Showing posts with label world pvp. Show all posts
Showing posts with label world pvp. Show all posts

Monday, December 26, 2011

World PvP: A Common Model

World PvP comes in many forms, yet there is a simple environment model that gets used over and over again. It can be seen in World of Warcraft, EVE, Darkfall, Dark Age of Camelot, and many other past and future games.
  1. Rewards for engaging in PvP.
  2. Risk associated with entering "PvP" areas.
  3. Non-PvP content/rewards in those areas.
This simple list describes Isle of Quel'Danas, Tol Barad, and world bosses in WoW; low-security space in EVE; dungeons in Darkfall; Passage of Conflict in DAoC; and any resource node or choke point in any MMORPG with PvP capabilities ever.

Rewards include crafting materials, mob access, safe passage, money, abstract currency (Honor), and loot. Note that territory control is not a reward in itself--owning land for the sake of owning land is meaningless and players will not value that "resource" unless it gives them an advantage or creates wealth/value, including vanity (player houses). Territory control is often an objective in competitive multiplayer games, but at the very least players win the game by claiming control--most MMORPGs are not "won". Compare the difference in activity between the Zangarmarsh control points in BC WoW (gaining a +5% experience boost in the zone), to the Spirit Towers around Auchindoun (allowing bosses to drop Spirit Shard currency). [TC rant over...]

Risk is "exposing (someone or something valued) to danger, harm, or loss". Something must be risked to have infectious PvP. It could be as minute as lost time on a corpse run, or as harsh as the entire net progress of your character (permadeath). The severity of the potential loss directly correlates to the emotions conjured during those risky situations. The more the player risks, and thus the greater the consequences, then the more intense the emotions associated with PvP events (fear, thrill, fiero, agony, anger). Adrenaline can be addictive and binds players to the game (or makes them run in terror). "What a rush!"

People are risk adverse and are afraid of losing value. But the beauty of MMORPGs is that none of it matters! It's all make-believe.

Make-believe squid-monster riding giant eagle-horse.

The Non-PvP content in the zone attracts "grazers": players that are not looking for a fight, and will be tackled by a tiger if they don't pay attention. These players serve as content for the hunters (and the hunters provide thrilling experiences for the grazers--hooray symbiosis!). If this hunter/hunted paradigm is used, it is a good idea to include tools that allow players to evade or to truly hunt other players (foot tracks, dead mobs, chat, scanners, etc.).

Do not think that grazers are innocent victims. Players will alternate between hunters and grazers rapidly depending on what their immediate goals are. Also, longer term grazers ("carebears") who engage in risky behavior to amass rewards at an accelerated rate are the ones trying to cut corners. ;)

Assuming players are frequenting zones that follow this model, it is likely that World PvP will foster. The combat itself has to be vaguely interesting in order to motivate players to use it, so dull combat can thwart any attempts to create this environment. World PvP is an emergent dynamic and a powerful aesthetic of combat, aggression rules, and scarce resources. The fundamental mechanics need to be solid first.

Friday, December 23, 2011

World PvP Case Study: EVE Online

During my definition of World PvP, I explained that PvP in an MMORPG is inherently unfair, and World PvP is simply a mindset. It isn't knowing how to attack, but when, and for what purpose. World PvP is less restricted, and involves nudging a situation in your favor.

I expounded on this concept with a look at WoW's history to help illustrate that world PvP is much more of an emergent behavior, sitting on the Dynamics layer. WoW uses rewards in particular to guide players, perhaps accidentally, in one direction or another.

A very different game with very different architects is EVE Online. World PvP in EVE is so encompassing, so defining, that it is difficult to dissect. Put simply: there are safer locations, but nowhere is "safe"; and your ship is forfeit as soon as you undock. The most popular mantra (warning?) of EVE is, "Don't fly what you can't afford to lose."

(It is important to change the way one thinks of "possessions" in MMORPGs when playing EVE: ships, modules, buildings, and commodities are all tools for content. If one becomes attached to these virtual items, it is emotionally difficult to risk and lose them.)

EVE has significant information warfare. Knowing where, what, and how your opponent is flying is paramount to success. Players must capitalize on this knowledge while not showing their own hand. It is a game of buffing, baiting, taunting, misdirection, and downright dirty tactics where players let the enemy think they have the advantage, only to seize it away.

Baiting is the act of letting the enemy think there are fewer ships in the engagement. When the bait is taken, players are prevented from docking or changing solar systems for 60 seconds. In that window, friendly ships undock, enter the system, or warp into the fight.

Solo vessels can also employ bait tactics: if a ship has some form of health repair, they could artificially sit at low health trying to provoke a target into attacking a damaged hull. Once engaged, the ships are prevented from docking/jumping, thus the ship repairs his health and kills the target that preyed on the weak.

Hiding half a fleet, using cloak, and "hot dropping" capital ships are all within the realm of possibilities. Undocking in "High Security" space with an expensive ship or cargo could get you suicide ganked.

A less "honorable" form of PvP is "gate camping", where unsuspecting ships warp to a gate, only to be surrounded by hostile players with fast-locking ships or warp disruption fields. In these situations, as soon as the player made the decision to use the gate, they lost the fight. EVE provides maps and intelligence tools (solar system statistics, directional scanner, and proactive bookmarking). Failure or unwillingness to use these resources is as fatal a mistake as not turning on weapons.

It could even be said that the economy and marketplace of EVE is a form of PvP. Arbitrage, undercutting, speculation, and many inventive scams exemplify a player vs player system where knowledge brings riches and haste is punished.

World PvP in EVE involves significant preparation; many fights are not won on the battlefield. EVE also comes with the expectation of PvP everywhere: assume a fight is around the corner. Pick any Sun Tzu quote, and it applies to EVE.
All warfare is based on deception. Hence, when we are able to attack, we must seem unable; when using our forces, we must appear inactive; when we are near, we must make the enemy believe we are far away; when far away, we must make him believe we are near.

Monday, November 21, 2011

World PvP Case Study: WoW

During my definition of World PvP, I explained that PvP in an MMORPG is inherently unfair, and World PvP is simply a mindset. It isn't knowing how to attack, but when, and for what purpose. World PvP is less restricted, and involves nudging a situation in your favor.

While WoW's PvP isn't the cream of the crop, it makes for an interesting case study since the capacity to engage in "world pvp" hasn't changed, yet the popularity of it has. WoW helps illustrate why World PvP is a presumption outside of the game mechanics.

Some of the best moments of leveling a WoW toon involve situations where players fight other players for access to resources. These resources are almost always quest mobs. A high level character "ganking" lowbies for the perverse thrill of exercising power is not world PvP, and actually leaves a bad taste in the mouth of the inexperienced. But that is a problem with game rules, not world PvP.

A brief history of PvP in WoW:
No honor system. Many people questing. Many people, including lowbies, engaging in open world town raids for the novelty of it. No lasting consequences.

Spontaneous Horde raid on Menethil Harbor.

World bosses introduced. Large scale fights to obtain boss loot. Scouting of enemy faction becomes paramount to knowing when to engage boss.

Old Honor system, but no Battlegrounds. Many fights between Southshore and Tarren Mill. Fighting to mutually gain Honor.

Battlegrounds. Much World PvP stomped out since Honor is easier to get in BGs. Without huge gear discrepancies yet, small pockets of world PvP still seen in Plaguelands. Blackrock Mountain has much PvP fighting over dungeon and raid access.

Blizzard creates "outdoor PvP objectives" in Eastern Plaguelands and Silithus, and iterates on them in Burning Crusade. These largely flop. Massive gear discrepancies and prevalence of BGs shatter world PvP expectation. Minor fighting around raid portals.

End of Vanilla saw bored raiders running 5-man PvP excursions while waiting for Arenas and BC. Ad hoc and arranged group fights while roaming.

Arenas are introduced in Burning Crusade to the lauding of "fair and balanced" PvP folks. Resilience is added as a gear attribute. "PvP" is now an official route of character progression, and thus everyone sits in instances to optimize their gear acquisition. World PvP is a dirty word equated to ganking.

Isle of Quel'Danas is added at the end of Burning Crusade to house Sunwell and a fresh batch of chores. This popularizes World PvP in WoW again. Players form parties for protection and fighting; they expect combat while questing. Isle of Quel'Danas implements a common model for World PvP that I will discuss later.

Achievement system is added; reward to kill world leaders is introduced. Cities are in faction-owned zones, and thus combat is opt-in. These raids are not very disruptive to the empty towns.

Wintergrasp experimentation with zone PvP with raid access reward. Like AV, Wintergrasp is just a larger Battleground. Vault of Archavon predictably and regularly changes hands between Alliance and Horde. World PvP is dead throughout Wrath, but accessibility is through the roof.

Blizzard repeats success of Isle of Quel'Danas with Tol Barad at beginning of Cataclysm. World PvP makes a slight comeback. But people quickly get their reputation rewards and leave.

It is fascinating to see interest in world PvP ebb and flow as Blizzard tweaks PvP progression rewards. WoW is very elder game heavy, and thus all the resource warfare is at max level: quest access, raid access, & tradeskill material access. Cataclysm seems to have eliminated many contested quests for Horde and Alliance, so any PvP experienced while leveling is ganking or in a Battleground instance.

I definitely believe there are players in WoW who enjoy world PvP very much, and they would engage in that type of play more often if the rewards were not stacked against them. In the current game, once players gain all the reputation or gear they need from Tol Barad, there is little reason to go back. No other location in WoW comes with the expectation of PvP, and thus there is no world PvP outside of TB.

Some of the comments on my Definition post called into question "influencing the world". While not necessary for world PvP (illustrated with WoW's world PvP: no one would say they hold influence over that world), it is a strong motivator and part of Risk & Consequences that change the emotions conjured by the game, but not the game itself. I hope to expound this soon.

Friday, November 18, 2011

Defining World PvP

I am a huge fan competition in video games, both direct player vs player and cooperative competition. Competition creates efficiency; it catalyzes and motivates the exploration of a game system. It is through contention that games become e-sports, that dungeon crawls turn into speed runs, and players employ clever uses of game mechanics.

Player vs player conflict can also conjure immense emotions such as fiero and agony, which make lasting impressions in memory.

I consider Go, TF2, and Aion to all contain direct, explicit player competition. PvP is a broad category. However, there is clearly a distinction between Battlefield 3 matches and PvP in EVE. It boils down to fairness. Games of StarCraft begin and end; each player starts at a strategically balanced state; and it is through the game rules that deviations occur in power until one player succumbs and is defeated.

PvP in an MMO, specifically "world PvP", is inherently unfair. One or more players have an objective, quantifiable advantage over others. One side will have higher levels, better gear, or more participants. Any game with persistent character progression will have this imbalance manifest. A fair fight can occur coincidentally, but it is certainly not something to be expected.

MMO PvP happens within a larger context, thus world PvP transforms into more than a simple combat affair between two parties. PvP starts as soon as the player logs in. Events preceding the actual engagement ripple through the world and can affect fights. Actions that happen before, after, and during combat make world PvP an unbounded arena spatially and temporally. Without borders, players scout, hunt, run, hide, and most importantly are vulnerable before and after the actual combat.

A simple analogy: Fair PvP is a cock fight, and world PvP is the African Savannah.


World PvP requires players to be mindful of the environment. Not just navigable terrain, safe spots, and avenues of retreat, but also the entire possibility space of events. Does the enemy have backup? How many? How long until they arrive? What are my chances?

This is clearly an all-encompassing mindset of playing. It is more than action-oriented twitch combat, and more than efficient resource management; it is expecting the unexpected through planning and preparation. World PvP is an expectation in the minds of players.

Different mechanics can be layered on top of that expectation to change the level of risk and consequences, and thus the intensity of emotion the game provides. There are also many forms and implementations of world PvP.

I did a very brief and informal survey--"What is world pvp?". These were some of the answers:
unrestricted warfare
being able to pvp throughout the entire "game world"
you walking around and someone ganks you
using environment to your advantage
cooperation
unknown, different factors you control, rather than just being fair
no rules
not worth my time
waiting until situation is in your advantage

What is world PvP to you?