Lineage II is totally seamless. The only loading screen you'll ever see in that game is when you log in.
Bren
Well, there are a few others.
Getting into cruma and getting into Lilith's chambers. A doing festivals as well.
They are short but there.
Cata's are 5 foot teleports that are totally aesthetic. There is a gate you have to teleport through but you can still interact with and see other players through the gate. There is no load screen during the teleport either... it's instantanious. Same for Liliths chamber. They were more for style than to separate those areas from the rest of the world. It's still seamless as if the gates weren't there you could walk on in. I did forget about the festivals however. Can't remember if they are instanced or not. It's been awile since I played.
Fallen Earth. I didn't read every word of every post so sorry if it has already been mentioned.
I dont belive it has.thank you. Thoe as i have asked others, could you expand on that game a little further? load screens/ instances/ map travel with no other way of getting from point a to b? I belvie you can find more examples of what im asking in previous posts on this thred.
Fallen earth has no loading screens (that I can remember). It does have some instanced content, but it uses a phasing technology, so there is no loading screen when you enter an area generated for just you (and your team). I suspect Blood Sports arenas have their own zone, though. I stopped playing before that was patched in. Should mini-games within the game be considered part of the game world, though? Keeping mini-games separate has more to do with being practical than the technology involved in creating a seamless world.
Eve even though is seamless, but it would take days (probably) to travel from station to nearest next station. But still you know possibility exists, after all it is open space. So looking at it you could say world is extremely sharded and divided to zones which "loading screen" is warp animations, but it feels seamless and thats what matters.
EVE is only seamless within individual zones. Travel between zones is accomplished through gates which are essentially teleports with loading delays (big enough delays to be a PvP issue) Even if one wanted to spend the time, one could not just travel from one zone to the next normally.
Indeed a seamless world is loaded while you travel but i never experienced this when teleporting even in the most "sofisticated" worlds. UO was the only mmorpg that did not need a progress bar or a loading screen but i can't bet that this optimizations are viable when we are dealing with 3d worlds.
Darkfall is not a seamless world since it divides the world into squares that take some time to load, it tries to overcome this "problem" by placing players and objects after the entry point of a new zone, but this transition is not seamless at all.
SWG was a good effort to simulate a seamless world imo. When you entered a house the objects inside it took some time to load but they did not need to use loading screens etc. This also happened when using vehicles, you needed to stop sometimes in order to see monsters npcs etc.
EVE may seem seamless too but i never tried to travel from one solar system to another without using gates. Anyway i think that the problem is not a loading screen but the way mmo devs try to save several thousands by introducing instances, and this method imo is a fake implementation of an mmorpg.
Lineage II is totally seamless. The only loading screen you'll ever see in that game is when you log in.
Bren
Well, there are a few others.
Getting into cruma and getting into Lilith's chambers. A doing festivals as well.
They are short but there.
Cata's are 5 foot teleports that are totally aesthetic. There is a gate you have to teleport through but you can still interact with and see other players through the gate. There is no load screen during the teleport either... it's instantanious. Same for Liliths chamber. They were more for style than to separate those areas from the rest of the world. It's still seamless as if the gates weren't there you could walk on in. I did forget about the festivals however. Can't remember if they are instanced or not. It's been awile since I played.
Bren
Well, it's been a bit since I played as well. My point was that there is a "break" from one point to another. Not a huge loading screen, true. Though there were times when loading into cruma took slighlty longer than usual. Same with lilith, the one time I got in there there was a huge amoutn of people and it wasn't instant.
I would say the world of lineage 2 is as seamless as they come but there are these points where one has to be "teleported" into a place as opposed to just walking up the ramp.
Of course it makes sense for the catas/necros because not everyone is eligible to get in there if their side loses.
Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb."
You guys should all try Istaria if you want seamless. The only loading screens are when you port. If you run or fly there you will never see a loading screen ever. Not even when going into the dungeon (yes there is only one), caves, houses, towers, lairs... nothing.
Venge Sunsoar
Just because you don't like it doesn't mean it is bad.
I didnt see a mention of an engine in your post, most engines arent built for being seamless in order to accomodate players or fill the world with detail. Darkfall was obviously built with a large open world in mind, but if you login to their world its quite drab and uninteresting. The limited texture budget they appear to be using and low detail allow for a larger arena of terrain to be stored. Many engines are built for shooters or consoles and ported to mmo's which forces those mmo's to have the same constraints as those engines. It will take an MMO engine built for an mmo, and built for a seamless experience to have that.
Comments
Lineage II is totally seamless. The only loading screen you'll ever see in that game is when you log in.
Bren
while(horse==dead)
{
beat();
}
Well, there are a few others.
Getting into cruma and getting into Lilith's chambers. A doing festivals as well.
They are short but there.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
Cata's are 5 foot teleports that are totally aesthetic. There is a gate you have to teleport through but you can still interact with and see other players through the gate. There is no load screen during the teleport either... it's instantanious. Same for Liliths chamber. They were more for style than to separate those areas from the rest of the world. It's still seamless as if the gates weren't there you could walk on in. I did forget about the festivals however. Can't remember if they are instanced or not. It's been awile since I played.
Bren
while(horse==dead)
{
beat();
}
Fallen earth has no loading screens (that I can remember). It does have some instanced content, but it uses a phasing technology, so there is no loading screen when you enter an area generated for just you (and your team). I suspect Blood Sports arenas have their own zone, though. I stopped playing before that was patched in. Should mini-games within the game be considered part of the game world, though? Keeping mini-games separate has more to do with being practical than the technology involved in creating a seamless world.
EVE is only seamless within individual zones. Travel between zones is accomplished through gates which are essentially teleports with loading delays (big enough delays to be a PvP issue) Even if one wanted to spend the time, one could not just travel from one zone to the next normally.
Indeed a seamless world is loaded while you travel but i never experienced this when teleporting even in the most "sofisticated" worlds. UO was the only mmorpg that did not need a progress bar or a loading screen but i can't bet that this optimizations are viable when we are dealing with 3d worlds.
Darkfall is not a seamless world since it divides the world into squares that take some time to load, it tries to overcome this "problem" by placing players and objects after the entry point of a new zone, but this transition is not seamless at all.
SWG was a good effort to simulate a seamless world imo. When you entered a house the objects inside it took some time to load but they did not need to use loading screens etc. This also happened when using vehicles, you needed to stop sometimes in order to see monsters npcs etc.
EVE may seem seamless too but i never tried to travel from one solar system to another without using gates. Anyway i think that the problem is not a loading screen but the way mmo devs try to save several thousands by introducing instances, and this method imo is a fake implementation of an mmorpg.
Well, it's been a bit since I played as well. My point was that there is a "break" from one point to another. Not a huge loading screen, true. Though there were times when loading into cruma took slighlty longer than usual. Same with lilith, the one time I got in there there was a huge amoutn of people and it wasn't instant.
I would say the world of lineage 2 is as seamless as they come but there are these points where one has to be "teleported" into a place as opposed to just walking up the ramp.
Of course it makes sense for the catas/necros because not everyone is eligible to get in there if their side loses.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
You guys should all try Istaria if you want seamless. The only loading screens are when you port. If you run or fly there you will never see a loading screen ever. Not even when going into the dungeon (yes there is only one), caves, houses, towers, lairs... nothing.
Venge Sunsoar
You do realize that "seamless world" is just a clever way to load instances without you knowing...right?
The key is getting the mix right, of when to allow anyone onto an instance seamlessly and when to make the instance exclusive.
Nobody liked it when raid dungeons were not instanced, youd get to the boss only to find it camped by a high level guild farming it ect.
I didnt see a mention of an engine in your post, most engines arent built for being seamless in order to accomodate players or fill the world with detail. Darkfall was obviously built with a large open world in mind, but if you login to their world its quite drab and uninteresting. The limited texture budget they appear to be using and low detail allow for a larger arena of terrain to be stored. Many engines are built for shooters or consoles and ported to mmo's which forces those mmo's to have the same constraints as those engines. It will take an MMO engine built for an mmo, and built for a seamless experience to have that.