ArenaNet's MMO Design Manifesto
An anonymous reader writes "ArenaNet studio head Mike O'Brien has posted his vision for a new type of MMORPG, which they used in developing Guild Wars 2. Quoting: 'MMOs are social games. So why do they sometimes seem to work so hard to punish you for playing with other players? If I'm out hunting and another player walks by, shouldn't I welcome his help, rather than worrying that he's going to steal my kills or consume all the mobs I wanted to kill? ... [In Guild Wars 2], when someone kills a monster, not just that player's party but everyone who was seriously involved in the fight gets 100% of the XP and loot for the kill. When an event is happening in the world – when the bandits are terrorizing a village – everyone in the area has the same motivation, and when the event ends, everyone gets rewarded.'"
Yeah, but he doesn't realize how fun it is to kill someone. Take out that possibility and you take away some fun.
Only a small minority thinks it is fun to kill people in uncontrolled world PvP. And game developers generally don't care about that minority, as they cause other customers (the ones gang banged) to stop playing their game.
PvP is much better done as optional addon in controlled environments where all sides are fighting on even and clear terms. The idea of free world PvP is an antique that only ever satisfied griefers and the occasional masochist.
Yeah, you just summed up the entire eve player base very very succinctly :)
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To each their own. I realize that some people thrive on ganking and being an ass, but then a lot of people don't. And each game can choose their own niche, and decide if they want to cater to one category at the expense of losing another.
The griefer segment is kind of an easy choice, though, since you mention taking it to the point where you're trying to get people out of the game. A single unchecked griefer can lose them a hundred subscription of other people, so basically they're actually losing money by catering to those. They're not any sleep if you leave for lack of that kind of fun.
But, at any rate, each dev team and publisher ultimately makes choices to cater to market A at the expense of market B. E.g., Blizzard chose to cater to the medieval fantasy fans, at the expense of being less fun for some of us who'd have preferred a good SF MMO. (Say, World Of Starcraft;) E.g., they chose to have guns and explosives and helicopters, which actually was at the expense of losing some purists who'd have preferred a more Dark Ages kinda setting where the highest tech is maybe a crossbow. (Heck, much as I'm otherwise for SF, I'd prefer to keep medieval stuff medieval, if it had to be medieval in the first place.) E.g., they chose to have no xp penalty for death, even though that made some people cry bloody murder. E.g., they chose to have cartoonish graphics, even though for some people it causes them to cancel the subscription. Heck, it's still the #1 stated reason for not playing WoW. E.g., they chose to have separate servers, which some of us like, but then it made the fans of a more Guild Wars style instancing say it sucks. Etc.
Ultimately you can't please everyone. To make player group X happier, you have to make player group Y unhappier. You get to choose which group you want more.
E.g., to make medieval fantasy fans happier, you have to make strictly SF fans a lot less interested in the game. And, again, you can't please everyone. You can't make a game that's high fantasy with elves and horses _and_ SF with warp drives and tricorders, because you'll just annoy both groups instead of catering to both. (Though using SF as a backstory for a medieval game sometimes works.)
To some extent you can try to give group Y something else to do. But sometimes it's not easy to reconcile. You can't give griefers something else to do, because they need those unwilling victims. At some point you just have to just let go of group Y.
A polar bear is a cartesian bear after a coordinate transform.
Dungeons and dragons online already does this.
All XP and rewards you get are based around how you as a group finish the instance (you do get penalties and bonuses depending on how many times you die though, and if you left the dungeon), you always run around with a group and no other characters are visible outside of the cities and all characters in the cities interact with you as if you are on of the few heroes helping it.
No collecting wolves tails there, you help people from level 1 and forward with actual questing which feels like it's helping someone.
Otoh, the game started breaking at around level 8 or so when I played it, especially due to haven essentially eternal gold and quite simply too large monsters which made claustrophobic dungeons pretty much impossible.
The fact is that nevertheless some of us don't want to have anything to do with PvP at all. It's not a question of feeling stronger or weaker, it's simply a question of it not being what I want to do in a game. Conscripting me into some group that _has_ to do PvP is just going to piss me off more and make me cancel the subscription.
That's the kind of solution that presumes that everyone else too is a complexed idiot who's just there to feel powerful by ganking someone weaker. Some of us play for entirely different goals and reasons, though.
A polar bear is a cartesian bear after a coordinate transform.
Why does ganking exist? Because the penalties for losing are so *low*. Unrestricted PvP works in Eve (and I'd argue, pretty much only in EvE) because there are serious penalties. Lose a major ship, lose training time- it can take a while for things to get back to where you were. Even the gankers realize this, and avoid combat unless they know they are going to win, and they realize the guy may well be back with friends to stomp them into the ground.
Compare this to something like WoW. What's the penalty for dying? Running back to your corpse. Even in something like Darkfall with full looting you just have people run around naked, since there's no real penalty for dying otherwise.
Imagine a PVP game where dying killed your character dead. No resurrection. Of if that's too harsh, perhaps losing 5 levels as well as giving the keys to your bank to your slayer, or having the character lock out for a month. Or perhaps having every guard in every town on the continent kill you on sight? You think people would randomly attack strangers? Ganking would vanish in a heartbeat. You'd probably end up with a feudal system very quickly, where everyone was in one of a few massive guilds that would issue kill on sight orders for anyone that harmed one of their own- this may not be what the designers/players want, but it would work. Make losing hurt and the ganking issue solves itself
"Seven Deadly Sins? I thought it was a to-do list!"