You say the instances in Guild Wars 1 exist before you enter them, but I’m thinking those instances are created for you, when you enter them.
Yes that’s correct. If initiated by a script (as is the usual way) that script is attached to a trigger, the player interacts with that trigger (e.g. an NPC) which starts an instance and puts the player into that instance. The instance was not active before, not persistent, but was created and filled with mobs and whatnot when the player triggered the instance to begin. Usually such instances carry an ID, such a instance 0, or instance 1, or 2, or 88, sometimes numerical from 0 to how ever many are allowable to be running at the same time. Such as in some server side game codes I’ve seen limited to 256 instances of a single type of zone. Like zone ID A33 – instance #24 etc.
So yes, they don’t exist until the player creates it. Then when a player starts the instance, everything begins from it’s starting place. Like if a monster was pathed to circle the zone endlessly, in a persistent zone it would always be circling the zone and you would never know where it exactly was when you entered that persistent zone. But in an instanced zone, as soon as you enter the zone, that monster is in it’s spawn location, because the zone started when the player entered, and will end when they leave. I’m not a big fan of instances, but if used sparingly, they can add variety to an mmo.
Wrong, publishers/developers now start to run away for being named MMO, so you have MMOs that are called “online persistant shooters” and such
MMOs as a genre are losing players. WoW lost 5 million players in short time. Did you see other MMOs grow by 5 million? Nope. And why? Because genre is going downhill and ANet certanly joined the band by their 180 turnaround.
Um no, there have been quite a few games passed off as mmo’s in recent years when they clearly were not. Even before mmo’s became popular, there was a huge debate over some mmo’s that were clearly not mmo’s.
As for the genre failing or whatnot, I’ve been playing mmo’s and working on such indie projects since loong before WoW came around. Those were good times, and quite happy mmo’s were below the radar much like MUD gaming. If all WoW players, those that mostly started and ended with WoW, left the genre to never come back, and WoW closed it’s doors, the genre would be better off, though the damage already done. It’s not the genre failing, just WoW, though I’m sure it will drag down it’s remaining clones with it. Riddance. But Blizzard will do something, they have been around even before some of their loyal playerbase were even born.
Not really. WoW brought many people to MMOs. Its MMO developers that failed to further popularize and evolve/revolve games so pretty much all AAA tiles are different skin of the same game. Every AAA MMO since WoW sold more and more….and lost more and more people,. And now WoW lost almost half of their players and where are they? Surely not playing MMOs, 7-8 million (over various MMOs) players would be quite noticable if they actually went to other MMOs.
GW2 had some fresh ideas, but 2 months after launch they decided they want to be more like WoW. I mean, didnt they get the memo or sumtin?
Your assumptions are baseless. For one thing, you say that WoW has lost half their player base…sure….it’s an 8 year old game. How many 8 year old games haven’t lost their player base? By percentage please.
I bet you less than 1% of 8 year old games have retained more than half their player base. A hell of a lot less than 1%. For every hundred games that have come out 8 years ago., how many have half their player base left? How many people are still playing other games that came out around the time of WoW. Even Guild Wars 1 has lost far more than half it’s player base.
So saying that WoW has lost half it’s player base over that time sounds more like a success story than a problem.
Any game that retains half it’s player base for 8 years is doing extremely well.