The Assasins' Tales

PvP - the new MMO supertrend

Not too long ago a lot of you may remember talking about MMO games and their respective endgames with only one thing in mind; Raids and PvE progression. Following the highly popular trend derived from classic MMO games such as Everquest, the mainstream games of today such as World of Warcraft quickly adopted this core design structure. That was in 2004, however. Today, in 2007, we are seeing a completely different trend arise inside the MMO gaming sphere.

Player versus Player combat, or PvP for short, is what made games such as Ultima Online or Dark Age of Camelot hugely popular in earlier years. Following EA's acquistition of Mythic Entertainment a while back, EA - as large as they may be, are now sporting 3 of the most renowned PvP MMO games in the world. Ultima Online's revamp "Kingdom Reborn" is sure to be re-vitalizing the interest in a game a lot of people thought dead and forgotten. The other two giants are none other than Dark Age of Camelot - the first RvR (Realm versus Realm) centric MMO to ship to a broader audience and Warhammer Online; Mythic's latest up-and-coming flagship title.

Other titles that have captured large amounts of the market are Asian developed Lineage 2 and American based Guildwars. As we are moving through 2007 it is becoming increasingly apparent that more and more developers are focusing on the dynamic gameplay that a PvP 'endgame' allows for. Even Blizzard Entertainment, responsible for the worlds most popular persistant world - World of Warcraft, are jumping on the bandwagon and even taking it one step further as you can see in this video interview I had with Paul Della Bitta, Senior Community Manager and Blizzard E-Sports figurehead.

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What is the cause of this?

If we are to believe the hardcore nuts of #Battlegroup9, Gamesurge, the reason is simply "PvE sucks". While I am certain that some people certainly don't enjoy the "static" design that is Player versus Environment (PvE) endgame, I think the roots of this trend lie deeper than just pop culture. If we again look back to the "glory days" of Everquest, one of the main driving and selling points of the raiding endgame was that there was real competition around the availability and achievement of defeating endgame bosses. In today's world, however, just about all of the endgame in any newer MMO is instanced - meaning that even if Guild A goes and kills the monster, it will still be available for defeat to Guild B who will enter the same zone in a different spawn instance.

Back in the day, as people so cleverly say, this was not an option. You had to bring your team to the monster when it spawned, often resulting in "races" of who could be the first to get to and defeat said encounter. Essentially, a winner takes all mentality. The strongest (and perhaps the least RL socially active) guilds would form routines around killing all the hardest monsters each week in order to collect the loot and claim 'intarweb superiority' over everyone else. With instances, this level of competition is gone; leaving a void zone desired by many gamers. For many, gaming is about being better than everyone else and having the resources to prove it.

Perhaps another reason also resides in the fact that the generation who were playing games such as Everquest religiously have grown up and are either already in or starting on their careers, marriages or what have you. A clear drawback of the raiding endgame is the time commitment required by a larger amount of people in order to accomplish anything noteworthy. PvP on the other hand, does not require the same amount of time commitment from the same amount of people. That is, at least not in the competitive MMOs of today.

The bottom line in this matter is that the developers and publishers for the most part will cater their games towards where the money in the market lies. With games such as Warhammer Online: Age of Reckoning, Fury, Age of Conan and Guild Wars 2 on the horizon, the stage is set for a very interesting and competitive battlefield, testing each players skill, dedication and their character's gear.

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  • Jarlaxle said 
    Mon, Jul 2 2007 6:30 PM ()

    btw I can barely hear your voices. Probably got something to do with the quality/environment

  • Jarlaxle said 
    Mon, Jul 2 2007 6:30 PM ()

    I think you make a good point when you say why PvE is dropping so much lately. Another reason might be due to the fact that WoW introduced alot of people into the genre, and alot of those people got bored with PvE (uninteresting quests, mostly grinding for items and instanced raids) in that game (WoW is mainly a PvE game, you can't deny that). So there you have a good number of people for more PvP based MMOs...

    Btw, most of the people that played UO in its early days are disgusted with what Mythic has done with it. Plus I don't think there's a open pvp and full loot server atm. Maybe Siege Perilous ?

    Guild Wars isn't a MMO. Even ArenaNet stated that

    Anyway I don't see a MMO with good PvP atm besides EVE. And of those that are gonna be released ? AoC and Darkfall, eventually WAR...

  • dhask said 
    Mon, Jul 2 2007 6:30 PM ()

    WoW's endgame is all PvP. Sure, I'm not KILLING other players, but I'm most definitely competing with them. I'm competing for raid spots, for raid drops, for quest and grinding kills, for AH items, for crafting business...

    More seriously, WoW's endgame sucks because it's so highly inaccessible. The PvP game is substantially more accessible: it's trivial to join a BG queue, or on a PvP server, step outside a town. But PvP is not sustainable long term, because it will either fail to reward skill, and thus be unsatisfying, or reward skill, and thus cause most players to lose most of the time... and become unsatisfying. This is what happened to UO the first time around, very few players enjoy losing most of the time, and very few players become good enough to win more than they lose.

    Like Moe said:

  • Nimloth said 
    Mon, Jul 2 2007 6:30 PM ()

    I was talking with Jason Stone the other day, and we came onto the topic of what makes coherently fun gameplay. What kind of gameplay do you play for the fact that just playing it is fun?

    We brought up some of the older games like Mario or Megaman who'se replay value has been enormous and looked at what was fun about it. The PvP aspect if something you for the most part do because you enjoy the act of your gaming, while in many parts of PvE grinds or raids there are parts you absolutely hate but you do it anyways because you "know you have to".

    Take potions, for example. I'm willing to bet that not even 30% of the tradeskillers doing alchemy does tradeskills because they think it's fun to run around and pick flowers and sit in the AH all day.

  • Jarlaxle said 
    Mon, Jul 2 2007 6:30 PM ()

    I didn't play UO back in the old days, but what UO fans from back then keep saying all the time is that the game was screwed up with Trammel. And Trammel was basically a place with consent only PvP introduced by the devs to stop the dwindling subscription numbers. However, the core, the PvP-ers, would have stayed. Not when they screwed up the game like that though :p And later, items became too important (I think the Age of Shadows expansion), and lost even more PvP-ers. But carebears did continue playing, however :P

    And I think you are one of them. Why do you fear losing so much ? Losing should be part of any game. Eventually you'll get better. Or team up with some guild to make your revenge

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