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Instance dungeon

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24: 302: 363:, Town/Outpost areas are 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. When entering an Explorable Area or Cooperative Mission, a separate instance will be created for each group (ranging in size from 2 to 12) of players. Players can play with players across the globe, as in 163:, which has a hub. You can go to shops and get food, but when you get on the boat for the pirate ride, you're in your own version of reality. Once the ride starts, you are blissfully unaware of the boats in front of you and behind you. Then when you finish, you are in the hub, and you can navigate over to the next place. 386:
or having to accomplish a special task. They are also used in certain 'minigames'. However, most monsters not related to quests are not instanced, so players often have to compete with each other to get the reward from killing them. They are also used extensively in the new skill Dungeoneering. The
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as players do whatever they can to acquire the limited rewards. Instancing preserves the gaming experience, since some gaming scenarios do not work if the player is continually surrounded by other players, as in a multiplayer setting. Instance dungeons may contain stronger than usual mobs and rare,
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has a unique system for its instances. As soon as a player steps on the entry area, ten seconds are given for up to three other players to enter. Once inside, the instance usually triggers a new line of quests, which must be completed to gain access to other parts of the instance. If a player logs
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The problem can be stated as follows: every player wants to be "The Hero", slay "The Monster", rescue "The Princess", and obtain "The Magic Sword". When there are thousands of players all playing the same game, clearly not everyone can be the hero. The problem of everyone wanting to kill the same
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for the players. This also reduces the demands on each player's computer, as the number of objects to be processed can be more easily limited by the game's developer. The developer can better reason about the worst-case performance requirements in an instance because they do not have to consider
187:, where several groups of players would compete and sometimes harass each other in the same dungeon, in order to get to the monsters dropping valuable items. The creation of instances largely solves this set of problems, leaving only travelling to and from the dungeon as a potential risk in 396:
out or leaves through the "front door", progress will be reset (a warning message will appear). If a player dies, flees, or teleports, data will then be reset in 30 minutes. If a monster is defeated in an instance, it stays defeated. Players can repeat instances as many times as they want.
132:, that generates a new copy of the location for each group, or for a certain number of players, that enters the area. Instancing, the general term for the use of this technique, addresses several problems encountered by players in the shared spaces of 282:
in the instance do not need to be updated on all the information going on outside the instance, and vice versa for the characters outside the instance, there is an overall decrease in demands on the network, with the net result being less
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sought-after equipment. They also may include level restrictions and/or restrict the number of players allowed in each instance to balance gameplay. Several games use instancing to scale the
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Stated another way, instances can be used to reduce the competition over resources within the game. Excessive competition in these spaces leads to several undesirable behaviors such as
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world. You live a truly charmed existence, and around every corner you are finding new things. You're blissfully unaware of your neighbor who is also playing the game. (...) is like
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Having players participate in instances tends to spread out populations of players, instead of concentrating them, which may reduce or level the workload for both the
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player-owned-houses (commonly abbreviated as P.O.H.), houses that can be owned and built by players, are instanced, with each house having its own instance.
230:(both of which did not feature instancing at launch), wrote an essay in 2005 arguing that instances can negatively affect the game's community, 354:, launched in 1996. Combat in this game was extensively instanced, with every battle taking place in a special room outside of the open world. 443: 382:, instances are used mostly in quests, so that other players cannot interfere with the player who is doing the quest, such as battling boss 316: 312: 242:
added that instancing should be limited to situations in which the creation of a "pocket zone" makes sense within the context of the
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Single-player games are great, and I love them. They have a great feature. Your life is very special. You are
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A term used to describe a private portion of a gameworld created just for an individual or group of players.
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by limiting the number of potential interactions between players and objects. Because the
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scenarios such as hundreds of players descending on any location at any time.
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Dungeons and Dreamers: The Rise of Computer Game Culture from Geek to Chic
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Dungeons and Dreamers: The Rise of Computer Game Culture from Geek to Chic
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Using a Physical Metaphor to Scale Up Communication in Virtual Worlds
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franchise. One reviewer described the extensive use of instancing in
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Despite its advantages, instancing in MMOGs has been criticized.
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Perhaps the first virtual world to use instances was the MMORPG
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to the players' levels, and/or the number of players present.
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monster and gain the best treasure became obvious in the game
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Massively multiplayer online role-playing game terminology
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as " the sense of expansiveness an MMORPG should have".
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"Instance dungeon"
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massively multiplayer online games
dungeon
virtual worlds
The Realm Online
Disney World
Richard Garriott
EverQuest
player versus player
kill stealing
spawn camping
ninja looting
mobs
Brad McQuaid
EverQuest
Vanguard: Saga of Heroes
virtual economy
churn rate
Raph Koster
fictional universe

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