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	<title>Comments on: Why Scaling Challenge Should Be the Future of MMO Content</title>
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	<link>http://www.wolfsheadonline.com/?p=3310</link>
	<description>MMORPG design &#38; commentary</description>
	<lastBuildDate>Thu, 09 Sep 2010 07:41:56 -0700</lastBuildDate>
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		<title>By: an alex</title>
		<link>http://www.wolfsheadonline.com/?p=3310&#038;cpage=1#comment-8609</link>
		<dc:creator>an alex</dc:creator>
		<pubDate>Fri, 08 Jan 2010 06:47:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.wolfsheadonline.com/?p=3310#comment-8609</guid>
		<description>I might be late to get on the bandwagon but I&#039;d like to mention that I&#039;m one of those who think blizzard is doing it right by implementing artificial caps to the raiding.

Imo scaling difficulty by increasing damage/hitpoints doesn&#039;t solve the difficulty issue at all, rather is just a loose solution and doesn&#039;t address the difference in group dynamic as a group scales.  In my book that&#039;s just lazy design philosophy. &quot;More people, more enemies. Problem solved.&quot;

By having an artificial cap, they get to at least tailor the experience to the right crowd, granted there are some sacrifices such as having to bench members of the crowd, but isn&#039;t that the case with say... foot ball or a theme park ride for example? The participants are still capped and anyone else will just have to sit out or fill in at a later point. 

Perhaps this is something that future devs can look into, having replacements mid-instants or a benching system that lets more players join, but only a certain amount play and fill in when someone is down or out.

Rather I think a better way to solve the scaling problem is to have a proper paradigm for the various group mechanics. A bigger group shouldn&#039;t be doing the exactly same thing a small group does. There&#039;d be too much redundancy as well as a lack of proper challenge addressed to their increased versatility. Which is why, having set an optimum case, it&#039;ll allow the designers to plan a more efficient raid experience for the player numbers.

As for the last point on being epic, i think that&#039;s just a matter of context vs accessibility. they could very well satisfy the context by only allowing an 80 man raid take on the lich king for example or keeping in line that a 25 man would probably fight say one of arthas&#039; henches, but again an 80 man raid is hard to achieve, and they probably want more players having the opportunity to raid the lich king.

sure, we&#039;re seeing the days of epic 100 man raids fade, but at least, a majority of the total playerbase gets to experience the content now instead of just that 100 men.</description>
		<content:encoded><![CDATA[<p>I might be late to get on the bandwagon but I&#8217;d like to mention that I&#8217;m one of those who think blizzard is doing it right by implementing artificial caps to the raiding.</p>
<p>Imo scaling difficulty by increasing damage/hitpoints doesn&#8217;t solve the difficulty issue at all, rather is just a loose solution and doesn&#8217;t address the difference in group dynamic as a group scales.  In my book that&#8217;s just lazy design philosophy. &#8220;More people, more enemies. Problem solved.&#8221;</p>
<p>By having an artificial cap, they get to at least tailor the experience to the right crowd, granted there are some sacrifices such as having to bench members of the crowd, but isn&#8217;t that the case with say&#8230; foot ball or a theme park ride for example? The participants are still capped and anyone else will just have to sit out or fill in at a later point. </p>
<p>Perhaps this is something that future devs can look into, having replacements mid-instants or a benching system that lets more players join, but only a certain amount play and fill in when someone is down or out.</p>
<p>Rather I think a better way to solve the scaling problem is to have a proper paradigm for the various group mechanics. A bigger group shouldn&#8217;t be doing the exactly same thing a small group does. There&#8217;d be too much redundancy as well as a lack of proper challenge addressed to their increased versatility. Which is why, having set an optimum case, it&#8217;ll allow the designers to plan a more efficient raid experience for the player numbers.</p>
<p>As for the last point on being epic, i think that&#8217;s just a matter of context vs accessibility. they could very well satisfy the context by only allowing an 80 man raid take on the lich king for example or keeping in line that a 25 man would probably fight say one of arthas&#8217; henches, but again an 80 man raid is hard to achieve, and they probably want more players having the opportunity to raid the lich king.</p>
<p>sure, we&#8217;re seeing the days of epic 100 man raids fade, but at least, a majority of the total playerbase gets to experience the content now instead of just that 100 men.</p>
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		<title>By: Vontre</title>
		<link>http://www.wolfsheadonline.com/?p=3310&#038;cpage=1#comment-8541</link>
		<dc:creator>Vontre</dc:creator>
		<pubDate>Thu, 19 Nov 2009 22:25:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.wolfsheadonline.com/?p=3310#comment-8541</guid>
		<description>This is not a new idea, it&#039;s actually a very old idea that pretty much every studio&#039;s designers toss around early on and usually decide to throw out because of various complications and design flaws.</description>
		<content:encoded><![CDATA[<p>This is not a new idea, it&#8217;s actually a very old idea that pretty much every studio&#8217;s designers toss around early on and usually decide to throw out because of various complications and design flaws.</p>
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		<title>By: Wolfshead</title>
		<link>http://www.wolfsheadonline.com/?p=3310&#038;cpage=1#comment-8517</link>
		<dc:creator>Wolfshead</dc:creator>
		<pubDate>Wed, 28 Oct 2009 01:49:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.wolfsheadonline.com/?p=3310#comment-8517</guid>
		<description>I&#039;d like to see Blizzard at least experiment with the notion.  If Blizzard doesn&#039;t at least attempt it then it might be a way for an up and coming MMO to distinguish itself from the pack of WoW clones.

We seem to be moving from a MMO design paradigm of open-ended freedom to heavily scripted encounters that are designed and tuned for a set amount of players. I find that trend troubling.

I think it&#039;s good every once in a while to question sacred cows like group and raid sizes. Why does a WoW group only allow a maximum of 5 players? Why are raid sizes the way they are?

The true strength of MMOs is that they are really about community but having rigid and artificial limits on participation works against that ethos. We need more inclusiveness in our virtual worlds, not less.</description>
		<content:encoded><![CDATA[<p>I&#8217;d like to see Blizzard at least experiment with the notion.  If Blizzard doesn&#8217;t at least attempt it then it might be a way for an up and coming MMO to distinguish itself from the pack of WoW clones.</p>
<p>We seem to be moving from a MMO design paradigm of open-ended freedom to heavily scripted encounters that are designed and tuned for a set amount of players. I find that trend troubling.</p>
<p>I think it&#8217;s good every once in a while to question sacred cows like group and raid sizes. Why does a WoW group only allow a maximum of 5 players? Why are raid sizes the way they are?</p>
<p>The true strength of MMOs is that they are really about community but having rigid and artificial limits on participation works against that ethos. We need more inclusiveness in our virtual worlds, not less.</p>
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		<title>By: RevengeV2</title>
		<link>http://www.wolfsheadonline.com/?p=3310&#038;cpage=1#comment-8515</link>
		<dc:creator>RevengeV2</dc:creator>
		<pubDate>Tue, 27 Oct 2009 04:37:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.wolfsheadonline.com/?p=3310#comment-8515</guid>
		<description>While I agree in part with the general idea of scaling instances, I don&#039;t think it is something an (especially WoW) should adopt fully.

Firstly, practicality.  Now I wasn&#039;t there at the Everquest 200 player dragon kill event, but I know for sure, in WoW I (and most others) would dc, freeze, of have lag so bad that the most you could hope for is to auto-attack until it&#039;s dead.  That&#039;s not my idea of fun.

Secondly, choosing a set number of people for an event has been happening for centuries.  Most sports (football, tennis, hockey), games, board games, quizzes.  

I&#039;m not trashing the idea and it&#039;s obviously already being tested in other games and in different ways but I think it should be used for events or for a bit of variety rather than an entirely new raiding system.</description>
		<content:encoded><![CDATA[<p>While I agree in part with the general idea of scaling instances, I don&#8217;t think it is something an (especially WoW) should adopt fully.</p>
<p>Firstly, practicality.  Now I wasn&#8217;t there at the Everquest 200 player dragon kill event, but I know for sure, in WoW I (and most others) would dc, freeze, of have lag so bad that the most you could hope for is to auto-attack until it&#8217;s dead.  That&#8217;s not my idea of fun.</p>
<p>Secondly, choosing a set number of people for an event has been happening for centuries.  Most sports (football, tennis, hockey), games, board games, quizzes.  </p>
<p>I&#8217;m not trashing the idea and it&#8217;s obviously already being tested in other games and in different ways but I think it should be used for events or for a bit of variety rather than an entirely new raiding system.</p>
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		<title>By: Longasc</title>
		<link>http://www.wolfsheadonline.com/?p=3310&#038;cpage=1#comment-8512</link>
		<dc:creator>Longasc</dc:creator>
		<pubDate>Wed, 21 Oct 2009 09:32:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.wolfsheadonline.com/?p=3310#comment-8512</guid>
		<description>By the way, LOTRO&#039;s skirmishes might be the scaling dungeon we are asking for: http://www.lotro.com/gameinfo/devdiaries/484-developer-diary-som-skirmishes-overview

If you add more people to the party, some more extras might become available, like a special boss, harder mobs, all that. This might be the evolution of the solo-instances of Moria that are mostly daily loot pinatas.

I also cannot resist to add a link to Spinks&#039;s thoughts about progression in MMOs, as she is in an especially analytic phase at the moment: http://spinksville.wordpress.com/2009/10/21/losing-gear-progression-in-wow/</description>
		<content:encoded><![CDATA[<p>By the way, LOTRO&#8217;s skirmishes might be the scaling dungeon we are asking for: <a href="http://www.lotro.com/gameinfo/devdiaries/484-developer-diary-som-skirmishes-overview" rel="nofollow">http://www.lotro.com/gameinfo/devdiaries/484-developer-diary-som-skirmishes-overview</a></p>
<p>If you add more people to the party, some more extras might become available, like a special boss, harder mobs, all that. This might be the evolution of the solo-instances of Moria that are mostly daily loot pinatas.</p>
<p>I also cannot resist to add a link to Spinks&#8217;s thoughts about progression in MMOs, as she is in an especially analytic phase at the moment: <a href="http://spinksville.wordpress.com/2009/10/21/losing-gear-progression-in-wow/" rel="nofollow">http://spinksville.wordpress.com/2009/10/21/losing-gear-progression-in-wow/</a></p>
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		<title>By: Muckbeast</title>
		<link>http://www.wolfsheadonline.com/?p=3310&#038;cpage=1#comment-8486</link>
		<dc:creator>Muckbeast</dc:creator>
		<pubDate>Wed, 14 Oct 2009 04:12:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.wolfsheadonline.com/?p=3310#comment-8486</guid>
		<description>For admin run events (of which there are basically none), or even for triggered special events like this, I definitely think scaling is important. But it is tough to figure out scaling, since players vary WILDLY in skill level. 

For other static content, I don&#039;t think you need to scale as long as you don&#039;t cap the number of players that can participate. Let good people beat something with 2 or 3, other players beat it with 5 or 6, and call it a success.</description>
		<content:encoded><![CDATA[<p>For admin run events (of which there are basically none), or even for triggered special events like this, I definitely think scaling is important. But it is tough to figure out scaling, since players vary WILDLY in skill level. </p>
<p>For other static content, I don&#8217;t think you need to scale as long as you don&#8217;t cap the number of players that can participate. Let good people beat something with 2 or 3, other players beat it with 5 or 6, and call it a success.</p>
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		<title>By: Wolfshead</title>
		<link>http://www.wolfsheadonline.com/?p=3310&#038;cpage=1#comment-8485</link>
		<dc:creator>Wolfshead</dc:creator>
		<pubDate>Wed, 14 Oct 2009 01:53:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.wolfsheadonline.com/?p=3310#comment-8485</guid>
		<description>I just wanted to add this &lt;a href=&quot;http://www.mmorpg.com/gamelist.cfm?game=15&amp;feature=3596&amp;bhcp=1&quot; rel=&quot;nofollow&quot;&gt;article&lt;/a&gt; found on MMORPG.com about scaling WoW instances via an article I just read via Ryan Schwayder&#039;s &lt;a href=&quot;http://www.nerfbat.com/2009/10/08/instance-scaling-why-not/&quot; rel=&quot;nofollow&quot;&gt;Nerfbat&lt;/a&gt;. I had not read it prior to writing my own article. I find it interesting that in the MMO blogosphere that many of us are coming to similar conclusions independently. :)</description>
		<content:encoded><![CDATA[<p>I just wanted to add this <a href="http://www.mmorpg.com/gamelist.cfm?game=15&#038;feature=3596&#038;bhcp=1" rel="nofollow">article</a> found on MMORPG.com about scaling WoW instances via an article I just read via Ryan Schwayder&#8217;s <a href="http://www.nerfbat.com/2009/10/08/instance-scaling-why-not/" rel="nofollow">Nerfbat</a>. I had not read it prior to writing my own article. I find it interesting that in the MMO blogosphere that many of us are coming to similar conclusions independently. <img src='http://www.wolfsheadonline.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: We Fly Spitfires</title>
		<link>http://www.wolfsheadonline.com/?p=3310&#038;cpage=1#comment-8483</link>
		<dc:creator>We Fly Spitfires</dc:creator>
		<pubDate>Mon, 12 Oct 2009 20:17:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.wolfsheadonline.com/?p=3310#comment-8483</guid>
		<description>Excellent article and I couldn&#039;t agree more. I think developers just need to put in the effort to develop the content and technology but unfortunately it seems that no one wants to take the risk of doing it as, like we see all the time with queues etc, it&#039;s plain better for them to make the consumer suffer.

I&#039;ve absolutely love to see some proper scaling technology in new MMOs.</description>
		<content:encoded><![CDATA[<p>Excellent article and I couldn&#8217;t agree more. I think developers just need to put in the effort to develop the content and technology but unfortunately it seems that no one wants to take the risk of doing it as, like we see all the time with queues etc, it&#8217;s plain better for them to make the consumer suffer.</p>
<p>I&#8217;ve absolutely love to see some proper scaling technology in new MMOs.</p>
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		<title>By: Psychochild&#8217;s Blog &#187; What is missing in our games?</title>
		<link>http://www.wolfsheadonline.com/?p=3310&#038;cpage=1#comment-8481</link>
		<dc:creator>Psychochild&#8217;s Blog &#187; What is missing in our games?</dc:creator>
		<pubDate>Mon, 12 Oct 2009 08:57:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.wolfsheadonline.com/?p=3310#comment-8481</guid>
		<description>[...] attracted more people, but it may be hurting the core of waht MMOs are about. Wolfshead also posted a great article on scaling, arguing that encounters should scale to the people available so that you can play with the people [...]</description>
		<content:encoded><![CDATA[<p>[...] attracted more people, but it may be hurting the core of waht MMOs are about. Wolfshead also posted a great article on scaling, arguing that encounters should scale to the people available so that you can play with the people [...]</p>
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		<title>By: ZachPruckowski</title>
		<link>http://www.wolfsheadonline.com/?p=3310&#038;cpage=1#comment-8480</link>
		<dc:creator>ZachPruckowski</dc:creator>
		<pubDate>Mon, 12 Oct 2009 08:25:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.wolfsheadonline.com/?p=3310#comment-8480</guid>
		<description>I see two problems with this (neither of which are insurmountable):

1)  No matter how you do it, there will be some threshold at which the numbers balance out such that there&#039;s an optimum number of players per instance.  Whether it&#039;s &quot;above 10 players we need a 3rd tank, so we can&#039;t take an 11th person unless he&#039;s a tank&quot; or &quot;it&#039;s dumb to take 24 people, because the best loot drops only for groups of 25 and up&quot;, even in the best case, there will be local minima and maxima, because you can&#039;t spawn 3.25 adds or shoot at 1.9 DPSers and you can&#039;t drop 4.1 pieces of loot.

2)  It actually makes the raid leader&#039;s job harder.  Right now, if you&#039;re person #26 in the guild, it&#039;s a simple &quot;sorry man, you&#039;re on standby because we can only fit 25 in here&quot;.  Whereas if it scaled, you&#039;d have everyone with an 80 wanting to raid Coliseum with you, and you&#039;ve got to draw a much tougher line.  Sure, #26-#30 might be qualified, but then you&#039;ve got to literally saw to #31, &quot;you can&#039;t come because you&#039;re so bad you&#039;re more of a burden than a help&quot;.</description>
		<content:encoded><![CDATA[<p>I see two problems with this (neither of which are insurmountable):</p>
<p>1)  No matter how you do it, there will be some threshold at which the numbers balance out such that there&#8217;s an optimum number of players per instance.  Whether it&#8217;s &#8220;above 10 players we need a 3rd tank, so we can&#8217;t take an 11th person unless he&#8217;s a tank&#8221; or &#8220;it&#8217;s dumb to take 24 people, because the best loot drops only for groups of 25 and up&#8221;, even in the best case, there will be local minima and maxima, because you can&#8217;t spawn 3.25 adds or shoot at 1.9 DPSers and you can&#8217;t drop 4.1 pieces of loot.</p>
<p>2)  It actually makes the raid leader&#8217;s job harder.  Right now, if you&#8217;re person #26 in the guild, it&#8217;s a simple &#8220;sorry man, you&#8217;re on standby because we can only fit 25 in here&#8221;.  Whereas if it scaled, you&#8217;d have everyone with an 80 wanting to raid Coliseum with you, and you&#8217;ve got to draw a much tougher line.  Sure, #26-#30 might be qualified, but then you&#8217;ve got to literally saw to #31, &#8220;you can&#8217;t come because you&#8217;re so bad you&#8217;re more of a burden than a help&#8221;.</p>
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