Player versus player combat is a prerequisite for me now in any MMO that I am going to invest a lot of time into. As I mentioned before, PVP provides so much to the MMO experience. No longer are players just playing next to each other in their journey through the game, with PVP players are competing with each other for everything. This adds so much to the gameplay.
My initial experience with PVP was in Everquest. After Everquest, I played World War II Online, Lineage II, and World of Warcraft. Now I am playing Everquest II on a PVP server (Nagafen).
Each of these games did many things right with PVP.
- With World War II Online PVP outcomes have macro level consequences. If the Axis is winning, they have access to more supplies and weapons and the frontline of the conflict shifts closer to the Atlantic Ocean.
- World of Warcraft’s use of instancing ensures that players can always find a fight.
- Everquest II’s use of titles, status, PVP gear adds consequences and purpose to PVP fighting.
Having said that, the PVP systems in these MMOs are still lacking. All MMOs today lack a truly meaningful purpose for PVP. Character development, consequences, goals, and community are the reason I play MMORPGs and not first person shooter games. In first person shooter games you get dropped into totally meaningless action. Your actions have no real significance to the world around you. Tomorrow when you start playing these games again, you are at the same place your were today. There is no character development or purpose to your PVPing.
Unfortunately, MMORPG player versus player combat suffers from this same lack of meaning. However, this doesn’t have to be the case.
Here are some suggested changes to PVP systems to give them meaning, purpose and consequence.
- Controllable Territory -MMOs should implement systems where players can control territories. Controllable territory would also increase the community because teammates would have to work together to hold territory.
- Benefits from Controlling Territory – Players should receive some benefits from controlling territory. This is needed to add purpose to the PVP combat. Maybe if your team controlled a zone, the zone would give you and your teammates a higher percentage chance for rare loot and rare harvest items. This would certainly make controlling territory more meaningful.
- PVP Experience – Players should receive experience for PVP combat. I like it that Everquest II gives players experience for successful PVP kills. However, I think that more could be done with this. Maybe MMOs could implement separate leveling systems for PVP combat.
These are just a few thoughts. What do you think would give PVP in MMOs more meaning?
April 25, 2007 at 4:21 pm
Not everyone likes PvPing, and giving people who do lots of cool extra stuff might be seen as unfair and a turnoff for people who don’t want to get involved. Also making a balanced PvP system with reasonable rewards that is impossible to exploit is a tall order for any games designer…
April 25, 2007 at 9:15 pm
Thanks for your comment. I understand you concern Imcompetnce, but MMOs do not have to only give bonuses to PVPers. PVP is just one aspect of the game. In most MMOs, tradeskillers receive certain benefits that adventurers don’t. Is this fair? Sure it is. If there were no benefits for tradeskillers, people wouldn’t do it. There is plenty of content in most MMOs for everyone to enjoy the part of the game they like best.
June 19, 2007 at 9:18 am
Your suggested changes already exist for more than 3 year in one MMO: EVE-Online