Instant Adventures for Rift is the newest gameplay type from Rift which take level 45+ players on a target based timed sorts of challenges. Instant Adventure is for 1-20 players and scales in difficulty or prizes based on the numbers of players who join up. Instant adventures are a series of paradox when they are non-linear by the help of joining and leaving, you can come in at any time as you like and go on, but the aims are linear in that they develop through areas and objectives. Rewards are given in the form of planar currency, like gold in Rift, and as Hal Halin told us during an interview last month in San Francisco the payout is the highest in the game in terms of risk vs. reward.
So far instant adventures are set in Rift’s first two level 50 zones. Stillmoor and Shimmersand are non-instanced. Every instant adventure group will have their own adventure, meaning their own set of special objectives, but there may be some different groups of adventurers in the same areas. Players can finish other concurrent quests they have in those areas too, including world events as well.
There is no break off in these adventures, you are ported directly to the action and once your groups content in that area is all cleared it will teleport the plenty of you to the next major area, even to another zone if needed.
On the other hand, instant adventures for Rift can also be soloed, but you can’t lock the group to force it to be a single adventure. The real beauty of instant adventures is the strong potential for group building as gamers from quite divergent paths will find common ground here as there are no artificial barriers such as focus caps or PvP rank necessary condition separating them.
But, instant adventures have one very major disadvantage. A system that could easily revolutionize all of gaming has missed the mark by limiting itself to only one part of the population. Instant adventures for Rift are certainly limited to all the players near the current level cap (level 45 to 50) and are hardly to get to most of the leveling population. I know that Rift is on rails and reaching 45 is amzingly easy, but think of the upside of having this system at earlier levels. You wouldn’t need to worry about having missed a quest hub, or not having a healer for a dungeon. You could easily explore Telara as you are ported around by instant adventures for Rift, stopping to catch new portal locations, picking up area quests and making many new friends in the process. It would be the best of all worlds and something that could make the process of leveling as attractive as reaching the level cap. But don’t be frustrated. Believe it will be a system afforded to players of all levels in the not far future in the Rift game. Then it will reach the true potential and take its place among the most important advancements in MMOGs.