Massively queried its readers today, and the subject was preference of instanced vs. non-instanced dungeons.
It’s a conundrum that has entered into my own mind, from time to time, as I play. Having been new to MMO’s when I began playing EQ2 way back in November ’04, I was not immediately alert as to the idea of “instanced” or, more commonly, as they used to be called, “keyed” dungeons. All of the dungeons I knew were open for all to explore, simultaneously. I assumed this was the standard, and the nature of the game, no pun intended. And so it was – back in ’04, anyway.
Fast forward 5 years and the times, they have-a-changed! Not only in EQ2, but in most other large-scale MMO’s, instancing has become the norm rather than the exception. It’s made for some interesting developments in player psychology, too. Players now, more often than not, seem to prefer instanced dungeons, rather than open-space, free-for-all dungeons. However, a few of them still ask, myself included, as to whether or not we might see any more “open” dungeons in EQ2, and, much to my personal satisfaction, yes, we will! There will be one enormous open dungeon in February’s Sentinel’s Fate, called the Hole (see concept art here), and perhaps two. (As well as many instanced dungeons.)
So here is what I see as the pro’s and con’s of open dungeons vs. instances.
Open Dungeons
- allow for excitement and social aspects in competing with and interacting with other players, and all that come with it: inspecting gear, battling for contested, and so forth.
- generally much larger than instanced dungeons (think Sanctum of the Scaleborn)
- act as unofficial meeting places for players LFG, XP groups, questing groups, etc.
- unscripted, non-linear paths, open exploration … “come as you are” group play
- mobs are contested, but there are no lockouts, and everything respawns
Instanced Dungeons:
- offer scripted events that require linear completion, often in specific order of steps
- open the possibility for more strategic gameplay through the aforementioned
- groups are guaranteed named kills, the chance for loot they drop, etc. assuming the group can make it that far / finish
- no respawns, lockout timers in effect after first named is killed, but you may return to the zone multiple times to pick up where you left off
- no competition from other players
Ultimately what it comes down to is a simple difference of opinion on playstyles. For the player who enjoys fast-paced group play that offers a a good chance for loot, a social experience, competition from other players, and the chance to show off a bit … open dungeons are desirable. For the player who prefers to take things more slowly (sometimes), enjoys figuring out tricks and puzzles, enjoys varied named battles that are not straight-up tank and spank, and doesn’t like to compete with others, instanced dungeons are desirable.
Personally I prefer open dungeons as opposed to instanced dungeons, but I cannot deny that instancing has its benefits, too, not the least of which being that you are guaranteed a shot at every named, which means a better chance for loot. On the other hand, if I want to crawl a dungeon from top to bottom, explore it inside and out, hit up every area, and spend several hours in an XP group … an open dungeon is usually my choice. ROK and TSO focused heavily (exclusively, in TSO) on instanced dungeons, and they were spectacular … I will always refer to TSO as “the dungeon expansion” … but it wouldn’t be bad to have a huge “Dungeon Siege-esque” type of dungeon in the next expansion, either. Hopefully the Hole will be that.

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