[1] Instancing, the general term for the use of this technique,[1] addresses several problems encountered by players in the shared spaces of virtual worlds.
Then when you finish, you are in the hub, and you can navigate over to the next place.The problem can be stated as follows: every player wants to be "The Hero", slay "The Monster", rescue "The Princess", and obtain "The Magic Sword".
[3] Excessive competition in these spaces leads to several undesirable behaviors such as kill stealing, spawn camping, and ninja looting as players do whatever they can to acquire the limited rewards.
Brad McQuaid, lead designer of EverQuest and Vanguard: Saga of Heroes (both of which did not feature instancing at launch), wrote an essay in 2005 arguing that instances can negatively affect the game's community, virtual economy, churn rate, and other factors.
[3] In response to this article, Raph Koster added that instancing should be limited to situations in which the creation of a "pocket zone" makes sense within the context of the fictional universe – such as the holodeck in the Star Trek franchise.
This also reduces the demands on each player's computer, as the number of objects to be processed can be more easily limited by the game's developer.
The developer can better reason about the worst-case performance requirements in an instance because they do not have to consider scenarios such as hundreds of players descending on any location at any time.
Combat in this game was extensively instanced, with every battle taking place in a special room outside of the open world.
When entering an Explorable Area or Cooperative Mission, a separate instance will be created for each group (ranging in size from 2 to 12) of players.