PvP as a Requirement

Observe the reviews–in magazines, on websites, on television. Many find common ground when citing the drawbacks in modern MMOGs: the lack of Player-versus-Player combat. In nearly all early WoW vs. EQII comparisons, for example, EQII lost out in one category consistently: PvP. In order to remain competitive in the massively multiplayer market, I believe it is necessary that virtual worlds implement some form of PvP combat in their world.

The ultimate feeling of combat-oriented achievement comes from defeating another player or players in combat. Sure, there are complex AI routines or difficult raid mobs that can be faced, but challenges are created in MMOGs to be overcome. The one thing that can’t be overcome by mere strategy, planning, and experience is the defeat of a fellow player. Players are smart. Discovering that you are smarter or more skillful than another player is a major stroke to the ego, and it really gets the heart pumping.

That leaves us in an interesting quandary: How do you integrate PvP into a PvE-centric environment? How do you create a PvP system that can coexist with PvE without having any effect on the PvE game? Is it possible to make PvP desirable without having any impact whatsoever on PvE? Is it possible to make an interesting PvP mechanic without dedicating many resources to it? I believe the answer to all of these questions is “yes” (except the questions in which that answer is not valid, in which case I would answer “you can do eet”).

Most games are not going to be designed from the ground-up for PvP . Most games are PvE games at heart. Whether they are item-centric, based on character advancement, or involve other forms of achievement, PvP doesn’t generally meld well with a PvE game.

Unfortunately, many players have developed an overwhelming sense of adversity to the very concept of PvP–whether that’s based on prior experience or simply feeling threatened by it, it’s hard to say. In a conversation with Aggro Me, he pointed something out that piqued my interest and let me to the following hypothesis:

Players may not be adverse to the concept of PvP’s existence, but instead by bad gameplay experiences or the likely subconscious desire for the comfort zone that lies within predictable AI.

Is that true? That’s a topic that probably deserves an article of its own, so I won’t delve deep into it here. Nevertheless, I do feel there is some merit in this hypothesis. It may be that players want to have control over their circumstance–the introduction of PvP removes that element of control and adds a random variable that could prove harmful to their character’s well-being. Maybe some players like fighting AI because they know they can overcome the challenges presented by it, but I’m in the boat that feels the additional challenge presented by other PCs is where the real fun lies.

The integration of Player-versus-Player combat in a majority of virtual worlds does not need to be part of the core of the game. I do feel, however, that features such as dueling or PvP arenas add much greater market appeal to nearly any PvE-based game. And players expect it. Many players, like me, enjoy the wholly different feel of gameplay that PvP presents, and desire the ability to test our PvE characters’ mettle against human opponents. I already know I can own any NPC that the game was designed to let me own, but I’m not entirely confident that I can take every player out there mano a mano.

The PvP component of most MMOGs can remain limited: It should be more like a competitive sport than warfare. It must be easy to develop, cost-effective, and kept very simple overall. Most importantly, it must be fun. After all, isn’t that what we’re after? Fun. Presenting as many options to allow as many people to have fun playing our games. Player-versus-Player combat is one of many pathways to fun, and it’s one that players have come to expect in massively multiplayer games.

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