With the craziness surrounding the
Darkfall release really reaching a
head these last few weeks, an interesting subplot arose in my
competitive vision. While
World
of Warcraft definitely
has garnered its own share of PvP fanatics, there’s a
distinct difference between faction-based PvP and open PvP. In fact,
there’s so much difference between the two that entire
communities have sprung up around games –
Darkfall,
EVE Online
and
Mortal
Online in particular – that espouse
the novelty of having a truly open world where anyone can gank anyone
else anytime of the day or night.
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Darkfall's
release has open PvPers in a frenzy.
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So why do these communities exist? What drives these players of short
tempers and bloody blades to band together in roving bands of homicidal
tendencies and blade-in-the-dark conspiracies? I have a few theories
(and they’re only that) and some opinions, but I certainly
encourage everyone to jump in and help me figure out why these open PvP
titles create such a stir.
1. Hostility Feeds Off
Hostility – The most obvious theory in my list
points to the natural flavor of these players and their desire to have
more of it. It takes a special type of person to play in an open PvP
game: the vast majority of open PvPers seem to take pride in their
skills while also being eager to jump into the fray with anyone that
steps over that imaginary line. These players are like that guy in your
local bar that is always itching to be the first one to throw a punch,
even when the offense is little more than a spilled drink. These
individuals attract more of their kind simply by existing, and the same
can be said about the uber-aggressors in open PvP communities. These
guys want to fight you, and they want to fight you now. It’s
not a bad thing, but a community built around these individuals
certainly has a high risk factor involved for the new player.
2. Gamers Want That
“True” Experience – Few MMOs
since the original EverQuest and Ultima Online have really felt like a
“true” experience. I use the word
“true” in this case to define that sort of
table-top gaming experience that many of us grew up with. While it
still seems technically impossible to allow gamers to do everything
that you might be able to do in an imaginary world like D&D,
the concept of having a group of developers making your game to simply
“give you the rules” and nothing else is exotic and
enticing.
EVE Online
has displayed this idea time and time again, and both
Mortal Online and
Darkfall seem to
have this theory behind their development teams. Gamers want to feel
like their world is limitless and the very notion of open PvP drives
that point home. Once you start building faction-based PvP into the
game, there’s already an automatic wall that you’ve
built around yourself. Even EverQuest (at least in the early days) gave
you the option to chat with “The Priest of Discord”
and make yourself PvP-viable.
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