[MUD-Dev2] Player Choice - How Much is Too Much?

John Buehler johnbue at msn.com
Tue Nov 27 13:25:23 CET 2007


James writes:

> I guess my question is- how do you design an open and objective based pvp
> game, and encourage players into the proper group helping behaviours they
> should be doing? These are ALREADY the optimal behaviours in terms of
> honor/hour but that doesn't seem to be enough. I've often thought that it
> needs a Battlefield 2 style 'commander' role that can actually mark the
map
> and 'officially' direct groups of players- it certainly works quite well
in
> that game, but then maybe it's a completely different mindset.

Perhaps because I am so keen on the phenomenon, I point the finger at mixing
of player groups.  World of Warcraft only has one PvP game for levels 51-60
and 61-70, correct?  Anyone who is motivated to PvP for any reason goes to
Alterac Valley at those levels.  But those players have a variety of goals.

Unreal Tournament addressed this very intelligently by creating multiple PvP
games.  There is free-for-all PvP, team PvP, and the team goal-directed PvP
called Onslaught (my favorite) - plus others that don't come to mind.
Players interested in each type of PvP have an outlet, helping to ensure
that everyone in any given style of game is there to experience that style
of game.

I use the phrase "let like-minded players play together".  Not a catchy
statement, but the point is that games need to create not only their own
favorite form of entertainment, but also as many variations as they can
technically handle - and then let like-minded players get together to play
those variations.  I believe that Raph Koster's Metaverse project will
address some of this.  The result may well be so many variations on
multiplayer games that you'll be able to find a game that has the
entertainment that you like.  Today, we have lots and lots of people
converging on a few forms of entertainment, trying to get *their* preferred
entertainment out of it.

I use the example of the guy dancing naked in the middle of the street while
a bunch of roleplayers walk past, discussing the need for mobilization of
their mining conglomerate.  The two may well be incompatible, but they have
to coexist because there's one standard game mechanic that happens to
support both styles of play.  In PvP, the players interested in the
entertainment of getting into fights or of ganking any available victims are
looking for an experience that is different from the team-goal-oriented
players.  In Alterac Valley, they have to play in the same space.

JB




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