03-24-2012, 03:20 AM
Let's see if we can make a list of the different forms PvP can take, and some of their pros and cons...
Structured PvP aka battlegrounds
This is tightly controlled PvP meant for a "fair" experience -- 8v8, that sort of thing. It could be ranked (like WOW Arenas) or unranked (like WOW battlegrounds) but the main thing that separates this form of PvP is that it's a tightly controlled contest with well defined rules.
The disadvantages of this form of PvP is that the limited battle space can get boring quickly and in most cases the matches are so small that you can't play with all your friends. (Usually the game actively tries to break up "pre-mades".)
Probably the BEST example of a good Structured PvP game is the Warband cRPG mod -- the teams are so large that you can almost always do a "premade" and it's not a big deal. Your premade is 6 people out of 100 on the battlefield and you won't be the only premade there (on your team or the enemy's). You can also join matches in progress so you don't have the battleground problem of "waiting in a queue for the next match".
While cRPG does this well (mostly due to the huge teams), I think in MMORPGs it has become the worst form of PvP available (mostly due to the tiny teams).
...kind of funny, really, that cRPG, which is just a free mod to a mostly singleplayer game, is more "massively multiplayer" than all of these modern MMORPGs. I mean, 8v8? What is this, an XBox?
Sandbox PvP aka "open world"
This is generally where you have a PvE world where you can incidentally kill other players. There's no game-defined purpose to the PvP, it's just an option.
The biggest disadvantage of this form of PvP is that without direction, PvP can be meaningless or difficult to find. EVE may be one of the best sandbox PvP games out there but it's pretty common to go for days at a time with no real PvP -- most people don't want to fight you and it can be a struggle to force them to! In most MMORPGs, open world PvP becomes meaningless as the good PvE content is instanced away (and therefor not available to be fought over).
Some of the better sandbox games (other than EVE) may have been Shadowbane, UO and Everquest (basically games that predate "instanced content").
A common complaint is that sandbox PvP usually isn't "fair", which is why instanced PvP became all the rage, but basically a number of people just need to man the fuck up and develop a little common sense when it comes to avoiding the zerg.
Directed PvP
This describes games like Planetside, DAOC and Battleground Europe (also Warhammer, but Warhammer did a really bad job of it).
In this style of game, rather than PvP being an option inside of a PvE setting, PvP is usually the primary focus -- in some cases PvP may be the only thing to do! You log in and while you may have a number of options on where to go and what to do, there are distinct objectives to aim for, which are persistent and "real world" (not instanced).
The disadvantage of this type of gameplay maybe just be that you aren't completely free to roam around the world, doing whatever -- objectives that aren't part of the "front line" may be closed or have limited options available. It's the price paid to keep combat focused.
Structured PvP aka battlegrounds
This is tightly controlled PvP meant for a "fair" experience -- 8v8, that sort of thing. It could be ranked (like WOW Arenas) or unranked (like WOW battlegrounds) but the main thing that separates this form of PvP is that it's a tightly controlled contest with well defined rules.
The disadvantages of this form of PvP is that the limited battle space can get boring quickly and in most cases the matches are so small that you can't play with all your friends. (Usually the game actively tries to break up "pre-mades".)
Probably the BEST example of a good Structured PvP game is the Warband cRPG mod -- the teams are so large that you can almost always do a "premade" and it's not a big deal. Your premade is 6 people out of 100 on the battlefield and you won't be the only premade there (on your team or the enemy's). You can also join matches in progress so you don't have the battleground problem of "waiting in a queue for the next match".
While cRPG does this well (mostly due to the huge teams), I think in MMORPGs it has become the worst form of PvP available (mostly due to the tiny teams).
...kind of funny, really, that cRPG, which is just a free mod to a mostly singleplayer game, is more "massively multiplayer" than all of these modern MMORPGs. I mean, 8v8? What is this, an XBox?
Sandbox PvP aka "open world"
This is generally where you have a PvE world where you can incidentally kill other players. There's no game-defined purpose to the PvP, it's just an option.
The biggest disadvantage of this form of PvP is that without direction, PvP can be meaningless or difficult to find. EVE may be one of the best sandbox PvP games out there but it's pretty common to go for days at a time with no real PvP -- most people don't want to fight you and it can be a struggle to force them to! In most MMORPGs, open world PvP becomes meaningless as the good PvE content is instanced away (and therefor not available to be fought over).
Some of the better sandbox games (other than EVE) may have been Shadowbane, UO and Everquest (basically games that predate "instanced content").
A common complaint is that sandbox PvP usually isn't "fair", which is why instanced PvP became all the rage, but basically a number of people just need to man the fuck up and develop a little common sense when it comes to avoiding the zerg.
Directed PvP
This describes games like Planetside, DAOC and Battleground Europe (also Warhammer, but Warhammer did a really bad job of it).
In this style of game, rather than PvP being an option inside of a PvE setting, PvP is usually the primary focus -- in some cases PvP may be the only thing to do! You log in and while you may have a number of options on where to go and what to do, there are distinct objectives to aim for, which are persistent and "real world" (not instanced).
The disadvantage of this type of gameplay maybe just be that you aren't completely free to roam around the world, doing whatever -- objectives that aren't part of the "front line" may be closed or have limited options available. It's the price paid to keep combat focused.