Why A Dual-Scale World?

In the most recent update to the Shroud of the Avatar Kickstarter campaign, Technical Director Chris Spears explains why Portalarium have opted to implement the game with a dual-scale map, with a large overland and specific points of interest that can be visited.

The reasons for the decision have also been posted as text:

More dynamic world: By breaking the 1-to-1 connection between the overland tiles and the content they are attached to and generating the overland map through data instead of baked art, we are free to change up areas of the world far more easily. Things like changing out a section of the map to be infested by a plague or have a mountain turn into a volcano is as easy as pushing new map tile data and connection information. This also allows us to easily roll out new scenes as we complete them to ensure the game stays fresh and interesting on a weekly basis.

Less painful travel: As much fun as it is to be able to occasionally just wander in the wilderness, in the long run, people generally prefer to be able to get around quickly and not have to spend an hour trying to figure out what the best way to get to the other side of the mountain is going to be. That is fun the first three times and a game exiting moment on the 23rd time. Because we’re not doing our quests as “run to this X on your radar”, there will be far more detective and foot work involved and not making that travel element a huge chore was important to not destroying the game flow.

Quicker content creation: I know the average user doesn’t think about this kind of stuff but it is huge in the reality of game development. Budgets are not infinite so speeding up content creation means we get more stuff done in the same amount of time with fewer bugs and more polish. End result is we can give you guys a bigger, smoother game experience with fewer bugs and quicker fixes when we do find things!
Easier content delivery: Breaking up the world into little chunk simplifies content delivery to the end users and also patching.

Lower machine requirements: Giant seamless worlds are a challenge for even the most powerful computers out there. By splitting up the world into focused scenes we greatly lower the machine requirements.

More scaleable multiplayer experience: Most people are shocked to hear that one of the most expensive systems on large scene MMO servers, is mob/character visibility. Not the actual ray testing to see if they can be seen but the logic of figuring out which entities should be updated of others actions. Chopping the world up into smaller, bite size chunks greatly simplifies those calculations.

Allows us to more easily insert single player experiences into the multiplayer version. Because the multiplayer version of the game shares the majority of the single player quest line, there are times when we need to isolate the player from a party situation for storyline reasons. These situations won’t be too common but there are just some things that an avatar must do alone!

What’s interesting is how some of these reasons — actually, quite a lot of them — echo what was discussed when the game’s map was first revealed; Lord Eternal Dragon should feel especially vindicated, since the above echoes several of the points he made in that discussion.

And hey…the dual-scale map connects Shroud of the Avatar, in some sense, with the earlier Ultima games, which made great use of the concept.

Shroud of the Avatar: Forsaken Virtues -- Kicktraq Mini

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