Second Opinion: In The Zone

When you've got a community of intelligent and thoughtful gamers like we've got, you've no choice but to try and exploit them for your own gratification.  Which is the inspiration for Second Opinion, where we'll invite our more active, willing, and verbose forum members to take center stage and let us know what they think about some of gaming's many topics.  We open today, and the series, with Fangblackbone.

Visit a MMORPG thread in our forums, and odds are that you're going to see Fangblackbone positing a comment of one kind or another.  The guy's got a dangerous level of knowledge about not just the genre, but the individual components of the multitude of games within the genre that he's played.  So, when I wanted to get some input about the state of gaming, I knew Fang was the man to ask about MMORPGs.  I was pretty certain he could find a topic to whip up some words on, and I wasn't disappointed. 

LOADING PLEASE WAITÂ"….

IÂ'm going to apologize ahead of time for making a big assumption that you, the reader, have heard these sometimes cursed words. As long time players of Everquest know, they signify one of two things, your character either just crossed an ethereal boundary into the next array of uniquely themed polygons, or has just started pushing up daisies. Both circumstances have caused many to deem the word "zone", as a four letter word in MMORPGÂ's. But, is this characterization fair? Should zones be done away with?

A zone is much like a level in Quake or Unreal. Zones connected to one another donÂ't have to follow the same theme or construction style or even blend. However, most adjacent zones donÂ't stray too far from one another.

The scars left on MMORPG players and developers from zones have caused them to become a marketing bullet point no-no. Everything must now be anti zone, pro free roaming, open, landscape. We now ignore all the benefits of zones or disguise them under different names. Risk public outcry and crucifixion if Mr. Community Manager so much as whispers the dreaded "z" word. Do zones inherently justify player lament?

The reason for ill will towards zones is largely due to long loading times for swapping land geometry and players in and out of memory. More often than not players find themselves zoning on accident or not finding the zone line when they actually want to leave. Zone borders without a lot of landmarks can cause the player to run around in circles for minutes. Ponder this sequence of events: you accidentally back into another zone (zone#1), get killed by something you arenÂ't prepared to fight (zone #2); scuffle your way to try and find your body with all your equipment (zone#3-5); bump into a nasty in the zone adjacent to the one with your corpse; frantically search for the small gap in a sea of rolling hills; and finally die again after too many double backs searching for your corpse with the nasty on your tail(repeat zone#1-5). DonÂ't laugh, it happens all too often. Lament justified for now.

So we know both bad and ugly, whatÂ's the good? Zones organize and categorize MMORPG content. Each one takes on a unique personality with specialized construction and monster types. A lot of free roaming landscape MMORPGÂ's use height maps for the majority of its construction. Height mapped terrain does not have that same hand crafted appeal of zones. It is much easier for players to collect information on where to explore or hunt next with zones. It is also easier to categorize and congregate monsters that play to a given characterÂ's strength. This adds elements of strategy to basic combat and encourages choice in character selection. For reference, check out Everquest. Well, those of us with a year to kill I mean. Epic encounters with yet another dragon or god makes us salivate with intrigue. Scripted sequences are much easier to create in a hand crafted zone that can have its own unique properties.

Can we top zones with scripted sequences? You bet! Developers get personal. Well, they implement instanced personalized content zones. Screw immersion! I want my own copy of the last epic battle of Wankiwotz the Fooser that I can enjoy with a few friends. I donÂ't care that others have done it before, perhaps many times, and others may be doing it at the same time I am. They arenÂ't with me in my copy I have to myself and my group. No girls aloud! Er, I mean griefers and 133t d00dz. Girls are most certainly welcome. Developers have even passed bits of story in little movies to me in my own private theatre zone. That Wankiwotz sure is one bad mofo. These little tidbits are excellent for the casual gamer as these personalized zones usually have about 30 minutes of game play. So everyone wins!

ItÂ's a shame that "zone" is such a four letter word in the MMORPG community. Especially since all future MMORPGÂ's will have them whether they are called "zones", "instancing" or "vaults". Creative "zoning" is the future of MMORPGÂ's. More people such as casual gamers will play. More people will have more fun with personalized content and better scripted events. The story telling will be more prevalent with zones dedicated to detailing the gameÂ's history. It is ironic that from all that running away from the stigma of "zone" and we will come full circle. It is also highly ironic that MMORPGÂ's are developed to bring massive amounts of players into a seamless persistent state world, yet, designers are trying to organize, separate and control the populations of that same world. MMORPGÂ's allow thousands of people to congregate only to be isolated into "zones" by class (crafter and fighter), level (high and low), race (good and evil), or geography (jungle, snow, desert or urban).

- Fangblackbone

Ec0n Major
Donator
Ulairi's picture

Zones are not needed in any form to enhance MMOG gameplay, imho. Not that I'm against zones them selves, I think the reason people are against zones is the treadmill problem of the current MMOG. People think that zones just contribute to that problem. I think the benefits you listed and some of the code words for "zones" such as instanced dungeons and vaults, are a cover for static gameplay. One major beef I have with the MMOG genre is running away that developers are doing from co-op gameplay across the whole server. I think every player should working with each other to pursue a common goal. SWG really missed the boat on this, imagine how the gameplay would "improve" if players were actually at war with the Empire. We could do battle and physically change the world and the game. The Rebel Alliance could lose that outpost on Yavin IV.

Server Ninja
Pyroman[FO]'s picture
Location: what

Great article. Am definately looking forward to more.
I cant wait for Rat Boy's "Why Ulairi is Always Wrong" article

"Rita, do you know why Phish broke up? It's because hippies are dirty, poor-ass loser stanks. Just ignore them and they'll go away." - Wonderella

Executive
Location: Happy peaceful Northern Ireland

damn you Pyro you stole what I was going to say!

MUST...STOP ...PLAYING ....SWG! MUST GET REAL LIFE BACK AGAIN!

Office Linebacker
Donator
sigfry's picture
Location: Saint Louis

     I tend to agree with Fang.  I think the more recent move to 'persistent' rather than zone-based areas have stifled some of the creativity that we have seen in previous MMO games.  It may take away an element of being "there", I suppose, but there is always going to be some sense of not being "there" as long as we are looking at a CRT and not through VR helmets. It allows the designers more creativity and relinquishes some of that empty space, or landscape, or the need to try and 'transition' into the new land.  That gives you an opportunity to surprise the end user and introduce something entirely different or illogical into the mix, if they so desire.  It also allows you to place that zone on an entirely different server so if it is a very large or very popular zone, you can have it pumped up to support that many users.  My final point towards a zone-based architecture is the wonder and excitement of zoning in.  I never knew what would be waiting for me on the other side.  Also, trains can be interesting, and the ability to get away (however illogical) and rest outside a zone rather than dying is a welcome chance.Craig

Ec0n Major
Donator
Ulairi's picture

How does a seamless world prevent any of what you like about zones?

Space Filler
Sway's picture
Location: Clayton, NC

Because designers have trouble transitioning from one environment to the next. The only changes in scenery in DAOC were at artificial zones (through gates or down dungeon entrances). EQ's zones were completely new settings every time you stepped through one. We certainly aren't saying we need to see "LOADING..." to make us happy, but I'd rather time and resources were spent on engaging surroundings rather than "seamless" areas. I certainly didn't mind Metroid Prime's elevator scene. I caught on pretty quick that a new level was loading, but I didn't mind since I knew I was entering someplace new.

I'm sure the two will meet like you are suggesting, Ulairi. It will certainly be welcome. For now, though, I'm siding with Fang. I'm willing to suspend belief when I run into that imaginary wall if it means that something exciting is on the other side.

"If you're not a stinky-stink, you're not addicted to anything!" - Reaper