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Thread: [Discussion/Debate]World Progression VS Individual Progression and PvE VS PvP

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    Roxane's Roadkill Reputation: 87
    DarkAztaroth's Avatar
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    These aspects of games are not mutually exclusive either... And I don't think they're used that often either anymore.

    I think the reason why there is such a focus on PVE vs PVP is mostly due to it being pretty much the defining aspect of how the player will interact with the game rather than the content in the game or the progression inside of the game and also that some people really hate one or the other. I think most players look for gameplay in games before they start to care about player progression and such. Systems however have always been an important and defining part of MMOs (Guilds/housing/farms/trading)

    PVP and PVE however are very nice and short way to illustrate the main scope of a game that focus on either (mobas are PVP, grinders are PVE~, and player of each other type of games really dont wanna play the other one). If one is well balanced between them, then people won't bother talking about that.

    Infact when I see new MMOS, the words I hear are not ''PVE or PVP'', unless the game has a heavy focus on one of those 2 gameplay types. Most of the time, the main defining traits are the settings and type of games (AKA : It's a MOBA, it's a MMORPG) and for MMOs specifically it's open world vs instanced and sandbox vs themepark and then people generally begin to talk more about systems.

  2. #2
    Wario’s Bad Accent Reputation: 12
    mandylion's Avatar
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    in my few a mmorpg must be 100% pve or 100% pvp and not together the struggle compagnies have atm is for years and years to balance the classes and its not working nerf this nerf that buff that and buff this and it never stops and players keep QQ on forums about there class and how op other classes are and i think that this keep going forever sadly

  3. #3
    Marios's Mustache Wax Reputation: 10

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    Quote Originally Posted by PaperJedi View Post
    The crowd of gamers that play MMO (and I mean the majority) are casual kids who are in their teens and are part of the entitled crowd. Or Adults who have a life and not enough time to sink into games like they used to. They dont want substance that requires you to read or a wolrd for that matter. The "money" which is what developers care about only care about 2 things PvP and PvE and how fast they can achieve those 2 things. Its sad to say but it is the harsh truth people dont care about gameplay anymore. They just want to hit max content right away and be hand fed everything. This is why you dont see people looking for lush graphics rich content and amazing story (the shiet that matters) and they just do this: LF PvX game with good GFX and what class is the best.
    And this is why development studios sometimes fail because once these casual players reach end game and there is litterally nothing to do but roam this static, non-progressing world, they leave never to return all the while complaining about the game's generisity (if that makes sense)

    Therefore in this online community, do you think it would be better to consider how a game's progression is rather that whether the game is PvP or PvE focussed? Instead of suggesting games with a PvP, PvE or individual focus, suggest games which have a high dynamic world factor, such as NPCs which evolve over time or give recognition based on player accomplishments (or infamy) or even maps which are affected by player skill use like a forest burning down. If this can't be suggested then a suggestion can be made for a progressive style of PvP which has interactions with the world change based on (PvP example) infamy in which certain NPCs may out right refuse you service or call the guards if you talk to them and some may even offer you different services because of it but these should not be linked to infamy in particular and have a historical aspect to them, for example in most games, after your infamy goes away, everything is as it were before but it should really be that those people in the game remember you as an ex murderer and may be fearful of serving you for a while, ETC.

    The biggest challenge for developers would be to code several counting factors and interconnecting them within the game which could lead to hair pulling development as the game should (ideally) be designed so that each player contributes a story towards the world. This should mean that quests which appear the same to everyone should be removed and replaced with something more fitting like a request center and each NPC could have their own accompanying story or the story should encompass all players in the world as a whole and change based on the phase of completion.

    I'm not suggesting to force the person into looking for a progressive dynamic game, but that should be the game we have people look for instead as the way MMORPGs are now, it is unlikely something revolutionary would happen soon leading to the genre to stagnate over time.

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