Curse

PvP - the new MMO supertrend

Not too long ago a lot of you may remember talking about MMO games and their respective endgames with only one thing in mind; Raids and PvE progression. Following the highly popular trend derived from classic MMO games such as Everquest, the mainstream games of today such as World of Warcraft quickly adopted this core design structure. That was in 2004, however. Today, in 2007, we are seeing a completely different trend arise inside the MMO gaming sphere.

Player versus Player combat, or PvP for short, is what made games such as Ultima Online or Dark Age of Camelot hugely popular in earlier years. Following EA's acquistition of Mythic Entertainment a while back, EA - as large as they may be, are now sporting 3 of the most renowned PvP MMO games in the world. Ultima Online's revamp "Kingdom Reborn" is sure to be re-vitalizing the interest in a game a lot of people thought dead and forgotten. The other two giants are none other than Dark Age of Camelot - the first RvR (Realm versus Realm) centric MMO to ship to a broader audience and Warhammer Online; Mythic's latest up-and-coming flagship title.

Other titles that have captured large amounts of the market are Asian developed Lineage 2 and American based Guildwars. As we are moving through 2007 it is becoming increasingly apparent that more and more developers are focusing on the dynamic gameplay that a PvP 'endgame' allows for. Even Blizzard Entertainment, responsible for the worlds most popular persistant world - World of Warcraft, are jumping on the bandwagon and even taking it one step further as you can see in this video interview I had with Paul Della Bitta, Senior Community Manager and Blizzard E-Sports figurehead.


What is the cause of this?

If we are to believe the hardcore nuts of #Battlegroup9, Gamesurge, the reason is simply "PvE sucks". While I am certain that some people certainly don't enjoy the "static" design that is Player versus Environment (PvE) endgame, I think the roots of this trend lie deeper than just pop culture. If we again look back to the "glory days" of Everquest, one of the main driving and selling points of the raiding endgame was that there was real competition around the availability and achievement of defeating endgame bosses. In today's world, however, just about all of the endgame in any newer MMO is instanced - meaning that even if Guild A goes and kills the monster, it will still be available for defeat to Guild B who will enter the same zone in a different spawn instance.

Back in the day, as people so cleverly say, this was not an option. You had to bring your team to the monster when it spawned, often resulting in "races" of who could be the first to get to and defeat said encounter. Essentially, a winner takes all mentality. The strongest (and perhaps the least RL socially active) guilds would form routines around killing all the hardest monsters each week in order to collect the loot and claim 'intarweb superiority' over everyone else. With instances, this level of competition is gone; leaving a void zone desired by many gamers. For many, gaming is about being better than everyone else and having the resources to prove it.

Perhaps another reason also resides in the fact that the generation who were playing games such as Everquest religiously have grown up and are either already in or starting on their careers, marriages or what have you. A clear drawback of the raiding endgame is the time commitment required by a larger amount of people in order to accomplish anything noteworthy. PvP on the other hand, does not require the same amount of time commitment from the same amount of people. That is, at least not in the competitive MMOs of today.

The bottom line in this matter is that the developers and publishers for the most part will cater their games towards where the money in the market lies. With games such as Warhammer Online: Age of Reckoning, Fury, Age of Conan and Guild Wars 2 on the horizon, the stage is set for a very interesting and competitive battlefield, testing each players skill, dedication and their character's gear.

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  • Jarlaxle said 
    Tue, Jul 3 2007 9:58 PM ()

    lawl. I'll copy paste my comments from v4

    I think you make a good point when you say why PvE is dropping so much lately. Another reason might be due to the fact that WoW introduced alot of people into the genre, and alot of those people got bored with PvE (uninteresting quests, mostly grinding for items and instanced raids) in that game (WoW is mainly a PvE game, you can't deny that). So there you have a good number of people for more PvP based MMOs...

    Btw, most of the people that played UO in its early days are disgusted with what Mythic has done with it. Plus I don't think there's a open pvp and full loot server atm. Maybe Siege Perilous ?

    Guild Wars isn't a MMO. Even ArenaNet stated that

    Anyway I don't see a MMO with good PvP atm besides EVE. And of those that are gonna be released ? AoC and Darkfall, eventually WAR...

    btw I can barely hear your voices. Probably got something to do with the quality/environment

  • Kody said 
    Tue, Jul 3 2007 9:58 PM ()

    Yeah the room we recorded it in sucked in retrospect. It seemed ok when we did it, but apparently something screwed with the sound due to noises from running equipment or some such.

  • Tue, Jul 3 2007 9:58 PM ()

    I truely don't understand what the big deal is with PvP. When I started playing WoW I did so because I heard you were going to be able to fight Illidan and Archimonde, having played WC3 that seemed really cool to me. Maybe I'm just weird but I like PvE, I don't care if everyone has or is going to beat the same bosses before or after I do. I just want to fight them, die and try until I eventually defeat them. I've never like PvP and to me gaming is about me, doing what I want to do.

  • Tue, Jul 3 2007 9:58 PM ()

    This "PvP-revival" is simply the result of two different effects, the first is the "Fast-foodisation" of the mmo wich is easier to implement in an pvp enviroment and the other is simply that another type of game dieing, the FPS game, those players seek new games and the logical continuation is the Pvp oriented games for them, but according to http://www.mmogdata.com/?q=node/12 the Pve-oriented games still seems to have a little advantage ^^, but actually in 2007 it's quite funny to see that people still try to cut the mmo in Pve-mmo and Pvp-mmo like we can't except an mmo who could do good in both environement.

  • Nimloth said 
    Tue, Jul 3 2007 9:58 PM ()

    I'm not quite sure having a game try to balance PvE gear and PvP gear around two completely different game styles always is the best way to go. Have you looked at the WSVG site? Doing 3's in there with preset gear and races / classes sounds pretty fun to me. equal playing field~

  • Iskevosi said 
    Tue, Jul 3 2007 9:58 PM ()

    It will be interesting to see what happens with the market and how people like SOE take the games they have a develop them further.

    I am not a PvP fan, I like to get into a story (Quests) and move through it and getting my rewards as I go. I don't race to get to the next level, nor do I want to be classed at the best on my server. But hey, that's me :)

  • Tue, Jul 3 2007 9:58 PM ()

    @Nimloth this is e-sport wich even it's about pvp it's something that can only happen on "high-subscriber/worldwide-avaibility" game wich basicaly leave only wow so it's not really linkable to a "pvp trend" you are refering to, but from my understanding i don't see why having to Pve to gain pvp gear/power or vice versa would be a problem it just look normal that the one pushing the most time/effort into a game will have bigger advantage on this field, because anyway for a full balance like on fps the mmo gameplay would need a major-overall like including aiming/hiding or some other player controled ability other than just pushing skills and assist.

  • Tue, Jul 3 2007 9:58 PM ()

    Always been a fan of PVP ever since Diablo II :D Friend of my tought my some tricks and we became some of the best "legal" PVPers in Europe playing a Sorc :P

  • Tue, Jul 3 2007 9:58 PM ()

    PvP is fun because its uncontrolable and impredictable , unlike PvE where you do the same boring strategy , grind , and repeate the encounters alot

  • Jarlaxle said 
    Tue, Jul 3 2007 9:58 PM ()

    @NeoSliver:

    WW2Online and Planetside are both MMOs. They are of course PvP games.
    Also, could you please provide me with some info on this statement: "FPS games are dieing"

    PvP in MMOs should NEVER be about who spent the most time item grinding, but who has the best skills (this doesn't need to be the result of who spent most time playing).
    PvP in WoW should be done like in WSVG.

    And for me PvE can't compare to single player RPGs. An ideal MMO PvE game for me would be a coop version of Fallout, for example. Because in current MMOs there isn't much of a storyline/non-linearity. Its hard to implement

  • Tue, Jul 3 2007 9:58 PM ()

    Well it's not rocket science to see that FPS-type game arn't popular as before just look the WSVG for exemple, an event like that 5+ years ago where like 3 FPS games and one RTS, but now it's only 1 FPS, but on the other hand the solo fps grown a lot with console-fps like halo/gear of war, but the non-evolution of the genre (other than graphic improvement to sell the new 3d engine for the last gefore56 GTX v12-34) have just bored the community wich now try mmo or some mmo-fps like the one you pointed out.
    As for the time in MMO, whatever PvP or PvE, MMO always been like an "Inteligent way" of playing because the time you spend one day will improve your next day of gaming, if you remove this concept you would loose the majority of MMO player who think that character advancement is the key of those kind of game.

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