In this third Alternative View to The
Competition Conundrum, I've reprinted the thoughts of Jussica Mulligan,
regarding the myths of Player versus Player (PvP). Jessica regularly writes
the controversial column Biting the Hand for
Skotos. Next week we'll return to Travis' views on the issue, which offers
some commentary on this column as well. --Shannon
The issue or, I should say, the several and
various critical issues of Player versus Player combat in persistent
world role-playing games is coming to the fore again, in all its
contentious glory.
For some strange reason, this seems to be another
area where persistent world developers and, especially, designers refuse to
learn the lessons of past failures. In fine examples of the old saw,
"Hope springs eternal," each new designer and/or development team
is just positive they have the one true solution that makes
non-consenting PvP work. Game after game touts itself in development as
the answer to PvP, that they are the ones that will do it right
first.
Ive been hearing that since about 1989 and
have yet to see it actually work in a persistent world. In fact, every time
Ive seen non-consenting PvP tried in various forms, it has been a
miserable failure. Except once: Bartles MUD II, which can be counted
as the for-pay online adventure/RPG game that started the industry. Why it
worked in that game would take some pages to relate and that makes it
fodder for another column.
So lets explode some myths. Note that the
following is relevant mainly to for-pay games and especially large-scale
subscription games. In a non-pay game, players are willing to put up with
just about anything, mainly because its easy to walk away from
something if you dont have to invest any money in it.
And when I use the word non-consenting
in this context, it means simply that at least one party to the combat has
no choice of whether or not to fight; he/she is involved whether they will
or no.
Myth One: "There are many hundreds of
thousands, maybe millions, of players who want PvP in general, and
unrestricted PvP in specific."
I had this discussion (again) recently with
someone in charge of designing a fully PvP game and this hoary point came
up - again. As we used to say when we were arguing as kids, "Oh, yeah?
Prove it." The premise here seems to be that, because so many
first-person shooters with Internet capability are sold, there must be a
huge market for PvP in persistent worlds. More on that in Myth Two.
Quite aside from the fact that the argument mixes
two different markets and player demographics, which is making the mistake
of the old "apples and oranges" assertion, my experience has
been: Not when they have to pay money and invest time for it. The available
evidence would suggest just the opposite about non-consenting or
unrestricted PvP:
Some 80%+ of all game play in commercial
persistent worlds is either non-PvP or fully consenting PvP (duels, etc.);
Of the several third-generation persistent world
RPGs to be released since 1997, only one featured raw, unrestricted PvP as
part of the main servers (Ultima Online). When they reined back the killers
and instituted mirror lands, one PvP and one not, in late 1999 and early
2000, UOs subscriber base saw a resurgence. To be fair, institution
of new content scenarios, improved customer service and an enhanced program
to train new players had something to do with it, too. It is indicative,
however, that about 80% UOs game hours are now in the non-PvP areas
of the game;
One relevant online survey of persistent world RPG
gaming preferences can be found at http://www.andreasen.org/bartle/stats.cgi. That survey
notes that as of October 20, 2001, only 21% of MUD/MMORPG players rate
themselves as primarily killers, out of over 87,000 who have taken the
survey (and note that surveys of less than 3000 people determine what shows
we see on American TV, shows that are sometimes watched by tens of
millions). Put another way, 79% of players rate themselves as primarily
socializer, achiever or explorer players. When players rate themselves in
various combinations of the Bartle player styles, the Killer
category remains sparsely chosen.
I would assume that these 87,000+ survey
respondents are for the most part the hobbyists, the people most likely to
play these games anyway. The hobbyists are our bread and butter; the
subscription side of this industry cant survive without them right
now. If even they lean so far away from PvP and make up the smallest part
of the market, why would anyone construct a game aimed at them?
Myth Two: "Those statistics are wrong.
There is a huge market for unrestricted PvP; Look at the all those copies
of Red Alert 2 and Quake that were sold, and those are all PvP games."
This is like saying, "There must be a huge
market for stinkweed; look at all the oranges people buy!" There are
critical differences between the two types of games:
- Retail Hybrids such as Red Alert 2, et al, are
not subscription-based. That makes them a different market right there. The
minute you ask people to cut loose with money on a subscription basis, the
whole nature of the game changes. In fact, the nature of the Hybrid
customer can be described as "I want it for free or less.";
- The Hybrids are not persistent. One of the
main reasons people cut loose with additional fees for todays MMORPGs
is because of that persistence;
- Hybrids are not massive-multiplayer. The
MM part of MMORPG is part of the draw. Right now, the most
people you can normally shove into an Internet session of a Hybrid is 32
players. It is interesting to note, however, that the more people you can
host in a Hybrid play session, the more popular the game seems to be
- Hybrids are zero-sum games, meaning if I win,
you have to lose. After a while, 99% of the players realize that the other
1% will always beat them. They will then find another freebie game to play.
Myth Three: "Yeah, well, the reason
non-consenting PvP is so unpopular is that no one has done it
right
yet."
This is one of my favorites. I believe I have seen
every permutation of PvP possible in the last fifteen years and the only
variations that have ever worked in a large commercial setting were of the
consenting variety. One might present the argument that an exception was
PvP in games on the old online services, such as GEnie, CompuServe and AOL
pre-1996. And taken at face value, it certainly looks that way; several
such games allowed players to attack each other without warning and that
the PvP did draw together the players to punish the killer (see Myth Four
below). We did, indeed, see this kind of activity.
Part of it was the emotional attachment to
characters and social groups that we see in these games. However, there was
a more important limiting factor that is often ignored in this particular
debate. That limiting factor was the cost of playing the game, which was
anywhere from $3 an hour to $19 an hour, depending on the year, online
service and the time of day the play occurred. When a player could easily
invest over $5,000 to build up a character over time (and I know of people
that used to spend $2,000 per month to play on GEnie), you bet they
gather like white corpuscles to destroy the few PKers and griefers who
could afford to play. Money was the great equalizer, not design or style.
That emotional attachment to characters has not
gone away and designs are still stuck in the hourly mode, in that they
require many hours of play to advance. In these days of flat rate monthly
fees, however, anyone that can push a lawnmower can afford to play and
there are more griefers around. The reaction to this change has been a
demand for less non-consenting PvP, not more (see Myth One above), to allow
players to choose when and if to risk a prized character.
Yet todays designers continue to ignore that
important trend and to try to convince the gaming public that they, and
they alone, have discovered the Rosetta Stone that allows them to decipher
how to do non-consenting PvP in a way that everyone will want to take part
in. The current flavor of the month is Faction versus Faction and the
variations thereof, which is touted as promoting team warfare and,
supposedly, team protection. The theory seems to be that if you join a
Faction, youve automatically consented to the PvP. And there is
justification to that argument.
However, I think the point will be moot when
publishers see that "Faction versus Faction" is really just
another phrase for "piling on" and that that drives customers out
of the game. Sure as shootin what will happen is, one Faction will be
far more organized than the others, gather teams of 5, 10 or 15 players and
go hunting for smaller teams or solo players in a competing Faction, gank
them fast and move on. They wont be looking for a fair fight;
theyll be looking for victims. Thats what always eventually
happens, because PvPers as a class of gamer are out to win. They
dont engage in combat with other human players to lose, after all,
and if what it takes to win is to create unfair odds, thats what
theyll do. Why shouldnt they? Thats how you designed the
game, isnt it?
Myth Four: "Non-consenting PvP is
necessary to create conflict, which creates drama, and that conflict/drama
draws players together."
This argument derives from the well-known theater,
movie and TV concept that there is no drama without conflict.
What it ignores is that A) online games are not movies or TV, and B)
conflict does not have to be an immediate life or death choice to create
drama. Designers tend to ignore this, because it is so much easier to just
set up PvP and let er rip. If persistent world designers wrote TV
shows, youd see sitcoms in which the parents discover their child
disobeyed their orders to not hang out with the local bad boys (the
conflict) and, instead of spending the show deciding how to deal with this
thorny issue (the drama), they just gank the kid and then go steal a new
one from the neighbors.
The fact is, this Myth is just the designers
rationalizing their own inability to come up with something better than
"Ganking for cash and prizes" with the development and management
resources they have available. If you stop and think about it, more drama
is created if the conflict merely suggests that life and death might be on
the line later if the conflict is not resolved by other means. And far more
drama is created by taking the player just to the edge of death, then
jerking him back from the precipice.
The main problem as I see it is that designers
seem to want to be directors, not designers. Unfortunately, what works
really well in TV and the movies (or for six people around a tabletop)
doesnt work very well at all in an environment that includes tens of
thousands of heroes looking for the tools to create their own legend and
story. Participants want to have an effect on the world; observers just
want a ripping good yarn. It requires far more work, organization and
execution skills to engage a participant than it does an observer.
Development teams just dont plan for the
resources to manage that kind of world, because, dammit, its their
world! Im designing a moving, heart-gripping story; get with the
program! So what we get is the same old thing, over and over. Of course,
the serial numbers and model name are filed off, polished and presented as
"new and different!" Just as this years crop of sitcoms is
touted as new and different, even though they are the same old jokes
weve been hearing on TV for the last thirty years.
And of course, in the grand tradition of online
games, well have to wait for most of these extravaganzas to crash and
burn before we start to get some real work into creating a new persistent
world that allows players to create their legends so successfully, it is a
runaway hit. Im not sure exactly why it is that publishers and
developers feel they can ignore history and empirical evidence when
designing a persistent world; it is just so.
Its like every physicist in the world
ignoring the work of Planck and Einstein every time they start a new
research project that involves cosmology. They may get to the same place
eventually, it just takes long and costs more.
And isnt that kind of stupid?