1. A processor-implemented method to determine a path through a scene in a massively multiplayer on-line role-playing game, the method comprising: mapping, by the processor, one or more virtual points on a mapping plane, each of the one or more virtual points representing an item in the scene which asserts a repulsive force upon an object moved from a first area of the mapping plane to a second area of the mapping plane; incorporating, by the processor, the mapping plane in the scene for the massively multiplayer on-line role-playing game, wherein the one or more mapped virtual points are separately decorated to fit one or more aspects of the scene; gathering, by the processor, path data responsive to individual players of the massively multiplayer on-line role-playing game moving their respective object through the scene from the first area of the mapping plane to the second area of the mapping plane; storing, in a non-transitory machine-readable memory, at least temporarily, path data for the individual players, the path data for their respective object comprising an array of coordinates which track their respective object's path from an entry point in the scene to an exit point in the scene; and determining whether a path data threshold has been reached, wherein the path data threshold represents a minimum amount of path data necessary to determine a minimum repulsive force path through a mapping plane, and in response to a determination that the path data threshold has been reached, determining a minimum repulsive force path through the mapping plane based, at least in part, on the gathered path data.