The Necessity of PvP

More than 50% of Age of Conan subscribers are on PvP servers, as noted by Funcom themselves. If WoW Census is accurate, more than 40% of World of Warcraft subscribers are on PvP servers. And yet, Player-versus-Player is sometimes neglected even in modern MMOs. What’s with the stigma?

PvP has been seen as niche for quite some time. Some of the old school massively multiplayer games are probably to blame (See: Ultima Online when it came out). Yeah, unrestricted PvP is scary. Letting players ruin the experience for other players IS a bad idea, whether it’s on a PvP server or not.

But it doesn’t have to be that way. You can create rewards for desirable behavior and consequences for undesirable behavior. You can restrict certain behaviors from even being possible if necessary. The point is, it’s possible to make PvP competitive and enjoyable without it being antagonistic and frustrating.

Even if players can ruin the experience for other players, PvP servers can still be popular. Currently in Age of Conan, you can attack anyone of any level, repeatedly kill a character, or camp zone entries without repercussions. They’re going to be punishing this type of griefing soon but, still, it’s worth mentioning because it shows that PvP is so desirable that people are willing to weather the mayhem to experience it.

Games that launch without PvP-dedicated servers or, at the very least, very deep Player-versus-Player systems and options are only hurting themselves. It’s time to shake the stigma about PvP and embrace that it has an vital role in MMO games.

And, as a person who prefers Player-versus-Player games or servers himself, I can’t wait to see what great PvP-focused games come out over the next several years. Now that it’s clear there is money in PvP and it’s not niche, I’m betting we start to see some high-budget PvP MMOs soon.


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