10 December, 2007
A recent post on Broken Toys talks about the problems the PvP game Fury is having. The short version is that they ran into a lot of the same problems that developers saw back in the days when M59 and UO launched.
So, let’s talk about PvP design and how to do it “right”.
Try to be constructive here. Let’s assume you’re a designer on a PvP project; if you’d just quit, go read something else on my blog. :)
The first major problem, as the CEO is quoted as saying, is that you need to do something to allow for a reasonable learning curve for new players. Getting in and getting ganked immediately doesn’t really make people happy. I also think it’s important that you give your players a “winning” experience to get them excited about the game. Most PvP combat tends to have absolute winners or losers, so having everyone, even inexperienced newbies, get a winning experience is hard. One thing mentioned in the comments of that thread is to even allow the losers to gain something from the encounter so that they feel some sort of advancement.
What are the other design features are important? And why? Bonus points for considering the smaller scale, since people with money are going to be hesitant about throwing large amounts of cash at a PvP-focused title.