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Became Quote by Jeff Grubb

“The original 'Guild Wars' was heavily instanced: you'd have these outposts where everybody was in, but as soon as you got out of town, it became very lonely very fast because you were going for an instance of you and your party.” quote by Jeff Grubb
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“The original 'Guild Wars' was heavily instanced: you'd have these outposts where everybody was in, but as soon as you got out of town, it became very lonely very fast because you were going for an instance of you and your party.”

Jeff Grubb

About This Quote

Source Interview: Discussing Guild Wars design, 2005

Instanced game design can create temporary community hubs but may lead to isolation once players leave, affecting social cohesion.

In simple terms: Instancing offers community then can cause loneliness.

Key Takeaway

Design for lasting player connections.

Themes

gaming social design player experience instancing

Mood

analytical critical

Type

design critique industry insight

When to use this quote

  • game development
  • community events
  • player onboarding
  • social features

Key Concepts

MMO design social dynamics player retention

Questions to Reflect On

  • How can games balance private instances with shared world?
  • What social tools can reduce post‑instance loneliness?
A Different Perspective

Instancing can fragment player base; may reduce long-term engagement.

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