Original Post
Previous WuXia Discussions: - Magic and the Elements - Skills and Attributes I'm sure there have been many previous discussions on the Pros and Cons of implementing a "PvP+" or "Open PvP" system in MMORPGs. The main argument for it being that it is more "realistic" and fun, while the main argument against it is that it allows room for "griefing", or players killing/harassing other players for no particular reasons. What I'd like to do here is promote a discussion on, and perhaps begin a circulation of, ideas which are outside of the box that solve current issues by adding systems that compliment existing ones instead of restricting them. First, let us examine the nature of PvP in MMORPGs more closely. Why do players enjoy PvP, and why do they hate it? I believe the answer lies in the reasons they play the MMORPG to begin with. For an MMORPG, the strongest gameplay appeal is the ability for a player to take control of a character, and to develop this character from a lowly rabbit-hunter to a slayer of dragons. The allure of character development combines itself with a very strong but very chaotic social factor, and an MMORPG becomes a hugely addictive experience where thousands of players strive to distinguish themselves from others, to have their names known throughout the land and to have influence over the world. And this is where PvP comes in, for what better way is there to show the world your dominance, than to crush those weaker than you? At this point the culture, or mindset, of many players influences them to rebel against those who want to prove their power this way. This is the result of putting such a huge focus on Self-Improvement in a highly competitive and social environment, a rift is created between those who kill freely to assert their power, and those who strive to protect the innocent. It is in this phenomenon that I believe lies not only the flaws of existing PvP+ systems, but also the huge potential of PvP+ in delivering to players an experience that truly takes advantage of the MMO genre. In my opinion, one of the keys to creating the perfect PvP+ system is to allow the phenomenon I described above to happen freely. That is, instead of having "safe areas" or PvP zones, a kill anyone, anywhere system is implemented. PvP becomes a universal thing, an event that can happen at anytime and a variable that must be taken into account by players at all times. By making PvP such an iminent factor in the game world, there is a bigger focus on death, and more importantly on life. Players are forced to make their characters more well-rounded, and player power range is more easily balanced, while character builds created to "level up" in a certain way are less desirable. This not only makes PvP a feature as opposed to a perk, but it also solves the issue of player self-development in an environment of player competition. That is, you won't have players developing without interaction with others, and having the important higher level of power than that of other players when they do not even interact with each other. This is why I believe a PvP+ is fundamentally important to MMORPGs in general, and especially those with a pervading combat system (all MMORPGs in existence). Open PvP is the first step, the next step is balancing. In current PvP+ systems there are some pretty drastic measures taken to restrict players from going on killing sprees. The game that comes to mind is Lineage 2, where a karma system is used to punish players for commiting acts of murder. Unfortunately, the highly simplified system is abused and is the cause of more chaos than order. The key to balancing a PvP+ system, like I have stated above, is to allow players to self-regulate. Too often there is the application of an overly simplified good-evil balance, where morality and right/wrong are forced by the hand of God into an environment where not even the philosophies behind these systems apply. The best solution, and the only one in my mind, is moral ambiguity, and the allowance for players to punish/reward themselves. So instead of restricting players through unrealistic alignment systems, and instead of assuming that the good-evil balance is the prevailing and correct social-political philosophy, we allow the phenomenon of human social interaction to play itself out. For such a system to exist, there must be a few things in place. First, there must be an extensive system of non-combat oriented skills. These non-combat skills would preferably not relate to combat at all, but either way they must hold importance. The existence of the practitioners of these skills creates a subcommunity of non-combatants that puts a bigger focus on the lucrative nature of bothering them, and more importantly the need for their protection. So, the implementation of non-combat oriented skills actually promotes good reasons for combat. Off the top of my head, architecture, mini-games, weapon and armor smiths, food makers, merchants, pimps, etc. and systems such as resource harvesting or more complex trade systems. Second, there needs to exist a limited justice system, or governing system that is highly accessible by players. When players are able to put bounties on the heads of other players, or create laws for certain regions, then automatically you create a very interesting environment where almost anything can happen while a certain amount of order is maintained. Next, a sophisticated death system is required to make it not too tedious to players, but also to have enough weight that life becomes more valuable. A possible death system will be discussed in my next post. Finally, and most importantly of all, is an NPC system that integrates all of the above. To put it simply, there aren't the resources required to create a massively multiplayer world where all the levels of civilization are filled, nor are there players that would want to fill them all. NPCs must be developed to a level where they can understand the nature of the laws put down by players, and they must fill the roles that are the base for the operation of the world. Most importantly, this system of NPCs must be visible to players, and players must be able to interact with this system as much as possible. This kind of system is definitely within reach considering the technology we have today. Although the economic and practical nature of developing such a system is most likely not appealing to game-making businesses, I believe this is the next step for MMORPGs. OK, let's discuss!!