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The 10 Rules Every New MMORPG Needs to Follow
#8
Diggles Wrote:instancing like CoH & CO do is just a cop out for decent quest/level design or server load balancing code that would prevent high traffic areas.
Yeah, that's the cost of hand-crafted content.

The only game in the world that I know of which lets everyone play on the same server with no instances is EVE.

EVE has very bland content that's a combination of randomly generated and cut-and-paste.


I still agree with you though. This is why I think we need "wargames" rather than "quest driven MMORPGs". Wargames don't need a lot of 'content' in the RPG sense -- they just need stuff to build, destroy and fight over. Wargame content could be generated randomly and via cut-and-paste and you could still come out with a good, fun, long lasting game, because the fun is in the battles and the conquering rather than in the "completion of content".


So when I say we need to get away from the quest model, I don't mean we need to go back to EQ, but rather, we need a good wargame, where there is stuff to do that has more to do with battles and construction and landscape and less to do with painstakingly hand crafted quest lines.
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