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One of my favorite aspects of Dark Age of Camelot was the Darkness Falls dungeon. Only whichever realm was currently enjoying the most success in the game’s Realm vs. Realm PvP content had access to it, and it was home to some of the best items in the game.
Unfortunately, everyone on the server wanted these rare items as much as I did, so the dungeon had a tendency to fill up as soon as control shifted to a new faction. This usually led to some pretty epic PvP encounters as the new faction cleaned out the old faction’s stragglers, but it also entailed a frustrating lack of mobs to kill.
You see, this was before the wonder of instanced encounters. If you wanted to take down a big boss in Everquest, you had to compete with the rest of the server for it. If you thought it might be cool to grind on some ogres deep in one of the dungeons in Ultima Online, twenty or thirty people probably had the exact same idea.
With instanced encounters, everyone gets their own personal copy of each dungeon. No longer do we need to fear high-level characters swooping in and killing all the mobs we are grinding on. They are safely tucked away in their own version of the same encounter.
There are disadvantages to the instanced system, as well. There is little chance nowadays of some random Samaritan swooping in to save your skin on an over pull, but overall it seems the benefits of privacy seem to outweigh the negative aspects.
Instanced encounters are here to stay, and we have WoW to thank for it.
Page three has more on how WoW has changed the way we move items between characters and some thoughts on the future of MMOs.