I would completely disagree that they got imersion right. This game more than any Ive played felt the least like I was part of the world.
And I would completely disagree with you.
For me AoC, together with Lotro and EQ2, is the most immersive gaming I have seen in mmorpgs. These games feel like mmoRPG worlds. Compared to this, WAR is only a cartoon mmo pvp game.
For me, I have to go with Imjin here. The game very quickly pulls you from the idea you are in a world at all. the first time you have to zone to SEE someone with whom youve been conversing in the SAME territory, Im jerked back out of any feeling if immersion... but there were really so many other things that all sorta worked together to pull me out of the game and any feeling of being anywhere other than my desk with a great view of the Sandia's.
I used to ignore my surroundings alot of the time in Eq, WOW and LOTRO.... In AoC I found myself being pulled away from the game just to watch the sunset, which isnt really a bad thing, unless you wanted to play the game and be drawn into it... which is really why I spent as much as I did to gear up for this game 2 brand new water cooled SLI rigs,(2x CE) and two 6 month subscriptions @ 77USD per each 6 month sub. I have not touched this game since august and even then it was once a week check-ins to see if it was working at all better than it had been... When I started tracking GPU usage and found that the game was ignoring one cards ram and using 35% of available gpu I just couldnt continue even trying... I mean Im sorry guys but I feel lied to, cheated, disappointed, disgusted, and angry... This is NOT how it should be.
I would completely disagree that they got imersion right. This game more than any Ive played felt the least like I was part of the world.
And I would completely disagree with you.
For me AoC, together with Lotro and EQ2, is the most immersive gaming I have seen in mmorpgs. These games feel like mmoRPG worlds. Compared to this, WAR is only a cartoon mmo pvp game.
For me, I have to go with Imjin here. The game very quickly pulls you from the idea you are in a world at all. the first time you have to zone to SEE someone with whom youve been conversing in the SAME territory, Im jerked back out of any feeling if immersion... but there were really so many other things that all sorta worked together to pull me out of the game and any feeling of being anywhere other than my desk with a great view of the Sandia's.
I used to ignore my surroundings alot of the time in Eq, WOW and LOTRO.... In AoC I found myself being pulled away from the game just to watch the sunset, which isnt really a bad thing, unless you wanted to play the game and be drawn into it... which is really why I spent as much as I did to gear up for this game 2 brand new water cooled SLI rigs,(2x CE) and two 6 month subscriptions @ 77USD per each 6 month sub. I have not touched this game since august and even then it was once a week check-ins to see if it was working at all better than it had been... When I started tracking GPU usage and found that the game was ignoring one cards ram and using 35% of available gpu I just couldnt continue even trying... I mean Im sorry guys but I feel lied to, cheated, disappointed, disgusted, and angry... This is NOT how it should be.
Just a comment here. So the guy writing the most posts about AoC in this forum has not even played the game on 1 and a half month... Great, would you move on?
I would completely disagree that they got imersion right. This game more than any Ive played felt the least like I was part of the world.
And I would completely disagree with you.
For me AoC, together with Lotro and EQ2, is the most immersive gaming I have seen in mmorpgs. These games feel like mmoRPG worlds. Compared to this, WAR is only a cartoon mmo pvp game.
For me, I have to go with Imjin here. The game very quickly pulls you from the idea you are in a world at all. the first time you have to zone to SEE someone with whom youve been conversing in the SAME territory, Im jerked back out of any feeling if immersion... but there were really so many other things that all sorta worked together to pull me out of the game and any feeling of being anywhere other than my desk with a great view of the Sandia's.
I used to ignore my surroundings alot of the time in Eq, WOW and LOTRO.... In AoC I found myself being pulled away from the game just to watch the sunset, which isnt really a bad thing, unless you wanted to play the game and be drawn into it... which is really why I spent as much as I did to gear up for this game 2 brand new water cooled SLI rigs,(2x CE) and two 6 month subscriptions @ 77USD per each 6 month sub. I have not touched this game since august and even then it was once a week check-ins to see if it was working at all better than it had been... When I started tracking GPU usage and found that the game was ignoring one cards ram and using 35% of available gpu I just couldnt continue even trying... I mean Im sorry guys but I feel lied to, cheated, disappointed, disgusted, and angry... This is NOT how it should be.
Just a comment here. So the guy writing the most posts about AoC in this forum has not even played the game on 1 and a half month... Great, would you move on?
The zones have been removed? Instancing of the entire world? Simple GATES to travel to one place to another have been replaced with a seamless open expanse of a world as the teaser videos prior to launch indicated? No they havent - so whats me not playing for a month have to do with the price of EGGS in CHINA?
AmazingAveryAge of Conan AdvocateMemberUncommonPosts: 7,188
Originally posted by arkady09
The zones have been removed? Instancing of the entire world? Simple GATES to travel to one place to another have been replaced with a seamless open expanse of a world as the teaser videos prior to launch indicated? No they havent - so whats me not playing for a month have to do with the price of EGGS in CHINA?
The zones in AoC and game design were, to be fair, known about a few years before release. All stated on their website and in many, many press releases and write ups for those videos you saw. Those following the game or interested in purchase had the info how it would be there ready to be read. Funcom invented instancing and it has good use and not so great use in AoC.
If you liked open seamless worlds, there were no press releases or any serious indication it would be like this. They gave out plenty of info of the average size of zones and how many, the reasons they went with instancing and the option to chose which one and felt it had more benefits over seamless on the whole.
The zones have been removed? Instancing of the entire world? Simple GATES to travel to one place to another have been replaced with a seamless open expanse of a world as the teaser videos prior to launch indicated? No they havent - so whats me not playing for a month have to do with the price of EGGS in CHINA?
The zones in AoC and game design were, to be fair, known about a few years before release. All stated on their website and in many, many press releases and write ups for those videos you saw. Those following the game or interested in purchase had the info how it would be there ready to be read. Funcom invented instancing and it has good use and not so great use in AoC.
If you liked open seamless worlds, there were no press releases or any serious indication it would be like this. They gave out plenty of info of the average size of zones and how many, the reasons they went with instancing and the option to chose which one and felt it had more benefits over seamless on the whole.
They didn't invent instancing.
Games that have been known to use instancing include:
Age of Conan
Anarchy Online
City of Heroes/City of Villains
Dark Age of Camelot
Dungeons & Dragons Online: Stormreach
Dungeon Runners
Runescape
EVE Online
EverQuest (Instances added with the Lost Dungeons of Norrath expansion)
EverQuest 2
Final Fantasy XI (instances added with the Treasures of Aht Urghan expansion)
Granado Espada
Guild Wars
Kingdom of Loathing
LaTale
Myst Online: Uru Live
The Realm Online
World of Warcraft
Star Wars Galaxies
The Lord of the Rings Online: Shadows of Angmar
Tabula Rasa
Auto Assault
Phantasy Star Online
MapleStory (Instances added with v.60)
Guild Wars takes almost the opposite approach, with every combat area in the game being instanced; the game world is strictly divided into Town / Outpost areas (Where you can meet other players) and Explorable / Mission areas, which are all instanced. Even Town / Outpost areas are themselves created on demand, with a new "district" of that town being created for every 100 players in it; players can move between these at will. This system provides the advantages for players of being able to play with players across the globe, as in EVE, along with the advantages in load scaling and resources of a traditional multiple server model for the developers.
Vanguard: Saga of Heroes is another game that does not use instance dungeons. However, it is envisioned that, through the Advanced Encounter System (AES), certain "boss" NPCs can be triggered when a group enters an area; this NPC would then be "tagged" to that group, meaning no other players could attack or interact with it. AES was not implemented in the commercial release of V:SoH, but Sigil programmers are reportedly working on it and are planning to release it in a future patch.
In RuneScape, instances are used mostly in quests, so that other players cannot interfere with the player who is doing the quest, such as battling boss NPC's or having to accomplish a special task. They are also used in certain 'minigames'.
Several games use instancing to scale the mobs to the players' levels, and/or the number of players present.
Originally posted by GrayGhost79 They didn't invent instancing.
I think they did actually, when they made Anarchy Online. I hate instancing but I'm pretty sure that Funcom were indeed the first to use it. Although I might add, the instancing in AO didn't bother me half as much as it did in AoC.
AO was so much fun back in the day, which is why I'll never hate Funcom, I just don't like AoC much at all.
AmazingAveryAge of Conan AdvocateMemberUncommonPosts: 7,188
Originally posted by Slythe
Originally posted by GrayGhost79 They didn't invent instancing.
I think they did actually, when they made Anarchy Online. I hate instancing but I'm pretty sure that Funcom were indeed the first to use it. Although I might add, the instancing in AO didn't bother me half as much as it did in AoC.
AO was so much fun back in the day, which is why I'll never hate Funcom, I just don't like AoC much at all.
I think he was being as objective as someone can be in his position. But on that note, it does not seem like he gets it. There are far more issues with the game than he led on. I mean, seiging could have been better? I mean, talk about sugar coating your responses. More honest (and im still waiting) are responses like:
"PvP and siege systems should have been released better. Instead they were released unavailable or broken and it was unacceptable and we apologize."
"We humbly apologize to our playerbase for making usless hours upon hours of work with our item rebalancing. We regret these necessary changes and we apologize."
Originally posted by GrayGhost79 They didn't invent instancing.
I think they did actually, when they made Anarchy Online. I hate instancing but I'm pretty sure that Funcom were indeed the first to use it. Although I might add, the instancing in AO didn't bother me half as much as it did in AoC.
AO was so much fun back in the day, which is why I'll never hate Funcom, I just don't like AoC much at all.
Anarchy Online's release in June 2001
RuneScape was released to the public on 4 January 2001
Instances were first proposed by Richard Garriott in the late 1990s as a way to solve a set of related problems which had become obvious in Ultima Online. The problem is simple to state: everyone wants to be "A Hero" and slay "The Monster", rescue "The Princess" and obtain "The Magic Sword". When there are 2,000 and more players all playing the same game, clearly not everyone can be a hero. The problem of everyone wanting to kill the same monster and gain the best treasure was terribly obvious in the game EverQuest. The creation of instances largely solves this set of problems. There are few examples of boss camping and kill stealing in World of Warcraft - because a copy of the dungeon (instance) is always created on demand for you or your party.
The zones have been removed? Instancing of the entire world? Simple GATES to travel to one place to another have been replaced with a seamless open expanse of a world as the teaser videos prior to launch indicated? No they havent - so whats me not playing for a month have to do with the price of EGGS in CHINA?
The zones in AoC and game design were, to be fair, known about a few years before release. All stated on their website and in many, many press releases and write ups for those videos you saw. Those following the game or interested in purchase had the info how it would be there ready to be read. Funcom invented instancing and it has good use and not so great use in AoC.
If you liked open seamless worlds, there were no press releases or any serious indication it would be like this. They gave out plenty of info of the average size of zones and how many, the reasons they went with instancing and the option to chose which one and felt it had more benefits over seamless on the whole.
They didn't invent instancing.
Games that have been known to use instancing include:
Age of Conan
Anarchy Online
City of Heroes/City of Villains
Dark Age of Camelot
Dungeons & Dragons Online: Stormreach
Dungeon Runners
Runescape
EVE Online
EverQuest (Instances added with the Lost Dungeons of Norrath expansion)
EverQuest 2
Final Fantasy XI (instances added with the Treasures of Aht Urghan expansion)
Granado Espada
Guild Wars
Kingdom of Loathing
LaTale
Myst Online: Uru Live
The Realm Online
World of Warcraft
Star Wars Galaxies
The Lord of the Rings Online: Shadows of Angmar
Tabula Rasa
Auto Assault
Phantasy Star Online
MapleStory (Instances added with v.60)
Guild Wars takes almost the opposite approach, with every combat area in the game being instanced; the game world is strictly divided into Town / Outpost areas (Where you can meet other players) and Explorable / Mission areas, which are all instanced. Even Town / Outpost areas are themselves created on demand, with a new "district" of that town being created for every 100 players in it; players can move between these at will. This system provides the advantages for players of being able to play with players across the globe, as in EVE, along with the advantages in load scaling and resources of a traditional multiple server model for the developers.
Vanguard: Saga of Heroes is another game that does not use instance dungeons. However, it is envisioned that, through the Advanced Encounter System (AES), certain "boss" NPCs can be triggered when a group enters an area; this NPC would then be "tagged" to that group, meaning no other players could attack or interact with it. AES was not implemented in the commercial release of V:SoH, but Sigil programmers are reportedly working on it and are planning to release it in a future patch.
In RuneScape, instances are used mostly in quests, so that other players cannot interfere with the player who is doing the quest, such as battling boss NPC's or having to accomplish a special task. They are also used in certain 'minigames'.
Several games use instancing to scale the mobs to the players' levels, and/or the number of players present.
LOTRO did not instance BREE or any other WORLD area, only dungeons. EVERY PART of the AoC world is instanced. Everything, all of it. Thats different from say The RIFT being an instance, or Molten Core in wow. LOTRO did not instance any of its world areas...
Originally posted by GrayGhost79 They didn't invent instancing.
I think they did actually, when they made Anarchy Online. I hate instancing but I'm pretty sure that Funcom were indeed the first to use it. Although I might add, the instancing in AO didn't bother me half as much as it did in AoC.
AO was so much fun back in the day, which is why I'll never hate Funcom, I just don't like AoC much at all.
Yep mmo instancing and linking items in chat
Am I crazy or is DX10 on BOTH my collectors editions? Instancing really ruins the game for me, but what really ruins it is feeling like im on a train track within each instance, invisible walls. limited play areas, etc.
The zones have been removed? Instancing of the entire world? Simple GATES to travel to one place to another have been replaced with a seamless open expanse of a world as the teaser videos prior to launch indicated? No they havent - so whats me not playing for a month have to do with the price of EGGS in CHINA?
The zones in AoC and game design were, to be fair, known about a few years before release. All stated on their website and in many, many press releases and write ups for those videos you saw. Those following the game or interested in purchase had the info how it would be there ready to be read. Funcom invented instancing and it has good use and not so great use in AoC.
If you liked open seamless worlds, there were no press releases or any serious indication it would be like this. They gave out plenty of info of the average size of zones and how many, the reasons they went with instancing and the option to chose which one and felt it had more benefits over seamless on the whole.
They didn't invent instancing.
Games that have been known to use instancing include:
Age of Conan
Anarchy Online
City of Heroes/City of Villains
Dark Age of Camelot
Dungeons & Dragons Online: Stormreach
Dungeon Runners
Runescape
EVE Online
EverQuest (Instances added with the Lost Dungeons of Norrath expansion)
EverQuest 2
Final Fantasy XI (instances added with the Treasures of Aht Urghan expansion)
Granado Espada
Guild Wars
Kingdom of Loathing
LaTale
Myst Online: Uru Live
The Realm Online
World of Warcraft
Star Wars Galaxies
The Lord of the Rings Online: Shadows of Angmar
Tabula Rasa
Auto Assault
Phantasy Star Online
MapleStory (Instances added with v.60)
Guild Wars takes almost the opposite approach, with every combat area in the game being instanced; the game world is strictly divided into Town / Outpost areas (Where you can meet other players) and Explorable / Mission areas, which are all instanced. Even Town / Outpost areas are themselves created on demand, with a new "district" of that town being created for every 100 players in it; players can move between these at will. This system provides the advantages for players of being able to play with players across the globe, as in EVE, along with the advantages in load scaling and resources of a traditional multiple server model for the developers.
Vanguard: Saga of Heroes is another game that does not use instance dungeons. However, it is envisioned that, through the Advanced Encounter System (AES), certain "boss" NPCs can be triggered when a group enters an area; this NPC would then be "tagged" to that group, meaning no other players could attack or interact with it. AES was not implemented in the commercial release of V:SoH, but Sigil programmers are reportedly working on it and are planning to release it in a future patch.
In RuneScape, instances are used mostly in quests, so that other players cannot interfere with the player who is doing the quest, such as battling boss NPC's or having to accomplish a special task. They are also used in certain 'minigames'.
Several games use instancing to scale the mobs to the players' levels, and/or the number of players present.
LOTRO did not instance BREE or any other WORLD area, only dungeons. EVERY PART of the AoC world is instanced. Everything, all of it. Thats different from say The RIFT being an instance, or Molten Core in wow. LOTRO did not instance any of its world areas...
What I responded to was someone saying Funcom Invented Instancing. It over uses I admit but it did not invent it.
Building a Car with 2000 wheels does not mean I invented the wheel.
Funcom Invented Instancing. That wikipidea atricle is wrong. Know your history nubs.
Please note at the top of the page where it says:
This article does not cite any references or sources.
Please help improve this article by adding citations to reliable sources. Unverifiable material may be challenged and removed. (May 2007)
---------- "Anyone posting on this forum is not an average user, and there for any opinions about the game are going to be overly critical compared to an average users opinions." - Me
"Hello person posting on a site specifically for MMO's in a thread on a sub forum specifically for a particular game talking about meta features and making comparisons to other titles in the genre, and their meta features.
The point is it was said that Funcom invented instance's with nothing to back it up. I replied that they did not and gave information and evidence they did not. AO was not the first MMO released that had Instance's this is fact. If AO is supposed to be the first MMO to use instance's and this is supposed to be the end all proof well there are many MMO's that had instancing before AO and this is a concept apparently from the 1990's. If you have information regarding instance's and Funcom prior ro Garriott's proposal please link it.
Phantasy Star Online (PSO) is an online RPG title, originally released for Dreamcast in 2000
I did exagerate on saying "Many" In fact there are few. The point remains the same though. I for one played Phantasy Star Online for Dreamcast and definetly remember the instancing there.
Propose is not the same as IMPLAMENT, invention implies implementation.
I could propose a candy car, doesn’t mean jack unless I create one.
---------- "Anyone posting on this forum is not an average user, and there for any opinions about the game are going to be overly critical compared to an average users opinions." - Me
"Hello person posting on a site specifically for MMO's in a thread on a sub forum specifically for a particular game talking about meta features and making comparisons to other titles in the genre, and their meta features.
Propose is not the same as IMPLAMENT, invention implies implementation.
I could propose a candy car, doesn’t mean jack unless I create one.
And your reply to PSO being out a full year before AO, which most definetly used Instance's, is?
The point is still proven Funcom did in fact not invent instance's. There weren't the first to come up with or propose the idea and they most definetly were not the first to use it. If you can counter this with facts please do so. The statement has been proven false with impericle data such as Phantasy Star Onlines usage of instance's from launch which was launched back in 2000 while Funcom's first usage of instance's was with AO in january of 2001. Garriott's proposal always denounce's the implication that FC was in anyway the fore father of instance's. This was an idea discussed and implemented by other companies prior to Anarchy Online which is a statement based on fact while the statement that Funcom is the inventor of instance's was made as an opinion without any facts to back it up and done so with minimal investigation. This has been a constant problem with the Information provided by the devoted fans of AoC.
If you wish to give information feel free to do so. If you present it as fact have information and proof to back it up if not present it as an opinion. If it is presented as an opinion and is something that can be proven false , then simply accept it when it is proven false.
Edited to Add: My point is further backed with the launch of Runescape which also used instance's and launcherd prior ro AO even if only by a few months. Runescape was also a developed and playable MUD prior to it's launch.
AmazingAveryAge of Conan AdvocateMemberUncommonPosts: 7,188
Correct me if I am wrong but I believe that Runscape had no instanced dungeons (with the term reflecting - game area that copied itself for private groups) till a few years after (mini games) came in. I was there at the start, still have my account.
Runescape was beta in jan 2001 and went on for some time as beta and amateur concern after that date as FTP and Jagex didn't form until the end of that year. There were no area's in the game that had private instances everything was open.
AO, made by FC was the first to use Private Instances, like dungeons where the game copies that same area. Beta from AO, from Sept 2000 can be see here: http://www.youtube.com/watch?v=R_6vM6CcINk
"Anarchy Online is one of the few popular MMORPGs set in a science fiction future and carries the distinction of being the first MMO to make use of the “instance-dungeon system”. " taken from this sites very description: www.mmorpg.com/gamelist.cfm/gameId/10/setView/overview
Runecape didn't have a private instance till 2004 for some quests and then later mini games.
The zones have been removed? Instancing of the entire world? Simple GATES to travel to one place to another have been replaced with a seamless open expanse of a world as the teaser videos prior to launch indicated? No they havent - so whats me not playing for a month have to do with the price of EGGS in CHINA?
The zones in AoC and game design were, to be fair, known about a few years before release. All stated on their website and in many, many press releases and write ups for those videos you saw. Those following the game or interested in purchase had the info how it would be there ready to be read. Funcom invented instancing and it has good use and not so great use in AoC.
If you liked open seamless worlds, there were no press releases or any serious indication it would be like this. They gave out plenty of info of the average size of zones and how many, the reasons they went with instancing and the option to chose which one and felt it had more benefits over seamless on the whole.
They didn't invent instancing.
Games that have been known to use instancing include:
Age of Conan
Anarchy Online
City of Heroes/City of Villains
Dark Age of Camelot
Dungeons & Dragons Online: Stormreach
Dungeon Runners
Runescape
EVE Online
EverQuest (Instances added with the Lost Dungeons of Norrath expansion)
EverQuest 2
Final Fantasy XI (instances added with the Treasures of Aht Urghan expansion)
Granado Espada
Guild Wars
Kingdom of Loathing
LaTale
Myst Online: Uru Live
The Realm Online
World of Warcraft
Star Wars Galaxies
The Lord of the Rings Online: Shadows of Angmar
Tabula Rasa
Auto Assault
Phantasy Star Online
MapleStory (Instances added with v.60)
Guild Wars takes almost the opposite approach, with every combat area in the game being instanced; the game world is strictly divided into Town / Outpost areas (Where you can meet other players) and Explorable / Mission areas, which are all instanced. Even Town / Outpost areas are themselves created on demand, with a new "district" of that town being created for every 100 players in it; players can move between these at will. This system provides the advantages for players of being able to play with players across the globe, as in EVE, along with the advantages in load scaling and resources of a traditional multiple server model for the developers.
Vanguard: Saga of Heroes is another game that does not use instance dungeons. However, it is envisioned that, through the Advanced Encounter System (AES), certain "boss" NPCs can be triggered when a group enters an area; this NPC would then be "tagged" to that group, meaning no other players could attack or interact with it. AES was not implemented in the commercial release of V:SoH, but Sigil programmers are reportedly working on it and are planning to release it in a future patch.
In RuneScape, instances are used mostly in quests, so that other players cannot interfere with the player who is doing the quest, such as battling boss NPC's or having to accomplish a special task. They are also used in certain 'minigames'.
Several games use instancing to scale the mobs to the players' levels, and/or the number of players present.
The zones have been removed? Instancing of the entire world? Simple GATES to travel to one place to another have been replaced with a seamless open expanse of a world as the teaser videos prior to launch indicated? No they havent - so whats me not playing for a month have to do with the price of EGGS in CHINA?
The zones in AoC and game design were, to be fair, known about a few years before release. All stated on their website and in many, many press releases and write ups for those videos you saw. Those following the game or interested in purchase had the info how it would be there ready to be read. Funcom invented instancing and it has good use and not so great use in AoC.
If you liked open seamless worlds, there were no press releases or any serious indication it would be like this. They gave out plenty of info of the average size of zones and how many, the reasons they went with instancing and the option to chose which one and felt it had more benefits over seamless on the whole.
They didn't invent instancing.
Games that have been known to use instancing include:
Age of Conan
Anarchy Online
City of Heroes/City of Villains
Dark Age of Camelot
Dungeons & Dragons Online: Stormreach
Dungeon Runners
Runescape
EVE Online
EverQuest (Instances added with the Lost Dungeons of Norrath expansion)
EverQuest 2
Final Fantasy XI (instances added with the Treasures of Aht Urghan expansion)
Granado Espada
Guild Wars
Kingdom of Loathing
LaTale
Myst Online: Uru Live
The Realm Online
World of Warcraft
Star Wars Galaxies
The Lord of the Rings Online: Shadows of Angmar
Tabula Rasa
Auto Assault
Phantasy Star Online
MapleStory (Instances added with v.60)
Guild Wars takes almost the opposite approach, with every combat area in the game being instanced; the game world is strictly divided into Town / Outpost areas (Where you can meet other players) and Explorable / Mission areas, which are all instanced. Even Town / Outpost areas are themselves created on demand, with a new "district" of that town being created for every 100 players in it; players can move between these at will. This system provides the advantages for players of being able to play with players across the globe, as in EVE, along with the advantages in load scaling and resources of a traditional multiple server model for the developers.
Vanguard: Saga of Heroes is another game that does not use instance dungeons. However, it is envisioned that, through the Advanced Encounter System (AES), certain "boss" NPCs can be triggered when a group enters an area; this NPC would then be "tagged" to that group, meaning no other players could attack or interact with it. AES was not implemented in the commercial release of V:SoH, but Sigil programmers are reportedly working on it and are planning to release it in a future patch.
In RuneScape, instances are used mostly in quests, so that other players cannot interfere with the player who is doing the quest, such as battling boss NPC's or having to accomplish a special task. They are also used in certain 'minigames'.
Several games use instancing to scale the mobs to the players' levels, and/or the number of players present.
eve does not use instancing
swg did not until the most recent publishes.
SWG has had instancing on the corvette mission for years now, and a few areas in kash.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
Correct me if I am wrong but I believe that Runscape had no instanced dungeons (with the term reflecting - game area that copied itself for private groups) till a few years after (mini games) came in. I was there at the start, still have my account. Runescape was beta in jan 2001 and went on for some time as beta and amateur concern after that date as FTP and Jageox didn't form until the end of that year. There were no area's in the game that had private instances everything was open. AO, made by FC was the first to use Private Instances, like dungeons where the game copies that same area. Beta from AO, from Sept 2000 can be see here: http://www.youtube.com/watch?v=R_6vM6CcINk "Anarchy Online is one of the few popular MMORPGs set in a science fiction future and carries the distinction of being the first MMO to make use of the “instance-dungeon system”. " taken from this sites very description: www.mmorpg.com/gamelist.cfm/gameId/10/setView/overview Runecape didn't have a private instance till 2004 for some quests and then later mini games.
If Runescape didn't have instance's till 2004 then I will appologise for that comment but I will need a link with some Evidence to back it up. That still leave's Phantasy Star Online that preceeds AO's launch by a year. Phantasy Star Online wasn't in Beta in 2000 it launched in 2000 still making it the fore runner on Instance's. This I played from launch with a few friends. Was one of the first MMORPG's that had people playing I knew as in they were friends in real life. There use of instancing was almost as prevelant as AoC's usage of it.
It Launched in 2000 Avery lol I don't know what to tell you man. AO was still in Beta in 2000, PSO beat AO to the punch. Runescape may be incorrect and if this is the case then AO may just be able to take credit as far as PC based MMO's go. As for MMORPG's in general well PSO definetly is the winner and it's a futuristic MMORPG that used alot of instancing that released in 2000 for Dreamcast.
The zones have been removed? Instancing of the entire world? Simple GATES to travel to one place to another have been replaced with a seamless open expanse of a world as the teaser videos prior to launch indicated? No they havent - so whats me not playing for a month have to do with the price of EGGS in CHINA?
The zones in AoC and game design were, to be fair, known about a few years before release. All stated on their website and in many, many press releases and write ups for those videos you saw. Those following the game or interested in purchase had the info how it would be there ready to be read. Funcom invented instancing and it has good use and not so great use in AoC.
If you liked open seamless worlds, there were no press releases or any serious indication it would be like this. They gave out plenty of info of the average size of zones and how many, the reasons they went with instancing and the option to chose which one and felt it had more benefits over seamless on the whole.
They didn't invent instancing.
Games that have been known to use instancing include:
Age of Conan
Anarchy Online
City of Heroes/City of Villains
Dark Age of Camelot
Dungeons & Dragons Online: Stormreach
Dungeon Runners
Runescape
EVE Online
EverQuest (Instances added with the Lost Dungeons of Norrath expansion)
EverQuest 2
Final Fantasy XI (instances added with the Treasures of Aht Urghan expansion)
Granado Espada
Guild Wars
Kingdom of Loathing
LaTale
Myst Online: Uru Live
The Realm Online
World of Warcraft
Star Wars Galaxies
The Lord of the Rings Online: Shadows of Angmar
Tabula Rasa
Auto Assault
Phantasy Star Online
MapleStory (Instances added with v.60)
Guild Wars takes almost the opposite approach, with every combat area in the game being instanced; the game world is strictly divided into Town / Outpost areas (Where you can meet other players) and Explorable / Mission areas, which are all instanced. Even Town / Outpost areas are themselves created on demand, with a new "district" of that town being created for every 100 players in it; players can move between these at will. This system provides the advantages for players of being able to play with players across the globe, as in EVE, along with the advantages in load scaling and resources of a traditional multiple server model for the developers.
Vanguard: Saga of Heroes is another game that does not use instance dungeons. However, it is envisioned that, through the Advanced Encounter System (AES), certain "boss" NPCs can be triggered when a group enters an area; this NPC would then be "tagged" to that group, meaning no other players could attack or interact with it. AES was not implemented in the commercial release of V:SoH, but Sigil programmers are reportedly working on it and are planning to release it in a future patch.
In RuneScape, instances are used mostly in quests, so that other players cannot interfere with the player who is doing the quest, such as battling boss NPC's or having to accomplish a special task. They are also used in certain 'minigames'.
Several games use instancing to scale the mobs to the players' levels, and/or the number of players present.
eve does not use instancing
swg did not until the most recent publishes.
SWG has had instancing on the corvette mission for years now, and a few areas in kash.
your right..my apologies....i totally forgot about them...its been too long sincei played it
Comments
And I would completely disagree with you.
For me AoC, together with Lotro and EQ2, is the most immersive gaming I have seen in mmorpgs. These games feel like mmoRPG worlds. Compared to this, WAR is only a cartoon mmo pvp game.
For me, I have to go with Imjin here. The game very quickly pulls you from the idea you are in a world at all. the first time you have to zone to SEE someone with whom youve been conversing in the SAME territory, Im jerked back out of any feeling if immersion... but there were really so many other things that all sorta worked together to pull me out of the game and any feeling of being anywhere other than my desk with a great view of the Sandia's.
I used to ignore my surroundings alot of the time in Eq, WOW and LOTRO.... In AoC I found myself being pulled away from the game just to watch the sunset, which isnt really a bad thing, unless you wanted to play the game and be drawn into it... which is really why I spent as much as I did to gear up for this game 2 brand new water cooled SLI rigs,(2x CE) and two 6 month subscriptions @ 77USD per each 6 month sub. I have not touched this game since august and even then it was once a week check-ins to see if it was working at all better than it had been... When I started tracking GPU usage and found that the game was ignoring one cards ram and using 35% of available gpu I just couldnt continue even trying... I mean Im sorry guys but I feel lied to, cheated, disappointed, disgusted, and angry... This is NOT how it should be.
And I would completely disagree with you.
For me AoC, together with Lotro and EQ2, is the most immersive gaming I have seen in mmorpgs. These games feel like mmoRPG worlds. Compared to this, WAR is only a cartoon mmo pvp game.
For me, I have to go with Imjin here. The game very quickly pulls you from the idea you are in a world at all. the first time you have to zone to SEE someone with whom youve been conversing in the SAME territory, Im jerked back out of any feeling if immersion... but there were really so many other things that all sorta worked together to pull me out of the game and any feeling of being anywhere other than my desk with a great view of the Sandia's.
I used to ignore my surroundings alot of the time in Eq, WOW and LOTRO.... In AoC I found myself being pulled away from the game just to watch the sunset, which isnt really a bad thing, unless you wanted to play the game and be drawn into it... which is really why I spent as much as I did to gear up for this game 2 brand new water cooled SLI rigs,(2x CE) and two 6 month subscriptions @ 77USD per each 6 month sub. I have not touched this game since august and even then it was once a week check-ins to see if it was working at all better than it had been... When I started tracking GPU usage and found that the game was ignoring one cards ram and using 35% of available gpu I just couldnt continue even trying... I mean Im sorry guys but I feel lied to, cheated, disappointed, disgusted, and angry... This is NOT how it should be.
Just a comment here. So the guy writing the most posts about AoC in this forum has not even played the game on 1 and a half month... Great, would you move on?
And I would completely disagree with you.
For me AoC, together with Lotro and EQ2, is the most immersive gaming I have seen in mmorpgs. These games feel like mmoRPG worlds. Compared to this, WAR is only a cartoon mmo pvp game.
For me, I have to go with Imjin here. The game very quickly pulls you from the idea you are in a world at all. the first time you have to zone to SEE someone with whom youve been conversing in the SAME territory, Im jerked back out of any feeling if immersion... but there were really so many other things that all sorta worked together to pull me out of the game and any feeling of being anywhere other than my desk with a great view of the Sandia's.
I used to ignore my surroundings alot of the time in Eq, WOW and LOTRO.... In AoC I found myself being pulled away from the game just to watch the sunset, which isnt really a bad thing, unless you wanted to play the game and be drawn into it... which is really why I spent as much as I did to gear up for this game 2 brand new water cooled SLI rigs,(2x CE) and two 6 month subscriptions @ 77USD per each 6 month sub. I have not touched this game since august and even then it was once a week check-ins to see if it was working at all better than it had been... When I started tracking GPU usage and found that the game was ignoring one cards ram and using 35% of available gpu I just couldnt continue even trying... I mean Im sorry guys but I feel lied to, cheated, disappointed, disgusted, and angry... This is NOT how it should be.
Just a comment here. So the guy writing the most posts about AoC in this forum has not even played the game on 1 and a half month... Great, would you move on?
The zones have been removed? Instancing of the entire world? Simple GATES to travel to one place to another have been replaced with a seamless open expanse of a world as the teaser videos prior to launch indicated? No they havent - so whats me not playing for a month have to do with the price of EGGS in CHINA?
The zones in AoC and game design were, to be fair, known about a few years before release. All stated on their website and in many, many press releases and write ups for those videos you saw. Those following the game or interested in purchase had the info how it would be there ready to be read. Funcom invented instancing and it has good use and not so great use in AoC.
If you liked open seamless worlds, there were no press releases or any serious indication it would be like this. They gave out plenty of info of the average size of zones and how many, the reasons they went with instancing and the option to chose which one and felt it had more benefits over seamless on the whole.
The zones in AoC and game design were, to be fair, known about a few years before release. All stated on their website and in many, many press releases and write ups for those videos you saw. Those following the game or interested in purchase had the info how it would be there ready to be read. Funcom invented instancing and it has good use and not so great use in AoC.
If you liked open seamless worlds, there were no press releases or any serious indication it would be like this. They gave out plenty of info of the average size of zones and how many, the reasons they went with instancing and the option to chose which one and felt it had more benefits over seamless on the whole.
They didn't invent instancing.
Games that have been known to use instancing include:
Age of Conan
Anarchy Online
City of Heroes/City of Villains
Dark Age of Camelot
Dungeons & Dragons Online: Stormreach
Dungeon Runners
Runescape
EVE Online
EverQuest (Instances added with the Lost Dungeons of Norrath expansion)
EverQuest 2
Final Fantasy XI (instances added with the Treasures of Aht Urghan expansion)
Granado Espada
Guild Wars
Kingdom of Loathing
LaTale
Myst Online: Uru Live
The Realm Online
World of Warcraft
Star Wars Galaxies
The Lord of the Rings Online: Shadows of Angmar
Tabula Rasa
Auto Assault
Phantasy Star Online
MapleStory (Instances added with v.60)
Guild Wars takes almost the opposite approach, with every combat area in the game being instanced; the game world is strictly divided into Town / Outpost areas (Where you can meet other players) and Explorable / Mission areas, which are all instanced. Even Town / Outpost areas are themselves created on demand, with a new "district" of that town being created for every 100 players in it; players can move between these at will. This system provides the advantages for players of being able to play with players across the globe, as in EVE, along with the advantages in load scaling and resources of a traditional multiple server model for the developers.
Vanguard: Saga of Heroes is another game that does not use instance dungeons. However, it is envisioned that, through the Advanced Encounter System (AES), certain "boss" NPCs can be triggered when a group enters an area; this NPC would then be "tagged" to that group, meaning no other players could attack or interact with it. AES was not implemented in the commercial release of V:SoH, but Sigil programmers are reportedly working on it and are planning to release it in a future patch.
In RuneScape, instances are used mostly in quests, so that other players cannot interfere with the player who is doing the quest, such as battling boss NPC's or having to accomplish a special task. They are also used in certain 'minigames'.
Several games use instancing to scale the mobs to the players' levels, and/or the number of players present.
I think they did actually, when they made Anarchy Online. I hate instancing but I'm pretty sure that Funcom were indeed the first to use it. Although I might add, the instancing in AO didn't bother me half as much as it did in AoC.
AO was so much fun back in the day, which is why I'll never hate Funcom, I just don't like AoC much at all.
[quote]Originally posted by GrayGhost79
I can speak for EVE only since that is the only game I play and understand well enough but EVE is no way near being instanced.
I think you are mistaken instances for zones. Those are not the same.
Also, EVE has unquie server architecture, nothing comparable to other MMO on the market.
They killed it alright. Killed it dead.
I think they did actually, when they made Anarchy Online. I hate instancing but I'm pretty sure that Funcom were indeed the first to use it. Although I might add, the instancing in AO didn't bother me half as much as it did in AoC.
AO was so much fun back in the day, which is why I'll never hate Funcom, I just don't like AoC much at all.
Yep mmo instancing and linking items in chat
I think he was being as objective as someone can be in his position. But on that note, it does not seem like he gets it. There are far more issues with the game than he led on. I mean, seiging could have been better? I mean, talk about sugar coating your responses. More honest (and im still waiting) are responses like:
"PvP and siege systems should have been released better. Instead they were released unavailable or broken and it was unacceptable and we apologize."
"We humbly apologize to our playerbase for making usless hours upon hours of work with our item rebalancing. We regret these necessary changes and we apologize."
Things like that.
I think they did actually, when they made Anarchy Online. I hate instancing but I'm pretty sure that Funcom were indeed the first to use it. Although I might add, the instancing in AO didn't bother me half as much as it did in AoC.
AO was so much fun back in the day, which is why I'll never hate Funcom, I just don't like AoC much at all.
Anarchy Online's release in June 2001
RuneScape was released to the public on 4 January 2001
Instances were first proposed by Richard Garriott in the late 1990s as a way to solve a set of related problems which had become obvious in Ultima Online. The problem is simple to state: everyone wants to be "A Hero" and slay "The Monster", rescue "The Princess" and obtain "The Magic Sword". When there are 2,000 and more players all playing the same game, clearly not everyone can be a hero. The problem of everyone wanting to kill the same monster and gain the best treasure was terribly obvious in the game EverQuest. The creation of instances largely solves this set of problems. There are few examples of boss camping and kill stealing in World of Warcraft - because a copy of the dungeon (instance) is always created on demand for you or your party.
http://en.wikipedia.org/wiki/Instance_dungeon
lol no they didn't lol.
As far as EvE goes, They were just in the Wiki list of MMO's that used Instance's that I copied and pasted here.
The zones in AoC and game design were, to be fair, known about a few years before release. All stated on their website and in many, many press releases and write ups for those videos you saw. Those following the game or interested in purchase had the info how it would be there ready to be read. Funcom invented instancing and it has good use and not so great use in AoC.
If you liked open seamless worlds, there were no press releases or any serious indication it would be like this. They gave out plenty of info of the average size of zones and how many, the reasons they went with instancing and the option to chose which one and felt it had more benefits over seamless on the whole.
They didn't invent instancing.
Games that have been known to use instancing include:
Age of Conan
Anarchy Online
City of Heroes/City of Villains
Dark Age of Camelot
Dungeons & Dragons Online: Stormreach
Dungeon Runners
Runescape
EVE Online
EverQuest (Instances added with the Lost Dungeons of Norrath expansion)
EverQuest 2
Final Fantasy XI (instances added with the Treasures of Aht Urghan expansion)
Granado Espada
Guild Wars
Kingdom of Loathing
LaTale
Myst Online: Uru Live
The Realm Online
World of Warcraft
Star Wars Galaxies
The Lord of the Rings Online: Shadows of Angmar
Tabula Rasa
Auto Assault
Phantasy Star Online
MapleStory (Instances added with v.60)
Guild Wars takes almost the opposite approach, with every combat area in the game being instanced; the game world is strictly divided into Town / Outpost areas (Where you can meet other players) and Explorable / Mission areas, which are all instanced. Even Town / Outpost areas are themselves created on demand, with a new "district" of that town being created for every 100 players in it; players can move between these at will. This system provides the advantages for players of being able to play with players across the globe, as in EVE, along with the advantages in load scaling and resources of a traditional multiple server model for the developers.
Vanguard: Saga of Heroes is another game that does not use instance dungeons. However, it is envisioned that, through the Advanced Encounter System (AES), certain "boss" NPCs can be triggered when a group enters an area; this NPC would then be "tagged" to that group, meaning no other players could attack or interact with it. AES was not implemented in the commercial release of V:SoH, but Sigil programmers are reportedly working on it and are planning to release it in a future patch.
In RuneScape, instances are used mostly in quests, so that other players cannot interfere with the player who is doing the quest, such as battling boss NPC's or having to accomplish a special task. They are also used in certain 'minigames'.
Several games use instancing to scale the mobs to the players' levels, and/or the number of players present.
LOTRO did not instance BREE or any other WORLD area, only dungeons. EVERY PART of the AoC world is instanced. Everything, all of it. Thats different from say The RIFT being an instance, or Molten Core in wow. LOTRO did not instance any of its world areas...
I think they did actually, when they made Anarchy Online. I hate instancing but I'm pretty sure that Funcom were indeed the first to use it. Although I might add, the instancing in AO didn't bother me half as much as it did in AoC.
AO was so much fun back in the day, which is why I'll never hate Funcom, I just don't like AoC much at all.
Yep mmo instancing and linking items in chat
Am I crazy or is DX10 on BOTH my collectors editions? Instancing really ruins the game for me, but what really ruins it is feeling like im on a train track within each instance, invisible walls. limited play areas, etc.
The zones in AoC and game design were, to be fair, known about a few years before release. All stated on their website and in many, many press releases and write ups for those videos you saw. Those following the game or interested in purchase had the info how it would be there ready to be read. Funcom invented instancing and it has good use and not so great use in AoC.
If you liked open seamless worlds, there were no press releases or any serious indication it would be like this. They gave out plenty of info of the average size of zones and how many, the reasons they went with instancing and the option to chose which one and felt it had more benefits over seamless on the whole.
They didn't invent instancing.
Games that have been known to use instancing include:
Age of Conan
Anarchy Online
City of Heroes/City of Villains
Dark Age of Camelot
Dungeons & Dragons Online: Stormreach
Dungeon Runners
Runescape
EVE Online
EverQuest (Instances added with the Lost Dungeons of Norrath expansion)
EverQuest 2
Final Fantasy XI (instances added with the Treasures of Aht Urghan expansion)
Granado Espada
Guild Wars
Kingdom of Loathing
LaTale
Myst Online: Uru Live
The Realm Online
World of Warcraft
Star Wars Galaxies
The Lord of the Rings Online: Shadows of Angmar
Tabula Rasa
Auto Assault
Phantasy Star Online
MapleStory (Instances added with v.60)
Guild Wars takes almost the opposite approach, with every combat area in the game being instanced; the game world is strictly divided into Town / Outpost areas (Where you can meet other players) and Explorable / Mission areas, which are all instanced. Even Town / Outpost areas are themselves created on demand, with a new "district" of that town being created for every 100 players in it; players can move between these at will. This system provides the advantages for players of being able to play with players across the globe, as in EVE, along with the advantages in load scaling and resources of a traditional multiple server model for the developers.
Vanguard: Saga of Heroes is another game that does not use instance dungeons. However, it is envisioned that, through the Advanced Encounter System (AES), certain "boss" NPCs can be triggered when a group enters an area; this NPC would then be "tagged" to that group, meaning no other players could attack or interact with it. AES was not implemented in the commercial release of V:SoH, but Sigil programmers are reportedly working on it and are planning to release it in a future patch.
In RuneScape, instances are used mostly in quests, so that other players cannot interfere with the player who is doing the quest, such as battling boss NPC's or having to accomplish a special task. They are also used in certain 'minigames'.
Several games use instancing to scale the mobs to the players' levels, and/or the number of players present.
LOTRO did not instance BREE or any other WORLD area, only dungeons. EVERY PART of the AoC world is instanced. Everything, all of it. Thats different from say The RIFT being an instance, or Molten Core in wow. LOTRO did not instance any of its world areas...
What I responded to was someone saying Funcom Invented Instancing. It over uses I admit but it did not invent it.
Building a Car with 2000 wheels does not mean I invented the wheel.
Funcom Invented Instancing. That wikipidea atricle is wrong. Know your history nubs.
Please note at the top of the page where it says:
This article does not cite any references or sources.
Please help improve this article by adding citations to reliable sources. Unverifiable material may be challenged and removed. (May 2007)
----------
"Anyone posting on this forum is not an average user, and there for any opinions about the game are going to be overly critical compared to an average users opinions." - Me
"No, your wrong.." - Random user #123
"Hello person posting on a site specifically for MMO's in a thread on a sub forum specifically for a particular game talking about meta features and making comparisons to other titles in the genre, and their meta features.
How are you?" -Me
Then by all means write to them that Richard Garriott did not propose Instance's back in the 1990's and correct the release date of Runescape as well.
http://en.wikipedia.org/wiki/Runescape
The point is it was said that Funcom invented instance's with nothing to back it up. I replied that they did not and gave information and evidence they did not. AO was not the first MMO released that had Instance's this is fact. If AO is supposed to be the first MMO to use instance's and this is supposed to be the end all proof well there are many MMO's that had instancing before AO and this is a concept apparently from the 1990's. If you have information regarding instance's and Funcom prior ro Garriott's proposal please link it.
Phantasy Star Online (PSO) is an online RPG title, originally released for Dreamcast in 2000
http://en.wikipedia.org/wiki/Phantasy_Star_Online
I did exagerate on saying "Many" In fact there are few. The point remains the same though. I for one played Phantasy Star Online for Dreamcast and definetly remember the instancing there.
What they DID do first and best was teach every OTHER MMO company HOW NOT TO DESIGN AND RELEASE A GAME!
Propose is not the same as IMPLAMENT, invention implies implementation.
I could propose a candy car, doesn’t mean jack unless I create one.
----------
"Anyone posting on this forum is not an average user, and there for any opinions about the game are going to be overly critical compared to an average users opinions." - Me
"No, your wrong.." - Random user #123
"Hello person posting on a site specifically for MMO's in a thread on a sub forum specifically for a particular game talking about meta features and making comparisons to other titles in the genre, and their meta features.
How are you?" -Me
And your reply to PSO being out a full year before AO, which most definetly used Instance's, is?
The point is still proven Funcom did in fact not invent instance's. There weren't the first to come up with or propose the idea and they most definetly were not the first to use it. If you can counter this with facts please do so. The statement has been proven false with impericle data such as Phantasy Star Onlines usage of instance's from launch which was launched back in 2000 while Funcom's first usage of instance's was with AO in january of 2001. Garriott's proposal always denounce's the implication that FC was in anyway the fore father of instance's. This was an idea discussed and implemented by other companies prior to Anarchy Online which is a statement based on fact while the statement that Funcom is the inventor of instance's was made as an opinion without any facts to back it up and done so with minimal investigation. This has been a constant problem with the Information provided by the devoted fans of AoC.
If you wish to give information feel free to do so. If you present it as fact have information and proof to back it up if not present it as an opinion. If it is presented as an opinion and is something that can be proven false , then simply accept it when it is proven false.
Edited to Add: My point is further backed with the launch of Runescape which also used instance's and launcherd prior ro AO even if only by a few months. Runescape was also a developed and playable MUD prior to it's launch.
Correct me if I am wrong but I believe that Runscape had no instanced dungeons (with the term reflecting - game area that copied itself for private groups) till a few years after (mini games) came in. I was there at the start, still have my account.
Runescape was beta in jan 2001 and went on for some time as beta and amateur concern after that date as FTP and Jagex didn't form until the end of that year. There were no area's in the game that had private instances everything was open.
AO, made by FC was the first to use Private Instances, like dungeons where the game copies that same area. Beta from AO, from Sept 2000 can be see here: http://www.youtube.com/watch?v=R_6vM6CcINk
"Anarchy Online is one of the few popular MMORPGs set in a science fiction future and carries the distinction of being the first MMO to make use of the “instance-dungeon system”. " taken from this sites very description: www.mmorpg.com/gamelist.cfm/gameId/10/setView/overview
Runecape didn't have a private instance till 2004 for some quests and then later mini games.
The zones in AoC and game design were, to be fair, known about a few years before release. All stated on their website and in many, many press releases and write ups for those videos you saw. Those following the game or interested in purchase had the info how it would be there ready to be read. Funcom invented instancing and it has good use and not so great use in AoC.
If you liked open seamless worlds, there were no press releases or any serious indication it would be like this. They gave out plenty of info of the average size of zones and how many, the reasons they went with instancing and the option to chose which one and felt it had more benefits over seamless on the whole.
They didn't invent instancing.
Games that have been known to use instancing include:
Age of Conan
Anarchy Online
City of Heroes/City of Villains
Dark Age of Camelot
Dungeons & Dragons Online: Stormreach
Dungeon Runners
Runescape
EVE Online
EverQuest (Instances added with the Lost Dungeons of Norrath expansion)
EverQuest 2
Final Fantasy XI (instances added with the Treasures of Aht Urghan expansion)
Granado Espada
Guild Wars
Kingdom of Loathing
LaTale
Myst Online: Uru Live
The Realm Online
World of Warcraft
Star Wars Galaxies
The Lord of the Rings Online: Shadows of Angmar
Tabula Rasa
Auto Assault
Phantasy Star Online
MapleStory (Instances added with v.60)
Guild Wars takes almost the opposite approach, with every combat area in the game being instanced; the game world is strictly divided into Town / Outpost areas (Where you can meet other players) and Explorable / Mission areas, which are all instanced. Even Town / Outpost areas are themselves created on demand, with a new "district" of that town being created for every 100 players in it; players can move between these at will. This system provides the advantages for players of being able to play with players across the globe, as in EVE, along with the advantages in load scaling and resources of a traditional multiple server model for the developers.
Vanguard: Saga of Heroes is another game that does not use instance dungeons. However, it is envisioned that, through the Advanced Encounter System (AES), certain "boss" NPCs can be triggered when a group enters an area; this NPC would then be "tagged" to that group, meaning no other players could attack or interact with it. AES was not implemented in the commercial release of V:SoH, but Sigil programmers are reportedly working on it and are planning to release it in a future patch.
In RuneScape, instances are used mostly in quests, so that other players cannot interfere with the player who is doing the quest, such as battling boss NPC's or having to accomplish a special task. They are also used in certain 'minigames'.
Several games use instancing to scale the mobs to the players' levels, and/or the number of players present.
eve does not use instancing
swg did not until the most recent publishes.
The zones in AoC and game design were, to be fair, known about a few years before release. All stated on their website and in many, many press releases and write ups for those videos you saw. Those following the game or interested in purchase had the info how it would be there ready to be read. Funcom invented instancing and it has good use and not so great use in AoC.
If you liked open seamless worlds, there were no press releases or any serious indication it would be like this. They gave out plenty of info of the average size of zones and how many, the reasons they went with instancing and the option to chose which one and felt it had more benefits over seamless on the whole.
They didn't invent instancing.
Games that have been known to use instancing include:
Age of Conan
Anarchy Online
City of Heroes/City of Villains
Dark Age of Camelot
Dungeons & Dragons Online: Stormreach
Dungeon Runners
Runescape
EVE Online
EverQuest (Instances added with the Lost Dungeons of Norrath expansion)
EverQuest 2
Final Fantasy XI (instances added with the Treasures of Aht Urghan expansion)
Granado Espada
Guild Wars
Kingdom of Loathing
LaTale
Myst Online: Uru Live
The Realm Online
World of Warcraft
Star Wars Galaxies
The Lord of the Rings Online: Shadows of Angmar
Tabula Rasa
Auto Assault
Phantasy Star Online
MapleStory (Instances added with v.60)
Guild Wars takes almost the opposite approach, with every combat area in the game being instanced; the game world is strictly divided into Town / Outpost areas (Where you can meet other players) and Explorable / Mission areas, which are all instanced. Even Town / Outpost areas are themselves created on demand, with a new "district" of that town being created for every 100 players in it; players can move between these at will. This system provides the advantages for players of being able to play with players across the globe, as in EVE, along with the advantages in load scaling and resources of a traditional multiple server model for the developers.
Vanguard: Saga of Heroes is another game that does not use instance dungeons. However, it is envisioned that, through the Advanced Encounter System (AES), certain "boss" NPCs can be triggered when a group enters an area; this NPC would then be "tagged" to that group, meaning no other players could attack or interact with it. AES was not implemented in the commercial release of V:SoH, but Sigil programmers are reportedly working on it and are planning to release it in a future patch.
In RuneScape, instances are used mostly in quests, so that other players cannot interfere with the player who is doing the quest, such as battling boss NPC's or having to accomplish a special task. They are also used in certain 'minigames'.
Several games use instancing to scale the mobs to the players' levels, and/or the number of players present.
eve does not use instancing
swg did not until the most recent publishes.
SWG has had instancing on the corvette mission for years now, and a few areas in kash.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
If Runescape didn't have instance's till 2004 then I will appologise for that comment but I will need a link with some Evidence to back it up. That still leave's Phantasy Star Online that preceeds AO's launch by a year. Phantasy Star Online wasn't in Beta in 2000 it launched in 2000 still making it the fore runner on Instance's. This I played from launch with a few friends. Was one of the first MMORPG's that had people playing I knew as in they were friends in real life. There use of instancing was almost as prevelant as AoC's usage of it.
You can find the Beta Vid for PSO here.
http://www.youtube.com/watch?v=dyEnJCgTZds
It Launched in 2000 Avery lol I don't know what to tell you man. AO was still in Beta in 2000, PSO beat AO to the punch. Runescape may be incorrect and if this is the case then AO may just be able to take credit as far as PC based MMO's go. As for MMORPG's in general well PSO definetly is the winner and it's a futuristic MMORPG that used alot of instancing that released in 2000 for Dreamcast.
AO = Launched in 2001
PSO = Launched in 2000
Both use instance's
Both are Futuristic MMORPG's
Very interesting when you think about it.
The zones in AoC and game design were, to be fair, known about a few years before release. All stated on their website and in many, many press releases and write ups for those videos you saw. Those following the game or interested in purchase had the info how it would be there ready to be read. Funcom invented instancing and it has good use and not so great use in AoC.
If you liked open seamless worlds, there were no press releases or any serious indication it would be like this. They gave out plenty of info of the average size of zones and how many, the reasons they went with instancing and the option to chose which one and felt it had more benefits over seamless on the whole.
They didn't invent instancing.
Games that have been known to use instancing include:
Age of Conan
Anarchy Online
City of Heroes/City of Villains
Dark Age of Camelot
Dungeons & Dragons Online: Stormreach
Dungeon Runners
Runescape
EVE Online
EverQuest (Instances added with the Lost Dungeons of Norrath expansion)
EverQuest 2
Final Fantasy XI (instances added with the Treasures of Aht Urghan expansion)
Granado Espada
Guild Wars
Kingdom of Loathing
LaTale
Myst Online: Uru Live
The Realm Online
World of Warcraft
Star Wars Galaxies
The Lord of the Rings Online: Shadows of Angmar
Tabula Rasa
Auto Assault
Phantasy Star Online
MapleStory (Instances added with v.60)
Guild Wars takes almost the opposite approach, with every combat area in the game being instanced; the game world is strictly divided into Town / Outpost areas (Where you can meet other players) and Explorable / Mission areas, which are all instanced. Even Town / Outpost areas are themselves created on demand, with a new "district" of that town being created for every 100 players in it; players can move between these at will. This system provides the advantages for players of being able to play with players across the globe, as in EVE, along with the advantages in load scaling and resources of a traditional multiple server model for the developers.
Vanguard: Saga of Heroes is another game that does not use instance dungeons. However, it is envisioned that, through the Advanced Encounter System (AES), certain "boss" NPCs can be triggered when a group enters an area; this NPC would then be "tagged" to that group, meaning no other players could attack or interact with it. AES was not implemented in the commercial release of V:SoH, but Sigil programmers are reportedly working on it and are planning to release it in a future patch.
In RuneScape, instances are used mostly in quests, so that other players cannot interfere with the player who is doing the quest, such as battling boss NPC's or having to accomplish a special task. They are also used in certain 'minigames'.
Several games use instancing to scale the mobs to the players' levels, and/or the number of players present.
eve does not use instancing
swg did not until the most recent publishes.
SWG has had instancing on the corvette mission for years now, and a few areas in kash.
your right..my apologies....i totally forgot about them...its been too long sincei played it
i miss my swg
SWG has had instancing on the corvette mission for years now, and a few areas in kash.
your right..my apologies....i totally forgot about them...its been too long sincei played it
i miss my swg
Amen:(
For every minute you are angry , you lose 60 seconds of happiness."-Emerson