;ll stupidly run that same instance over and over again just to get the shiney object.</description>
		<content:encoded><![CDATA[<p>After experiencing UO dungeons post trammel I thought instant dungeons was a great idea, but they have become to much of a crutch for developers.  Instead of designing a world with enough interesting places to see and hunt developers just throw in a couple instances with all the must have gear and we&#8217;ll stupidly run that same instance over and over again just to get the shiney object.</p>
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		<title>By: Robert Schultz</title>
		<link>http://www.mmocrunch.com/2009/09/08/why-instances/comment-page-1/#comment-45798</link>
		<dc:creator>Robert Schultz</dc:creator>
		<pubDate>Tue, 08 Sep 2009 17:14:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.mmocrunch.com/?p=2082#comment-45798</guid>
		<description>I guess it comes down to whether you are playing to experience the world and be a part of something, or if your just playing it as a &#039;game&#039; to beat and win.

Good post  :)

I won&#039;t be playing champions online for the reasons you mentioned and a bunch of other reasons :)</description>
		<content:encoded><![CDATA[<p>I guess it comes down to whether you are playing to experience the world and be a part of something, or if your just playing it as a &#8216;game&#8217; to beat and win.</p>
<p>Good post  <img src='http://www.mmocrunch.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>I won&#8217;t be playing champions online for the reasons you mentioned and a bunch of other reasons <img src='http://www.mmocrunch.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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