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Online Worlds Roundtable #2 Part 3 at RPGVault

Posted by Rendelius @ Thursday - February 27, 2003 - 01:16 -
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Seven more developers discuss PvP in the latest installment of the Online Worlds Roundtable at RPGVault. This is waht Mark Zechiel, Designer for Codemaster's Dragon Empires, has to say:
While most respondents' answers could be characterized as pro-PvP, it is worthy to note that overwhelmingly they favor implementing some player-controlled restrictions on PvP. I agree. Why is this? Could a persistent state world with completely unrestricted PvP attract a large enough base of long-term players? Possibly. But it is unrealistic to expect all players will want to participate in PvP at all times and against all other players. A game with unrestricted PvP is liable to miss out on some great opportunities to include players who would otherwise contribute significantly to your game, be it in the economy, community or some other area. Adding players who are seeking team-only PvP combat or lower-risk PvP roles will serve to maximize PvP opportunities for all. Then there are players who may like high-risk/high reward PvP if they were to try it. I think limiting your audience to hardline PvP players is detrimental to both the gameplay experience and the product's bottom line.

To Dave Cerra's question posed to the group - 'do artificial barriers like opt/in PvP mechanisms ultimately disrupt immersion in combat oriented virtual worlds'? My answer is no. I believe this is largely a matter of the mechanisms selected, how well they fit within the context of the world, and the degree to which they can be exploited. As this genre matures, we will see elegant, nicely integrated PvP mechanisms that in effect allow the players to consent. And if I am a bit optimistic, I still feel that players need to be able to exercise some control over the amount of risk they take on. And even seemingly artificial rules are worth having sometimes. For example, allowing group members to get hit with friendly fire may add to the game's realism but can drastically undermine the players' willingness to group and ultimately lessen their enjoyment of the game.

Lastly, there was a fundamental point made or implied by more than one respondent that deserves to be brought forward. Whether or not to focus your efforts on PvP in your game should be an up-front decision. A developer must have a vision for the game's design, and understand how the design meets business goals.
 
 
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