I wanted to focus on the first half of the MMORPG acronym, and perhaps leave the second half for a separate discussion.
What does it take for an online game to be massively multiplayer? I think it refers to two things:
- The size of the open world and the nature of boundaries between open world zones.
- The size of the population sharing and competing for resources in those open world zones.
Boundaries
When you enter an instance (raid or dungeon or BG) you leave the open world MMO game and enter into a much, much smaller world MO game. This is not to say instanced content does not belong in WoW, but it does highlight a critical difference between MMO and MO that a lot of people miss – the importance of the open world.
Likewise, when you move from zone to zone – for example, cross the bridge from Elwynn Forest to Westfall – the nature of your transition is important. To be truly massive, the transition needs to be seamless. No loading screens, no pauses, no mobs or mining nodes or other players suddenly spawning into view when they should have been visible from the other side of the bridge and if you happen to walk backwards across the bridge none of these things disappear from view except when you’ve crossed the normal view distance boundaries that have been set up in your graphics settings.
WoW was, arguably, the first MMO that did this stuff very well back in 2004. It’s main competition generally had hard loading-screen boundaries between open world zones, much like we have between Eastern Plaguelands and Ghostlands right now.
Resource Sharing and Competition, Large Populations
When you go out into a massive world and share it with a very large population of people online at the same time as you, what might at first seem counter-intuitive is the fact that the massiveness of the world needs a relative scarcity of resources.
Resource abundance and scarcity is a relative thing. It’s a combination of the number of mobs and gathering nodes out there, their respawn timers, the loot tables for them, and the rules regarding the sharing of loot drops between members of the same faction or the same party. All of these things are pretty easily changed/tuned/tweaked on the fly for any MMO, and the balance is not an easy thing to achieve. It is more of an art than a science, and everyone has their own opinion of the optimal mix.
How something like sharding affects these things
Given the above, I think it’s clear that sharding affects both of the things above in a way that makes an open-world MMO into more like an instanced MO.
If you can hop between shards by dropping from one party and joining another, you don’t even have to cross a zone boundary for mobs and gathering nodes to suddenly appear or disappear right in front of you. If a zone suddenly hits a population limit and automatically shards itself from 1 unified shards into 3 shards then all of the mobs and gathering nodes and their associated respawn timers have just tripled and the abundance/scarcity of those shared resources has spiked upward towards abundance.
Going from a sharded zone to another sharded zone, or from a sharded zone to an unsharded zone, or from an unsharded zone to a sharded zone – these will all result in a high probability of a disruptive transition across the zone boundary that kills immersion. It won’t quite be as bad as going from Eastern Plaguelands to Ghostlands, but it is certainly less-MMO-ish than the experience of going from unsharded-to-unsharded zone was up until they introduced the combination of CRZ and sharding.
The other important thing is the ability to create a huge MMO event, such as a 300 v 300 PvP brawl in the open world like in Hillsbrad. Sharding for server stability purposes has already shown itself to be unfriendly to such organized events. I think in some cases it might be treated with a heavy-handed approach they use for denial-of-service attacks, since the weak cloud-based server infrastructures are vulnerable to such techniques.
I don’t know where we’ll end up. I’m not optimistic that they’ll be able to capture the MMO “feel” from Vanilla because they are limited by – perhaps a little ironically – modern server infrastructure technologies that are optimized for a different kind of game (i.e. MO instead of MMO).
I hope I’m wrong about that.
Have I missed anything critical in what makes a MMO massive?