Post by Azherae on 2024-03-27 13:48:03
People misunderstand forced-PvP-averse vs owPvP-enjoyer
in MMORPGs
because of some stuff. Here's some of that stuff. If you poke me, I'll add more stuff or expand on this stuff.
1. A PvE-enjoyer (let's use a fisher), enters the game with the idea of getting good at fishing, building up knowledge, skill level, understanding of systems (plz donot assume they 'don't care about PvP'). That person is in micro-competition with every other fisher. When another person shows up at their fishing spot in a game with no forced PvP, their 'competition' is in 'who understands the fishing mechanics better and who honed their skills more'. In a game with forced PvP, their 'competition' can instantly become 'who is better at PvP'.
2. A PvP-enjoyer (let's say me, a 'fishing rights enforcer') enters the game with the idea of getting good at controlling an economic space. That person is in micro-competition with the PvP skill or the organizational ability (or zerg factor) of anyone who wants control of that economic space. But there's one catch to consider. In this case, the PvP-enjoyer has a vastly diminished incentive to cooperate compared to even a Survival game (but let's look at games where some attempt at simulating a world is happening, instead).
The 'flaw' in forced-PvP MMOs is contained in those two things above and all the fundamental issues relative to them that these games nearly never address, or cannot address because it would drastically warp gameplay. The result is, that all the 'real world equivalent' outcomes that 'would need to happen in the game, for it to make sense as a proper macro-competition', end up happening in terms of 'players existing in the world'. Basically, characters 'die' when their players leave the game due to the 'flaws', which are really just 'the equivalent of what would happen irl if too many immortal people with low incentives for cooperation entered an area'.
For a game to be enjoyable for most PvE-focused players, something must enforce the micro-competition within their skillsets. Otherwise, the only micro-competition they can be assured of getting to experience is PvP. This was the original failpoint of New World.
If I can 'help my friend win a fishing contest' by killing you , it is no longer a fishing contest. If you take nothing else from this post, let it be that. No matter how much someone likes PvP competition, if they also want to have 'fishing skill competitions' and the game allows another player to 'win the fishing skill competition by using PvP skill', it is a 'PvP game'.
1. A PvE-enjoyer (let's use a fisher), enters the game with the idea of getting good at fishing, building up knowledge, skill level, understanding of systems (plz donot assume they 'don't care about PvP'). That person is in micro-competition with every other fisher. When another person shows up at their fishing spot in a game with no forced PvP, their 'competition' is in 'who understands the fishing mechanics better and who honed their skills more'. In a game with forced PvP, their 'competition' can instantly become 'who is better at PvP'.
2. A PvP-enjoyer (let's say me, a 'fishing rights enforcer') enters the game with the idea of getting good at controlling an economic space. That person is in micro-competition with the PvP skill or the organizational ability (or zerg factor) of anyone who wants control of that economic space. But there's one catch to consider. In this case, the PvP-enjoyer has a vastly diminished incentive to cooperate compared to even a Survival game (but let's look at games where some attempt at simulating a world is happening, instead).
The 'flaw' in forced-PvP MMOs is contained in those two things above and all the fundamental issues relative to them that these games nearly never address, or cannot address because it would drastically warp gameplay. The result is, that all the 'real world equivalent' outcomes that 'would need to happen in the game, for it to make sense as a proper macro-competition', end up happening in terms of 'players existing in the world'. Basically, characters 'die' when their players leave the game due to the 'flaws', which are really just 'the equivalent of what would happen irl if too many immortal people with low incentives for cooperation entered an area'.
For a game to be enjoyable for most PvE-focused players, something must enforce the micro-competition within their skillsets. Otherwise, the only micro-competition they can be assured of getting to experience is PvP. This was the original failpoint of New World.
If I can 'help my friend win a fishing contest' by killing you , it is no longer a fishing contest. If you take nothing else from this post, let it be that. No matter how much someone likes PvP competition, if they also want to have 'fishing skill competitions' and the game allows another player to 'win the fishing skill competition by using PvP skill', it is a 'PvP game'.