A few thoughts on sharding and game philosophy

I think ultimately sharding will hurt the classic WoW experience.

If players are phasing in and out with each other, it gives you the sense that the game world is broken up and simulated. A world has weight when it’s persistent and true, but if its rules bend from time to time, it’s no longer convincing.

Rules in a game are important- they create the place where you can experience something. The rules are the boundaries set forth to define the game. But the wrong rules, bending them, or the lack of them all work against it.

A game without rules is a sandbox, and boring because the desire to do anything is lost. But designing rules around the experience and creating points of contrast make a game world believable and fun.

Contrast is how everything in our world exists… how else could someone like myself want to climb the ladder only after seeing a really good player- but if the playing field is leveled what’s to aspire to?

Being challenged to do something is fun and creates the kind of experiences people love. Having to earn something by proving your worth- a high risk, but high reward challenge- is fulfilling to achieve. If it gets too easy, the reward loses value.

What amazes me about a World like Warcraft’s is that everything isn’t a cookie cutter theme park ride, but you define your own experience. Sounds obvious but I think these days it’s taken for granted when you’re guided through everything. I’m able to define that experience much less because the opportunity to do so isn’t cultivated as much.

That’s why creating design which drives and reinforces the organic experiences that come up is what will put the world back in warcraft.

Sharding only puts a band-aid on a much larger problem. The real solution will come only after thinking about the world at large and bringing life to it.

It’s been said that nobody wants to wait a year to kill a single boar, but I say the notion that you need to complete quests to play the game only bolsters the linear theme park experience- and is what’s slowly killing us all.

Creating situations where the outcome isn’t always the one predicted… That’s a world if I’ve ever seen one…

Imagine this:

You enter the starting zone, met by a sea of people. The road is occupied by a swath of people dancing and doing whatever, seemingly in the way of your quest, so you take a left.

And what you find is some spot a little more quiet- a tree- and a few people sitting around it. You lean in, and hear they’re talking about venturing to some faraway place. They notice you and look up.

“Wanna come?”

Next thing you know, you’re corpse dragging MILES across the barren desert- diving off ships and swimming deep beneath seas, or escaping from city guards- but you don’t hate it.

Quests and all the various game mechanics should live in perfect harmony and balance with this type of gameplay. They should serve the experience, and not the other way around.

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I’m hoping for personal shards so everyone can have fair access to everything. They can easily add AI NPCs for group quests.

Thoughts?

Why would I go to some faraway place when I’m clearly already on a quest?
Why are these RPers RPing in /say and not /party?
Why did I only read the most irrelevant part of your post?

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A big part of sharding according to Ion is to help them with long term server population.

It’s expected there will be a sharp drop in player count not long after launch as the tourists are done checking things out, and they don’t want servers to become ghost towns.

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Then fix that problem the same way they did in classic. Allow free transfers off over-populated realms to the underpopulated ones. Having every zone full at all times with random people from every server is a massive change.

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Thats not the problem.
The problem is this.
Lets say a realm cap is 2500. Lets say 70% of the people are tourists.
After the tourists leave the realms are all tiny with 750 pops.

Meanwhile with sharding we dont have to worry avout tgat becausw they can just increase the pops at start to 10k or 15k and once the tourists are gone we have nice full serverz

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This isn’t how sharding works, by and large. You’re thinking of phasing.

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Phasing was introduced in Wrath of the Lich King, it is a mean for dynamic story and zone development (you finish a quest, you phase into a new “zone”).
Sharding is a zone fragmented into different instances to reduce the load on the server. You do shard “in and out”. If you are invited in a group, you will be “sharded” into the instance where the group is.

I mean, both are anyway bad but phasing was sometimes fun when you quested.
But the OP is correct on that one

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That is exactly what it does, though. It’s just not tied to quest progression or faction like phasing is.

More often than not, though, and I think this is what you were getting at, you don’t actually see people disappearing repeatedly, but rather you never see people who are technically right in front of you.

It is still possible to disappear in front of someone by being invited to someone in another shard, though.

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You’re not sharding to reduce server load. Servers aren’t single realms. Sharding reduces the number of players in a single zone so there is enough mobs, nodes, etc without people fighting for resources.

That’s the point of sharding on a grid or “cloud” based server structure. You’re not moving to a server with more overhead, you’re being moved laterally in place where you can get things done without waiting due to overcrowding.

I’m also going to assume they have metrics on what systems people play on and to keep the game running smooth on older systems, limiting the amount of objects and effects on screen helps.

TBH, I’m ok with sharding but only for Allied zones (Durotar, The Barrens, Elwyn Forest, Westfall…) and for a limited time during the launch load. But we can’t have it for pvp zones and once the pvp honor system comes in, sharding needs to completely go away.

Like many say, there will be a LOT of tourist just coming in and play for a week or two to check what’s what. So I’d prefer bigger server population at launch with a bit of sharding to make it possible to get out of the starting zones in a decent amount of time and not have dead servers after a month. The possibility that WoW classic keeps going up in population as it did back then is very slim.

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I don’t care if they shard 1-5 maaayybbee 5-10 also. By 11+ zones like westfall or Ashenvale it needs to be gone. That’s when you start to see a lot more quests that you may need help with or to team up with another player for tough pulls. This is where the community building really starts, and you make those friends you may be playing with for years.

I’d still prefer no sharding at all, but I do understand the possible issues.

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Blizzard is going to implement a method to keep launch as smooth as possible, while looking toward long term server health. Whether that’s sharding, whether it isn’t, server creating and long queues/crashing is not the solution. And whatever the solution is, it will be in the game well beyond the hard cap of 1-2 weeks max that people keep saying because the influx of players joining on isn’t going to be limited to a week. There’s no way.

It’s something we are all going to have to deal with whether anyone likes it, hates it, or whatever. Long term server health is more important than people’s hate for Blizzard’s processes or the issue people will inevitably have with how they’ll resolve it, whatever the choice may be.

To be clear, its technically infeasible to shard only 1-5, without phasing. Sharding will be zone wide.

And you know this how?

Areas may not be zones, but unless I am mistaken they ARE defined in the game.

Why would it not be possible to shard only a given defined area?

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Except almost nobody did this so it didn’t fix anything and bloated realms remained bloated.

Because they have always talked about them at the zone level, defined what is and isn’t sharded at the zone level and unless they reworked half the code base, their lowest logical unit from back in MoP was zone. At least that’s what they explained back then.

You’re essentially repeating what Ion said himself about sharding in Classic. Which is why he stressed multiple times that they only want to use it in a limited way to help with the launch.

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Probably depends on the area. When you enter Northshire Abby, it clearly gives you “Northshire Abby” zone text, which leads me to believe it could be zoned seperately from Elwynn.

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If you hit the map, you still see Elwynn Forest. Or at least did.