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	<title>Comments on: How big is massive?</title>
	<atom:link href="http://www.kiasa.org/2010/01/21/how-big-is-massive/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.kiasa.org/2010/01/21/how-big-is-massive/</link>
	<description>Just these guys, you know.</description>
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		<title>By: Zoso</title>
		<link>http://www.kiasa.org/2010/01/21/how-big-is-massive/comment-page-1/#comment-3917</link>
		<dc:creator>Zoso</dc:creator>
		<pubDate>Sat, 23 Jan 2010 09:46:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.kiasa.org/?p=3343#comment-3917</guid>
		<description>@Saylah  I suspect it&#039;s a bit of both; technically more difficult, and not the highest priority for many players.  Alterac Valley&#039;s another good example of players heading for the pellet dispensers, morphing from the grand scope of multiple objectives, bombing runs, druids summoning massive allies into the rush for the enemy general.

Thinking back to WAR, fortress and city assaults did have a sense of scale to them, but could also be the most frustrating combinations of lag and being part of such a large group that you&#039;d barely get a shot off during encounters.</description>
		<content:encoded><![CDATA[<p>@Saylah  I suspect it&#8217;s a bit of both; technically more difficult, and not the highest priority for many players.  Alterac Valley&#8217;s another good example of players heading for the pellet dispensers, morphing from the grand scope of multiple objectives, bombing runs, druids summoning massive allies into the rush for the enemy general.</p>
<p>Thinking back to WAR, fortress and city assaults did have a sense of scale to them, but could also be the most frustrating combinations of lag and being part of such a large group that you&#8217;d barely get a shot off during encounters.</p>
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		<title>By: Saylah</title>
		<link>http://www.kiasa.org/2010/01/21/how-big-is-massive/comment-page-1/#comment-3916</link>
		<dc:creator>Saylah</dc:creator>
		<pubDate>Sat, 23 Jan 2010 04:38:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.kiasa.org/?p=3343#comment-3916</guid>
		<description>Thanks for the reference.  I find myself becoming more accepting of these, what I call, Lesser MMOs.  It&#039;s not what I want and frankly, I&#039;m surprised that where I expected MMOs to be by now, has yet to materialize.  So either it&#039;s a technical nightmare or I&#039;m in the minority so developers could care less.

100 vs. 100 on a field of battle that isn&#039;t a slide show, starts to nip at the heals of feeling massive but that&#039;s closer to heroic.  Examples...  Old AV locked in a death grip near one faction&#039;s final boss felt epic.  AC2 Master vaults with 60+ players bumming rushing the final encounter was epic - larger than life, but still not massive.  Masses of players crowded around Cragstone, trying to get the hook-up for a vault felt large.   WOW 40-man raid days on a PVP server with 2 or more 40-man groups trying to make it into Molten Core felt massive.</description>
		<content:encoded><![CDATA[<p>Thanks for the reference.  I find myself becoming more accepting of these, what I call, Lesser MMOs.  It&#8217;s not what I want and frankly, I&#8217;m surprised that where I expected MMOs to be by now, has yet to materialize.  So either it&#8217;s a technical nightmare or I&#8217;m in the minority so developers could care less.</p>
<p>100 vs. 100 on a field of battle that isn&#8217;t a slide show, starts to nip at the heals of feeling massive but that&#8217;s closer to heroic.  Examples&#8230;  Old AV locked in a death grip near one faction&#8217;s final boss felt epic.  AC2 Master vaults with 60+ players bumming rushing the final encounter was epic &#8211; larger than life, but still not massive.  Masses of players crowded around Cragstone, trying to get the hook-up for a vault felt large.   WOW 40-man raid days on a PVP server with 2 or more 40-man groups trying to make it into Molten Core felt massive.</p>
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		<title>By: Zach Sebag</title>
		<link>http://www.kiasa.org/2010/01/21/how-big-is-massive/comment-page-1/#comment-3914</link>
		<dc:creator>Zach Sebag</dc:creator>
		<pubDate>Fri, 22 Jan 2010 01:55:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.kiasa.org/?p=3343#comment-3914</guid>
		<description>@ Zoso

I think a big part of Eve is it never stops you.  It doesn&#039;t tell you that you cannot go to the next universe except through changing instances, but rather through application.  IE: You can fly in one direction forever, without stopping.  I really believe this has a large affect on the game. 

It&#039;s ok to have to go to a jump gate zone, but if going through a gate makes you change zones, then it really hurts the believability of the game in my opinion.</description>
		<content:encoded><![CDATA[<p>@ Zoso</p>
<p>I think a big part of Eve is it never stops you.  It doesn&#8217;t tell you that you cannot go to the next universe except through changing instances, but rather through application.  IE: You can fly in one direction forever, without stopping.  I really believe this has a large affect on the game. </p>
<p>It&#8217;s ok to have to go to a jump gate zone, but if going through a gate makes you change zones, then it really hurts the believability of the game in my opinion.</p>
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		<title>By: Zach Sebag</title>
		<link>http://www.kiasa.org/2010/01/21/how-big-is-massive/comment-page-1/#comment-3913</link>
		<dc:creator>Zach Sebag</dc:creator>
		<pubDate>Fri, 22 Jan 2010 01:53:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.kiasa.org/?p=3343#comment-3913</guid>
		<description>I, personally, absolutely cannot wait until our servers can support single shard integrating.

I am craving(and I may have to wait 20 years) for a single server, non instanced, fantasy game.  I miss seamless worlds.  It seems the industry is really getting away from them, and I really feel like you cannot quantify the benefits players get from playing in, massive, believable worlds.  They may not consciously recognize that they love the ability to be able to run from one end of the continent to the other without changing instances, but I firmly believe it is there and subconsciously affects there feelings towards the game.</description>
		<content:encoded><![CDATA[<p>I, personally, absolutely cannot wait until our servers can support single shard integrating.</p>
<p>I am craving(and I may have to wait 20 years) for a single server, non instanced, fantasy game.  I miss seamless worlds.  It seems the industry is really getting away from them, and I really feel like you cannot quantify the benefits players get from playing in, massive, believable worlds.  They may not consciously recognize that they love the ability to be able to run from one end of the continent to the other without changing instances, but I firmly believe it is there and subconsciously affects there feelings towards the game.</p>
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		<title>By: Zoso</title>
		<link>http://www.kiasa.org/2010/01/21/how-big-is-massive/comment-page-1/#comment-3912</link>
		<dc:creator>Zoso</dc:creator>
		<pubDate>Thu, 21 Jan 2010 15:21:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.kiasa.org/?p=3343#comment-3912</guid>
		<description>@Pardoz  Good point, a majority of users heading for instances could just be an indication of where rewards are, rather than a preference for game/world elements where they&#039;re a secondary concern for many.

@Rohan  Though more obvious, I&#039;m not sure EVE portals are so radically different at heart to, say, a cunningly concealed WoW zone transition like Dun Morogh to Loch Modan, but then with the jumpgate/portal mechanism being an established (in fiction, at least) structure for space travel, EVE is fortunate in that the &quot;world&quot; naturally maps onto a way the &quot;game&quot; structure can be more easily supported (so long as you accept the jumpgates as part of a world).</description>
		<content:encoded><![CDATA[<p>@Pardoz  Good point, a majority of users heading for instances could just be an indication of where rewards are, rather than a preference for game/world elements where they&#8217;re a secondary concern for many.</p>
<p>@Rohan  Though more obvious, I&#8217;m not sure EVE portals are so radically different at heart to, say, a cunningly concealed WoW zone transition like Dun Morogh to Loch Modan, but then with the jumpgate/portal mechanism being an established (in fiction, at least) structure for space travel, EVE is fortunate in that the &#8220;world&#8221; naturally maps onto a way the &#8220;game&#8221; structure can be more easily supported (so long as you accept the jumpgates as part of a world).</p>
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		<title>By: Blue Kae</title>
		<link>http://www.kiasa.org/2010/01/21/how-big-is-massive/comment-page-1/#comment-3911</link>
		<dc:creator>Blue Kae</dc:creator>
		<pubDate>Thu, 21 Jan 2010 15:04:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.kiasa.org/?p=3343#comment-3911</guid>
		<description>I prefer the single server with instances over separate servers as well. It is more important for me to not have to coordinate which server to start a character one, have to reroll to play with a new friend, or worry about picking a server with a crappy community, than it is to be able to see a few hundred other characters on screen. To me that just means lag, which I prefer to avoid.

Rohan gets it right too, EVE is no less instanced than Champions, they just don&#039;t have multiple copies of each system. The big thing to avoid in instancing is private instances like in Guild Wars.  Open instances like in CoH&#039;s city zones and in Champions are much more fun.</description>
		<content:encoded><![CDATA[<p>I prefer the single server with instances over separate servers as well. It is more important for me to not have to coordinate which server to start a character one, have to reroll to play with a new friend, or worry about picking a server with a crappy community, than it is to be able to see a few hundred other characters on screen. To me that just means lag, which I prefer to avoid.</p>
<p>Rohan gets it right too, EVE is no less instanced than Champions, they just don&#8217;t have multiple copies of each system. The big thing to avoid in instancing is private instances like in Guild Wars.  Open instances like in CoH&#8217;s city zones and in Champions are much more fun.</p>
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		<title>By: Rohan</title>
		<link>http://www.kiasa.org/2010/01/21/how-big-is-massive/comment-page-1/#comment-3910</link>
		<dc:creator>Rohan</dc:creator>
		<pubDate>Thu, 21 Jan 2010 13:14:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.kiasa.org/?p=3343#comment-3910</guid>
		<description>It&#039;s interesting that you see Eve as the poster child for worldly games. I&#039;ve always seen Eve as the poster child for instancing done right.

Each star system in Eve is a separate instance, and the jumpgates are the portals between instances.

What Eve doesn&#039;t do is create copies of instances, but its structure is very different from the wide-openess of something like a continent in WoW.</description>
		<content:encoded><![CDATA[<p>It&#8217;s interesting that you see Eve as the poster child for worldly games. I&#8217;ve always seen Eve as the poster child for instancing done right.</p>
<p>Each star system in Eve is a separate instance, and the jumpgates are the portals between instances.</p>
<p>What Eve doesn&#8217;t do is create copies of instances, but its structure is very different from the wide-openess of something like a continent in WoW.</p>
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		<title>By: Pardoz</title>
		<link>http://www.kiasa.org/2010/01/21/how-big-is-massive/comment-page-1/#comment-3909</link>
		<dc:creator>Pardoz</dc:creator>
		<pubDate>Thu, 21 Jan 2010 11:47:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.kiasa.org/?p=3343#comment-3909</guid>
		<description>Just a note on the rise and fall of the once-massively-populated CoH hazard zones - they were largely abandoned due to post-launch design changes that meant instanced content started offering higher rewards (moar expeez!) for lower risk (lower XP debt on defeat).

Ultimately, I think for a lot of players it&#039;s not about open vs. instanced worlds; it&#039;s about where the most pellet dispensers are.</description>
		<content:encoded><![CDATA[<p>Just a note on the rise and fall of the once-massively-populated CoH hazard zones &#8211; they were largely abandoned due to post-launch design changes that meant instanced content started offering higher rewards (moar expeez!) for lower risk (lower XP debt on defeat).</p>
<p>Ultimately, I think for a lot of players it&#8217;s not about open vs. instanced worlds; it&#8217;s about where the most pellet dispensers are.</p>
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		<title>By: Melmoth</title>
		<link>http://www.kiasa.org/2010/01/21/how-big-is-massive/comment-page-1/#comment-3908</link>
		<dc:creator>Melmoth</dc:creator>
		<pubDate>Thu, 21 Jan 2010 11:03:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.kiasa.org/?p=3343#comment-3908</guid>
		<description>The big worry with a truly massive game is players loading their character and then, after some time, having to tentatively ask &quot;Is it in yet?&quot;.</description>
		<content:encoded><![CDATA[<p>The big worry with a truly massive game is players loading their character and then, after some time, having to tentatively ask &#8220;Is it in yet?&#8221;.</p>
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