PvP IS PvE

pvp

Syncaine had a really great post earlier today. We don’t tend to agree with one another much at all but his post on PvP Hotspots and what creates a good PvP atmosphere actually agrees pretty closely with mine, though with a slightly different view of the whole process.

I can’t speak for Syncaine obviously, only for what I take from his blog. He brings up the fact that you can’t expect people to just PvP in an MMO. It’s hard to put a finger on the exact reason people will spend 100 hours or more PvPing just for fun in their favorite shooter, and yet if given the exact same offer in an MMO they refuse to take it. Maybe it’s got something to do with the greater skill involved in FPSs, or perhaps it’s the early knowledge that all you are getting is PvP.

The fact remains that players in MMOs need something to encourage them to PvP. A one time reward like a sword or piece of armor isn’t going to do the trick either. You need a reason for those people to fight and keep fighting. That, I believe, is where PvE comes in.

Several companies have come out with MMOs focused on PvP heavily. Wanting to make a great PvP game is a noble goal, don’t get me wrong. It’s just that if you want your PvP game to be a success then you need to focus heavily on PvE. Many won’t believe me at first, but I think that most of us older gamers, gamers raised on Ultima Online and Dark Age of Camelot, would.

In Ultima Online the biggest PvP hotspots were areas with rare gathering nodes, and dungeons. Both of these were very PvE oriented areas with PvE oriented people, invaded by Griefers who were looking to destroy the easy prey and get a ton of gathered materials very easily. This led to other PvPers, the ones that actually wanted to PvP and not just screw with helpless people. These new PvPers were attracted to the area not for the loot from the miners and dungeon delvers, but from the bodies of the Griefers. The Griefers got mad that their free loot was suddenly harder to get, and in their anger they began to fight back. But the easy marks didn’t stop coming, because that is where the goods were. The Griefers kept coming thanks to the supply of prey, and the PvPers kept coming for two reasons: 1) to have fun in PvP, and 2) to defend the easy marks who were bringing ores and rare weapons and magic components to town to trade, which resupplied both the Griefers AND the PvPers.

Jump forward to Dark Age of Camelot and one of the most popular PvP areas was Darkness Falls. Like Syncaine says: “the original and constant driver for that area had nothing to do with PvP, but rather the great and varied (lvl wise) PvE…”.

When games like Warhammer tried to make a great PvP game, while leaving their PvE content as a hollow shell and separating it from the PvP, they kicked themselves before they even launched. Darkfall (speaking from an outsiders perspective) seems to have been a victim of the same thing until it’s recent expansion. They tried to create PvP hotspots by making locations to conquer, and due to their location they were desired, but they didn’t draw the PvEers in the numbers that were necessary. Once they made a PvE hotspot that was wildly desired by everyone, the PvPers came on their own.

Of course Darkfall has the problem that it never attracted PvEers in very large numbers. The majority of Darkfall players are lovers of hardcore FFA PvP. The game practically has a sign on the box saying “if you don’t want to PvP stay away.” The attitude of it’s average player doesn’t help either. In truth it just might make their entire game more enjoyable if they encourage carebears to join and get hooked on the gameplay, then get hooked on the FFA aspect. Don’t tell them that though, the very notion of a carebear enjoying their game makes them spit blood.

Slow Down and Smell the Roses. Damn Roses.

WAR1

I’ve been thinking a lot about Mythic Entertainment lately. This is partly due to the fact that I recently starting playing the trial for Dark Age of Camelot. I got a guild in Fallen Earth, and when I logged into their vent I noticed that they had people in a DAoC channel. I like the guild (Clan in Fallen Earth) so far so I’m messing around in DAoC and chatting with them.

It’s weird going from Warhammer Online to Dark Age of Camelot, a game I never really played back in the day. The first thing I noticed was that the UI was TERRIBLE. Of course it’s because of how old the game is, and I actually like some of the differences, but having to /whisper npc’s with key words to get quest dialog…I haven’t had to do that in an online RPG since I was playing GemStone (a MUD) on America Online.

On the other hand I was immediately sad that I had never picked it up back in the day. The setting is very interesting and I like the little bit of lore that I have been exposed to so far. I am, above and before anything else, a fan of settings, and DAoC’s is great.

DAoC

I started wondering what the subscription numbers were like and it doesn’t appear there are many. There are reasons that a game like this might not be very successful in today’s world of modern MMO’s, such as it’s archaic UI with no mini map (I love the action bar being on the top left), or the quest log being almost no help at all, or even the fact that it’s mostly a grind to levels.

What I found however was that it had one of “Those” expansions. Trials of Atlantis is considered by many to have killed Dark Age of Camelot. To sum it up quickly it appears that it added a lot of PVE grinding in order to be competitive in RVR. It’s one of the big problems that WAR had when it launched, forcing people to PVE in order to improve in PVE. That is possibly the worst thing you could possibly do to a PVP/RVR game.

What amazed me though is that, amongst all the ranting about the changes Trials of Atlantis brought to the game and how bad they were, people took the time to talk about how pretty the new zones were, about how interesting it was to explore and find new areas that were really well done.

Then I thought back on Warhammer Online and some of it’s amazing areas and zones, and about how beautiful they really were. I also thought about how it was never mentioned amongst all the hate threads and posts. In fact, exploration is never really mentioned in any MMO’s anymore. Most people talk about it based on what quest/grind spot they found, but not what a pretty area it was.

Have MMO’s lost that sense of exploration, are they not worrying about making beautiful areas? Or have we gamers with our ADD lost the ability to slow down and smell the roses. Or at least notice that they are there.