Coming to Blows – Role-play and PvP
By Mercurie

Although it is still a matter of great debate, PvP (Player versus Player) is nothing new. The term itself apparently originated all the way back in 1992 in Ulitma Online, the early MMORPG based on third edition Dungeons and Dragons.

Although the game was meant to be PvE (Player versus Environment), a glitch allowed spells to harm other player characters. Many players found this appealing and as a result "Player versus Player" areas were developed.

While the term may have come about with Ulitma Online, PvP is a concept that actually goes back to the old pen and paper role playing games. While many role-players frowned upon the idea of player characters killing other player characters, there were always role-players who had no objection to the idea. In the group I always role played with, we tended to view our games as dramas that were written as we went along. With that in mind, if it was in a player character's nature to kill another player character, he might just do it. Indeed, in a game GM’d by my brother, I was actually put into the position of having one of my old characters (originally a ranger, he was then a powerful Elven lord) threaten one of my new characters (always a petty thief). Fortunately for my thief, it didn't come to blows...

Since PvP was a part of the old pen and paper games, it naturally made its way into the MUDs which descended from them. It was a part of Gemstone III, and even many of the smaller MUDs. Indeed, while I never fought a character in the few MUDs I frequented, I could well have. However, PvP plays a larger part in some MMOs than others. Regardless of the fact that the basic idea of PvP predates Neverwinter Nights, the PvP experience has never played a large role in Everquest. After all, Everquest permits PvP on only one server. At its release, Everquest II did not allow for PvP at all: it was not until Live Update 13 that PvP was even introduced! Other games, such as World of Warcraft, allow consensual PvP only in certain areas.

While some MMOs emphasize PvE over PvP, others seem to thrive on PvP. Upon release both Asheron's Call and Dark Age of Camelot included PvP as part of the games. Shadowbane seems devoted almost entirely to the idea of PvP. While one cannot engage in PvP just anywhere in Shadowbane, it is not nearly as restricted as it is in, say, EverQuest. Meridian 59, cited by many the original 3D MMORPG, has evolved into a game that is centered primarily upon PvP. Indeed, it is not unusual for player characters to engage in outright guild wars!

Clearly, given the number of games that are either PvE oriented or PvP oriented, there are players who fall into both camps. And I can see the appeal in both. For me the appeal of a PvE environment lies in the cooperation with other characters in completing quests. The only opponents one might face are the various mobs that might get in one's way. For me the appeal in PvP lies in the competition with other players and the threat of being attacked at any moment. I suppose one way of looking at it is PvE is like The Hobbit. The only real threats come primarily from outsiders. On the other hand, PvP is like Sin City. Threats can come from, well, anyone...

That having been said, I do have a few qualms about PvP. As I said earlier, my old role-playing group viewed role-playing games as dramas which were written as we went along. Given that, I do not think player characters should seek to kill other player characters simply in the spirit of competition, or to increase in level, or simply because they think it is fun. To me, if two player characters are going to kill each other, then they must have some motivation to do so. For example, Durin the Dwarf stole a valuable artifact from Aelfric the Elf. Aelfric then decides he is going to get the artifact back, even if he must kill Durin for it. As another example, in a rage, Coel the Necromancer kills Gwendolyn the Druid. Unfortunately, Gwendolyn happens to be the beloved of Edwyn the Ranger, who now plots to kill Coel in revenge. To me, unless one decides his or her character is a psycho killer, he or she must have some motivation (not necessarily a good one, mind you) to kill another character.

Given my thought that PvP should be based in the desires and motivations of the character, and not necessarily that of the player himself or herself. As to how to execute this in game terms, the concept is a bit more difficult. Given the fact that most players either love or hate PvP, I certainly think that PvP should be kept on a separate server or servers. Unfortunately, that does not solve the problem of insuring that player characters have the proper motivation for killing other player characters. There will be those players who will seek out and kill characters simply in the spirit of competition, to gain experience and level, or simply for the thrill of it. And I really can’t think of any way to prevent that.

At any rate, I certainly think that PvP has a place in MMOs. I have no idea how Vanguard: Saga of Heroes will deal with PvP, but I know this for certain: there will always be players who hate PvP and those who love it.

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Last Updated: Mar 29, 2016

About The Author

Karen is H.D.i.C. (Head Druid in Charge) at EQHammer. She likes chocolate chip pancakes, warm hugs, gaming so late that it's early, and rooting things and covering them with bees. Don't read her Ten Ton Hammer column every Tuesday. Or the EQHammer one every Thursday, either.

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