Brian "Psychochild" Green and the MMOBro recently had a little debate about whether it is better to have a single mega-server architecture for an MMORPG or multiple independent servers. Many of Psychochild's arguments for independent servers reflect a developer's concern for technical issues. While design and implementation are important considerations, ultimately both serve to enhance or detract from the player experience.
I like the idea of monolithic MMOs, but I get Psychochild's point about communities and playstyle. Allowing communities to congregate based on common interest gives the developers a chance to tailor aspects of the game to serve those interests. At the same time, isolated communities tend to develop elitist, exclusionary attitudes that may not be healthy for the game. I agree that some communities need to be protected from trolls and bullies, but it should not come at the cost of ghettoizing individual players who might like to branch out.
And what about friends you meet outside of the game, whether online or in the real world? I've met plenty of people in my travels who play World of Warcraft, for example, but never any who actually play on the same servers I do. When character progress becomes the driving force behind most games—and don't deny that it is in MMORPGs, despite the "RP" factor—it sucks to divide time and resources between servers because you might occasionally like the thrill of open world PvP, but still enjoy high-end raiding with your friends to don't PvP at all.
The big issue, as MMOBro says, is whether friends can easily play together if they meet or discover their common interest after establishing themselves in the game. Much of the problem with multiple servers could be solved by lowering the barrier to play together. TSW (which I am not currently playing, but which I consider one of the better games out there) does this fairly seamlessly. While there are multiple servers, the game design (and the story) work around the idea of a hub (called Agartha) where, unless you are in a group or get invited to another server/instance, you always return to the default server. The default server becomes more of a home rather than a confinement. The servers definitely have their own flavor, but there is no barrier for players who want to (occasionally) play together. And some world events encourage the mixing of the entire playerbase.
I have no problem with multiple servers if transferring characters from one to another doesn't involve a money grab by the developer. As Psychochild points out, in the currently typical MMO, people have to make hard choices about who they are going to play with. Friends have to coordinate ahead of time what server they want to play on and what community they want to be part of, as in real life. But isn't that kind of what the internet is all about, being able to form friendships and communities that are not based on a limiting factor like geography? The real world forces these choices, but why should the gaming world?
I like the idea of monolithic MMOs, but I get Psychochild's point about communities and playstyle. Allowing communities to congregate based on common interest gives the developers a chance to tailor aspects of the game to serve those interests. At the same time, isolated communities tend to develop elitist, exclusionary attitudes that may not be healthy for the game. I agree that some communities need to be protected from trolls and bullies, but it should not come at the cost of ghettoizing individual players who might like to branch out.
And what about friends you meet outside of the game, whether online or in the real world? I've met plenty of people in my travels who play World of Warcraft, for example, but never any who actually play on the same servers I do. When character progress becomes the driving force behind most games—and don't deny that it is in MMORPGs, despite the "RP" factor—it sucks to divide time and resources between servers because you might occasionally like the thrill of open world PvP, but still enjoy high-end raiding with your friends to don't PvP at all.
The big issue, as MMOBro says, is whether friends can easily play together if they meet or discover their common interest after establishing themselves in the game. Much of the problem with multiple servers could be solved by lowering the barrier to play together. TSW (which I am not currently playing, but which I consider one of the better games out there) does this fairly seamlessly. While there are multiple servers, the game design (and the story) work around the idea of a hub (called Agartha) where, unless you are in a group or get invited to another server/instance, you always return to the default server. The default server becomes more of a home rather than a confinement. The servers definitely have their own flavor, but there is no barrier for players who want to (occasionally) play together. And some world events encourage the mixing of the entire playerbase.
I have no problem with multiple servers if transferring characters from one to another doesn't involve a money grab by the developer. As Psychochild points out, in the currently typical MMO, people have to make hard choices about who they are going to play with. Friends have to coordinate ahead of time what server they want to play on and what community they want to be part of, as in real life. But isn't that kind of what the internet is all about, being able to form friendships and communities that are not based on a limiting factor like geography? The real world forces these choices, but why should the gaming world?
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This article from I Have Touched the Sky is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. If you repost part or all of the work (for non-commercial purposes), please cite me as the author and include a link back to the blog.
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