[GD-Design] Persistency and PvP
Brought to you by:
vexxed72
From: Brian H. <bri...@py...> - 2003-01-18 08:10:04
|
Sleepless night, so I thought I'd blather on this otherwise dead= mailing list. Every successful persistent on-line game effectively sits on a= player-vs-environment (PvE) model with additional, optional= player-vs-player (PvP). Ultima On-line is the closest I can= think of where there's prevalent PvP, however it can be ignored= if you choose (aside from the occasional PK) -- you don't have= to engage in PvP in order to advance, you can still advance in= other axes of gameplay (trade skills, socializing, PvE). The popular games that provide PvP as their main source of= entertainment are not persistent. Game play is limited to a= session, a level, or until some end-game scenario is reached. = This is true whether we're talking about a shooter with 10= minute levels or a turn based play-by-mail strategy game that= spans 30 days. The point remains the same -- players are= competing until some fixed, known limit is reached and a winner= is declared. This differentiation never dawned on me until very recently,= primarily because I never put much thought into it. The reason for this is obvious now that I think about it --= persistent games that stress PvP will tend to favor players that= have been playing longer. This is true in a PvE level treadmill= as well, but the difference is that in a PvP environment= stronger players are actually detrimental to the newer players= instead of somewhere between neutral and beneficial as you find= in PvE oriented games. In a PvE game, with or without minor elements of PvP, the player= has one key ability going for them at all times -- the ability= to avoid conflict with other players. They can do this by= pursuing the PvE aspect and, when necessary, logging out to= avoid the PvP elements. When you're logged out of a PvE game,= you're not put in a position of "losing". Contrast this with a persistent PvP game. Either there is a= winning scenario, at which point your absence will be= detrimental to you or your team's chances, or there is no= winning scenario, at which point the PvP element feels rather,= well, pointless. Do you artificially constrain things so that= all out victory is impossible so instead everyone is simply= jockeying for some kind of temporal superiority (similar to team= PvP in an RPG where they may try to capture an artifact or= stronghold for as long as possible). For individual competition (i.e. not team based), this is even= worse -- what happens when you join the game late? Do you rely= on social engineering such as guilds (effectively informal= teams) to protect you while you gain power? Or are you just= screwed? So based on my whopping hour of thought on this, I just don't see= any obvious or simple solutions to these problems. The proposed= solutions I've seen in various interviews are cumbersome hacks= that don't address the core problem, instead they try to fix the= symptoms. For example, a massively multiplayer RTS that= "turtles" logged out players can prevent some of the obvious= problems, but it sure doesn't actually make the game any better= for casual players or latecomers. I guess there's a real good reason why we've yet to see a popular= persistent on-line game that supports PvP as its core experience= (or have I overlooked something?). Anyway, no real point, just typing up some thoughts while I try= to get a better grasp on some of these issues. -Hook |