[MUD-Dev] A Question on PvP and PK

Ron Gabbard rgabbard at swbell.net
Tue Jul 16 08:48:19 CEST 2002


From: "Eli Stevens" <listsub at wickedgrey.com>
> Ron Gabbard <rgabbard at swbell.net> wrote:

>> Why is it that 5% of the EQ players (slightly more for AC) want
>> to participate in PvP combat while 95% of the DAoC players want
>> to participate in PvP combat when the games are pretty similar
>> with similar customer bases?

> Your question is somewhat loaded however, because of the
> implication that the two PK systems are the same.

Of course it's somewhat loaded, there are a bazillion 'right'
answers to this question but each answer will be framed by each
individual's personal experience.  System design is probably 95% of
the answer... but what is it about the systems?

Would the number of people involved in PvP in EQ and AC be different
if PvP+ was the default and players had to convert to PvP-?

What if the fiction were such in AC where, instead of the player
praying at the altar of an 'evil god' to get the ability to kill
others, they prayed at an altar where 'they feel their will seep
from them and they experience bovine dreams' while becoming unable
to harm others?  The fiction is such in EQ and AC where PvP+ is
associated with 'evil' and 'chaos' and PvP- is associated with
'good' and 'order'.  Even the color 'red' (most used with PvP+) is
associated with 'evil' in most western cultures.

Would the average player's PvP experience be different if it wasn't
based on experiences on 'red' servers where there is a high
concentration of hard-core PKers?

There are so many 'right' answers that they're almost uncountable.
A well-designed PvP system is fun... DAoC has shown this.  But, the
PvP system in DAoC is also somewhat of a separate game from the rest
of the DAoC experience as character development is only minimally
tied to PvP performance and the on-going player quests are
PvE-centric.

I guess I'm looking for insight on creating a PvP+ world in which
PvP can be enjoyed by players without being shoved into a corner or
made into a separate game that people join when they get to level
X... without turning the world into the lawless 'wild west' where
might makes right.

Cheers,

Ron

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