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Persistent vs. Instantiated Spaces: The Great Online Game Debate. Presenters. Moderator: Starr Long (Producer, NCsoft) Panelists: Raph Koster (CCO Sony Online Entertainment) Anthony Castoro (Online Studio Director Electronic Arts) Mark Jacobs (President and CEO Mythic Entertainment)
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Persistent vs. Instantiated Spaces: The Great Online Game Debate
Presenters • Moderator: • Starr Long (Producer, NCsoft) • Panelists: • Raph Koster (CCO Sony Online Entertainment) • Anthony Castoro (Online Studio Director Electronic Arts) • Mark Jacobs (President and CEO Mythic Entertainment) • Jack Emmert (Creative Director Cryptic Studios)
Persistent Spaces • Definition: • Game state persists over time • Game state is always “moving forward” in time • Space is usually a public/shared space for all users • Usually a “sand box” of game rules • Examples: • MUDs • Ultima Online • Everquest • Dark Age of Camelot • Lineage
Persistent Spaces • Questions for Panel: • What are the benefits of persistent spaces? • What are the drawbacks of persistent spaces? • What is the biggest challenge associated with persistent spaces? • Is there an advantage to keeping the game exclusively persistent? • How do you address the lack of guidance in open persistent spaces?
Instantiated Spaces • Definition: • Game State is reset each time spaces are instantiated • Spaces are usually private for single player or small player group • Space can be shared • Examples • Ancestry outside MMP: Diablo & FPS • Anarchy Online • ToonTown • Star Wars Galaxies • Guild Wars • City of Heroes • Tabula Rasa • World of Warcraft
Instantiated Spaces • Questions for Panel: • Are there valuable lessons to learn from the ancestral instantiation games like Diablo, Real Time Strategy, First person shooters, etc.? • What are the benefits of instantiated spaces? • What are the drawbacks of instantiated spaces? • How do you incorporate instantiated spaces with persistent spaces? • What is the biggest challenge associated with instantiated spaces? • How do you generate enough instantiated content? • Can randomly generated spaces solve the content creation problem without losing the guidance that instantiations provide?
Instantiated Spaces • Questions for Panel (cont.): • Is there an advantage to having only instantiated spaces? • If you are mixing persistent and instantiated spaces how do you determine the percentage of each? • How scripted do you make the instantiated spaces? • How random do you make the instantiated spaces? • Can you do matchmaking? • Can player property be instantiated? • How do you do player vs. player in instantiated spaces? • How well do multiple instantiations run on a server?