Download Slide 1 - GDC Vault

Survey
yes no Was this document useful for you?
   Thank you for your participation!

* Your assessment is very important for improving the workof artificial intelligence, which forms the content of this project

Document related concepts
no text concepts found
Transcript
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?