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massively multiplayer online game A massively multiplayer online game (MMOG or more commonly MMO) is an online video game with a large number of players to interact in the same online game world. MMOs usually feature a huge, persistent world, persistent open world, although t ...
s, an instance is a special area, typically a
dungeon A dungeon is a room or cell in which prisoners are held, especially underground. Dungeons are generally associated with medieval castles, though their association with torture probably derives more from the Renaissance period. An oubliette (fr ...
, 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
virtual world A virtual world (also called a virtual space or spaces) is a Computer simulation, computer-simulated environment which may be populated by many simultaneous users who can create a personal Avatar (computing), avatar and independently explore th ...
s. It is not widely known when instances were first used in this genre. However, '' The Realm Online'' (1996) is sometimes credited as introducing the concept.


Design considerations

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 monster and gain the best treasure became obvious in the game ''
EverQuest ''EverQuest'' is a 3D fantasy-themed massively multiplayer online role-playing game (MMORPG) originally developed by Verant Interactive and 989 Studios for Windows. It was released by Sony Online Entertainment in March 1999 in North America, ...
'', 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
player versus player Player versus player (PvP) is a type of multiplayer interactive conflict within a game between human players. This is often compared to player versus environment (PvE), in which the game itself controls its players' opponents and is usually of ...
environments. 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
kill stealing In multiplayer video games, particularly in MOBAs, first-person shooters, MMORPGs and MUDs, kill stealing is the practice of obtaining credit for killing an enemy when another player has put more effort into the kill. This usually happens when ...
, spawn camping, and ninja looting 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, 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 mobs to the players' levels, and/or the number of players present. Despite its advantages, instancing in MMOGs has been criticized. Brad McQuaid, lead designer of ''
EverQuest ''EverQuest'' is a 3D fantasy-themed massively multiplayer online role-playing game (MMORPG) originally developed by Verant Interactive and 989 Studios for Windows. It was released by Sony Online Entertainment in March 1999 in North America, ...
'' and '' Vanguard: Saga of Heroes'' (both of which did not feature instancing at launch), wrote an essay in 2005 arguing that instances can negatively affect the game's community,
virtual economy A virtual economy (or sometimes synthetic economy) is an emergence, emergent economy existing in a virtual world, usually exchanging virtual goods in the context of an online game, particularly in massively multiplayer online games (MMOs). Peop ...
,
churn rate Churn rate (also known as attrition rate, turnover, customer turnover, or customer defection) is a measure of the proportion of individuals or items moving out of a group over a specific period. It is one of two primary factors that determine the ...
, and other factors. In response to this article, Raph Koster added that instancing should be limited to situations in which the creation of a "pocket zone" makes sense within the context of the
fictional universe A fictional universe, also known as an imagined universe or a constructed universe, is the internally consistent fictional setting used in a narrative or a work of art. This concept is most commonly associated with works of fantasy and scie ...
– such as the holodeck in the ''
Star Trek ''Star Trek'' is an American science fiction media franchise created by Gene Roddenberry, which began with the Star Trek: The Original Series, series of the same name and became a worldwide Popular culture, pop-culture Cultural influence of ...
'' franchise. One reviewer described the extensive use of instancing in '' Age of Conan'' as " estroyingthe sense of expansiveness an MMORPG should have".


Technical considerations

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 server and client by limiting the number of potential interactions between players and objects. Because the
player character A player character (also known as a playable character or PC) is a fictional Character (arts), character in a video game or tabletop role-playing game whose actions are controlled by a player rather than the rules of the game. The characters tha ...
s 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 lag 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 scenarios such as hundreds of players descending on any location at any time.


Usage

Perhaps the first virtual world to use instances was the MMORPG '' The Realm Online'', launched in 1996. Combat in this game was extensively instanced, with every battle taking place in a special room outside of the open world. In ''
Guild Wars ''Guild Wars'' is an online role-playing game franchise developed by ArenaNet and published by NCSoft. The games were critically well received and won many editor's choice awards, as well as awards such as "D.I.C.E. Award for Role-Playing Game ...
'', 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 '' EVE Online'', along with the advantages in load scaling and resources of a traditional multiple server model for
ArenaNet ArenaNet, LLC is an American video game developer and subsidiary of NCSoft, founded in 2000 by Mike O'Brien (game developer), Mike O'Brien, Patrick Wyatt and Jeff Strain and located in Bellevue, Washington. They are most notable as developers o ...
, the developers. In ''
RuneScape ''RuneScape'' is a fantasy massively multiplayer online role-playing game (MMORPG) developed and published by Jagex, released in January 2001. ''RuneScape'' was originally a browser game built with the Java (programming language), Java progr ...
'', instances are used mostly in quests, so that other players cannot interfere with the player who is doing the quest, such as battling boss
NPCs A non-player character (NPC) is a character in a game that is not controlled by a player. The term originated in traditional tabletop role-playing games where it applies to characters controlled by the gamemaster (or referee) rather than by a ...
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 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. ''
Wizard101 ''Wizard101'' is a 2008 massively multiplayer online role-playing game (MMORPG) developed and published by KingsIsle Entertainment. Players take on the role of student wizards who must save the Spiral, the fictional universe in which the game is ...
'' 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 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.


See also

*
Game server A game server (also sometimes referred to as a host) is a server which is the authoritative source of events in a multiplayer video game. The server transmits enough data about its internal state to allow its connected clients to maintain thei ...
(or "shard") *
Persistent world A persistent world or persistent state world (PSW) is a virtual world which, by the definition given by Richard Bartle, "continues to exist and develop internally even when there are no people interacting with it". The first virtual worlds were ...


References

{{DEFAULTSORT:Instance Dungeon Massively multiplayer online role-playing games Esports terminology