PotBS - Dev Journal @ MMORPG.com
Flying Lab Software's Rick Saada responds to MMORPG.com readers' questions in the form of a new Pirates of the Burning Sea dev journal.
The first and most frequent comment has been about our use of instancing. As many posters have noticed, we do a lot of it. More in fact than we’d like, but much of it is for good reason. The underlying reason for most of our instancing is that a continuous world doesn’t work well for a ship based game set in an even remotely realistically scaled Caribbean. We started out, several years ago, trying to do just that. We had realistic speeds, realistic distances between islands, realistic island sizes, etc. It was *horrible*.