Network Sites: FPSguru.com RTSguru.com UnboundGamer.com
Login:  Password:   Remember?  
Show Quick Gamelist Jump to Random Game
Games:609  Guilds:3,083
Members:1,603,328  Online:0
Guests:0  Posts:4,857,916

Victor Wachter: Going Shardless

MMORPG.com's newest columnist Victor Wachter pens his first column on the shardless server that has been implemented by Cryptic Studios with the launch of their new superhero MMO, Champions Online

Column By Victor Wachter on October 20, 2009

*Disclaimer: I am a former employee of Cryptic Studios and worked on Champions Online. This article is by no means a critique of their implementation of the system, only a consideration of what it means for games in the future.

Champions Online recently launched, and one of the innovations that it brought to the table was shardlessness - a single server hosting the entire game population. For years, we've played with game populations that were divided across servers into smaller sub-communities. Putting them all together is an interesting idea and one we will no doubt see more of. But, like any innovation It carries some implications to the business and to the community that will no-doubt change things in the MMO space.


Pro: One huge community that can play together. I have a ton of friends who play WoW across different servers. We talk about playing together, but it almost always ends the same: We roll noobs on the server, play maybe a couple of nights in the week and then go back to our mains. We don't have time to essentially play the game over from the start without the resources that our home server provides from our guilds and our mains.

Pro: You'll never have to do server closures. Closing a server on any game is a usually a massive PR hit. I've been through the process, spinning it to contain the most positive message possible. But to the press and the community, closing a server almost always means the same thing: Your game is not as successful as you had projected. For an older game in its twilight years, it almost certainly will bring predictions of doom and total service shutdown.

Con: The savvy number cruncher can gauge the health of your game easily. Even though you'll never have to close a server, one can get a feel for the game's population by making note of the number of instances available and the population per, extrapolating concurrent players to make an educated guess at subscription levels. (This point is a little muddied by the trend toward lifetime subscriptions and free to play business models that we are seeing, but that's another article.)

Pro: Your name is available! One of the biggest problems I had with City of Heroes was that any suitable name was probably already taken. This is less of a problem in fantasy games, where you can string together a series of vowels and consonants to get a decent name (Grognak is already taken? Then how about Brognak), but the super hero genre calls for meaningful names. The shardless system allows duplicate names by appending a global handle after your hero name. I'll never have to worry about Captain Underpants Gnome being taken again!

Con: This is at the expense of privacy. I don't know about you, but I like to get away from my usual posse now and then. I've also been known to break guilds' rules about not having alts in other guilds. As implemented, the shardless system means that others can always find you. Not just your character, but you. Personally, I'm not a role-player, but I'd be curious to learn if RPers out there feel there would be an impact to their gameplay when the global identity has surpassed the character identity.

Con: Server identity and feeling of community are lost. The division of servers gives a natural sense of community, as you can expect to see a consistent set of people when you play and individual guilds begin to define the character of the server. In the past, I've joined guilds mainly because I grouped with a few of their members in PUGs over time and enjoyed it enough to ask to join. Shardlessness means randomness. You can't expect to hook up with the same people all that consistently if they can be on any one of twenty or more instances. I don't add people to my friends list until I've grouped with them a few times, and as a consequence, my Champions friends list currently contains only people I already knew.

I think that the biggest hit here is the sense of identity. In almost every game I have played, certain servers become identified by the unique attributes of its population, whether it is defined by a large base of role-players, the presence of an uber guilds and influential players, or even for being the server where all the douchebags play. The more you become invested in games, the more you base decisions about where you want to play off of information like this.

Overall, I think shardlessness is a good thing, but not a necessity. As long as we are still divided by instances, they won't deliver the feeling of massiveness that one would expect from one shard to rule them all. It's a new option, and I will be interested to see the concept unfold. Communities are resilient, and anything that they lose in the implementation, they'll find a way to make up for, whether on the shard itself or on another channel.

More Victor Wachter Features:

Victor Wachter - A Decade in Review Column added on Thursday December 31
Victor Wachter - Holiday Events Column added on Tuesday December 22
Victor Wachter - Effective Feedback Column added on Tuesday December 08

More Columns:

Developer Perspectives - Closing Time Column added on Friday June 01

More Features:

PlanetSide 2 - New Conglomerate Interview Interview added on Friday June 01
Developer Perspectives - Closing Time Column added on Friday June 01
 
 
 
Leave this field empty
Post Your Comment:
Victor Wachter
Victor Wachter is a veteran MMO Community Manager, having led teams at Turbine, Cryptic Studios and many more.

Each Tuesday, he'll jump behind the scenes of the MMO industry.
Recent Articles: More Victor Wachter Articles...
Popular Features:
The List : 5 Ways MMOs Will Survive Column added on Monday May 28
MMOs these days are having a hard time...some of them anyway. Studios are closing. Developers... Read More
Star Wars: The Old Republic : Will TOR Adopt ‘Mega Servers’? Column added on Tuesday May 29
Will Star Wars: The Old Republic go the route of DC Universe Online and implement... Read More
Rift : Conquest Preview and Impressions Preview added on Wednesday May 30
Last week, Trion Worlds revealed some of the first information about Rift's upcoming 3-faction PvP... Read More
The Secret World : The Melee Skills Interview Interview added on Monday May 28
We sat down with Funcom's Martin Bruusgard to talk about the melee skills in The... Read More
The Secret World : The Social Experience Interview added on Tuesday May 29
Funcom and the development team behind The Secret World chose to engage players in a... Read More
Latest News:
Perpetuum : Gamma Frontier Launched Reported on Jun 01, 2012
Robot-themed sci-fi sandbox MMO, Perpetuum Online, has expanded today with the arrival of Gamma Frontier.... Read More
End of Nations : E3 Trailer Released Reported on Jun 01, 2012
The latest trailer for End of Nations -- straight out of E3 2012! Read More
SMITE : RTSGuru.com | COO of Hi-Rez Studios on the New MOBA Reported on Jun 01, 2012
RTSGuru.com's Kasey Gilder had a quick chat with Mr. Todd Harris the COO of Hi-Rez... Read More
Wizardry Online : To Be Unveiled as SOE Title at E3 Reported on Jun 01, 2012
Sony Online Entertainment has announced that it will be revealing new information about Wizardry Online,... Read More
Ragnarok Online : Where Old Meets New Celebration Reported on Jun 01, 2012
Ragnarok Online players have a lot to celebrate in the coming days. The game is... Read More

Special Offers