Yes, That's A Problem

Auran’s CEO, responding to rumors of Fury’s imminent cancellation:

Sadly, too many players have only experienced a savage beating at the hands of veteran players.

A friend of mine was moved to comment*, upon hearing the news:

Hey, game designer! 1997 called, they want their problems back.

* not an exact quote, but if I quoted exactly, my blog would be NC17.

  • Nicademus

    b7|nG bck ol sk00l fV7Y!!!!!!!!

  • Soulflame

    When you make a game with only wolves, the wolves quickly devour their young, until nothing is left?

    Shocking! Shocking, I tell you! I would have never guessed that.

    Well, aside from the 20+ years of analysis that’s lying around the web talking explicitly about PvP MMOGs and this precise problem with them.

  • Angstrom

    Did these guys completely ignore Shadowbane’s object lessons about marketing on purpose, or are they actually that stupid?

  • Nicademus

    For the record Soulflame is a trammel loveing care bear. PvP is clearly the only way you prove your worthiness and skill at using hacks and flaws in the game mechanics to destroy people stupid enough to be new to the game.

    It’s like people don’t even understand tactics anymore.

  • wufiavelli

    Why does it seem the conclusion by this community about PvP MMO is that they are doomed to failure so anyone trying to make them is just a nieve moron. You seem mock games like Horizons, Roma Victor, Darkfall, shadowbane, Vanguard because of their shortcomings. Seems it would be a lot brighter and more productive to put that 20+years of commentary and research together on how to make a proper pvp MMO.

    And please refrain from that wolf argument, for one it is a poor and flawed argument no many how many years since the Shadowbane release you have repeated it. It was exactly because of the intense PvP that such a poorly implement game like Shadowbane was able to even remotely survive for the time it did. Eve itself survives for such a long period of time because of its intense economically oriented PvP. Sure its other features are nice, but its the so called wolves being allowed to go after each other in a properly implemented setting that retains the games population and numbers.

  • Soulflame

    EvE is a niche game, that now is best known for PvPing your computer. Shadowbane was a joke, is still a joke, and will be the punchline of PvP MMOG jokes for years to come. On top of that, Shadowbane has the dubious distinction of proving, singlehandedly, that not only is the market not ready for a hardcore PvP MMOG, neither are the people who actually play them. Horizons? Failure. Roma Victor? Never heard of it. Failure. Vanguard? Faaaaaailure.

    Want to talk about a game that has, I dunno, succeeded at pushing itself as a PvP MMOG? Take your time, it may be a while before you actually think of one that’s actually succeeded.

    Second, you seriously are barking up the wrong tree. Scott is a dirty PK from way back when. I, myself, tend to play PvP type games, so do many, if not most, of the people in this community. We do not delude ourselves as to the flawed approach to PvP games up to now, unlike, apparently, some people do.

    If Fury’s basic problems are pre-made teams that are abusing overpowered gear or builds, then it’s comically stupid to even think this is excusable. (And with the quick perusal of one of the threads Scott linked, I’d say that’s the biggest concern of many people who do play Fury – that there are teams that are for all intents and purposes “unbeatable”. Who wants to waste time when you know you’re going to get pulverized by “those guys” when it comes your turn to play against them?)

    Persistent PvP MMOGs have several core problems – the biggest, in my opinion, is that persistence leads to players expecting that Time Spent In Game = Player Power. This freezes out anyone who’s even so much as a month late to the party, much less what it does to people who try to jump in years down the road. It’s like joining an Age of Empires game when everyone’s in Imperial, and you’re stuck in Feudal. Good luck with that, enjoy your assraping.

  • Marlowe

    Nieves? Why are you bringing uopowergamers.com into this?

  • Mist

    Fury’s problem is that they made a ‘Pure PvP game’ that is essentially just arenas, which most ‘hardcore’ PvP players hate, and on the off chance they don’t hate arenas, they’re playing WoW arenas.

    So basically, they alienated two playerbases: hardcore PvPers, and well, everyone else.

  • Mist

    Also, as an addendum, the game is just boring as shit, whether you’re any good at it or not. But nobody takes ‘boring as shit’ into their evaluation of games, instead just trying to bash them categorically as ‘PvP games’ or whatever genre they happen to be in. Guess what, boring games fail and fun games succeed, regardless of what genre or paradigm they fall under.

  • Mist

    One more comment:

    “Sadly, too many players have only experienced a savage beating at the hands of veteran players.” How ‘veteran’ can players possibly be. The game has been out a whole… what, two months? He should have just said “My game sucks and no one wants to play it.”

  • wufiavelli

    All those failures deserve respect. It is normally failures like that which drive evolution forward. WoW was not popular because it was innovative, it was popular because it was an extremely polished EQ. And eve is a Niche game because its a walking spreadsheet, not because of its PvP aspects. And that Joke of a game shadowbane, prove even a joke can last somewhat with a good PvP system. Not even a good PvP system, a PvP system that was only good at certain types of PvP like siege. It was the only reason people stayed for the time they did.

    Time Spent In Game = Player Power. Congrats you state a problem. And your conclusion to this problem is .

    “We do not delude ourselves as to the flawed approach to PvP games up to now, unlike, apparently, some people do.”

    The people who will solve these problems are the type of the developers that you so love to put put the word failure after. Because they actually have the balls to fail and go at it again.

    As for name games that are successful with PvP I already have, and which you have failed to refute.

  • Soulflame

    You haven’t listed a single successful PvP MMOG yet.

    Horizons? Give. Me. A. Break. The game was broken on release, a joke from the start of development til months after release, and no one, that I’m aware of, is still playing it. I’m surprised you would even _mention_ Horizons in a list of “successful” PvP MMOGs, as this game, above pretty much anything that is not Dawn, is a complete joke, failure, and an absurdity. FAIL

    Vanguard? See Horizons response. With added fun that I personally know six people who tried this game, and canceled it before their free month was up, so they wouldn’t have to actually _pay_ for it. FAIL

    Shadowbane? LOLOLOLOLOL Terrible movement scheme. Riddled with insane dupes and bugs that wolfpack never really banned people over. A “winnable” PvP MMOG that, shockingly, people won! And then got bored and quit, because surprisingly, when someone “wins” a persistent PvP MMOG, there’s no point in playing anymore!

    Roma Victor? Still never heard of it. Let’s see what Wikipedia has about this “amazing” game that is so amazing, that I’ve never heard _word one_ about it.

    Amusing. Another PvP MMOG that insists on Time Spent In Game = Player Power. FAIL

  • Soulflame

    Oh! I missed EvE.

    FAIL FAIL FAIL

    Hell, the China based version of EvE has the Shadowbane problem, in that one guild won Sec 0.0 space (or whatever it’s called) and _no one_ is able to break their stranglehold, because the only way to do so is to build a shipyard… in 0.0 space! That is _epic lulz fail_ right there.

    BoB came mighty close to winning 0.0 space in the western version of EvE; the only thing that stopped them was Goonswarm.

    _This_ is what you want to hold up as a _success_?

  • IanB

    Guild Wars seems to be fairly successful. The impression I have of Fury from everything I’ve seen/people who have tried it is that “It is like Guild Wars – but shitty!”

  • hsinclair

    “You haven’t listed a single successful PvP MMOG yet.”

    Uhh.. daoc? Given the creator of this site, it’s not even that brain-wrenching to think about.

  • http://www.lotd.org Jou

    Soulflame you seem to be pretty judgemental about everything posted. But what are your accolades? Why are you such a know it all when it comes to PvP? Have you ever been in the top tier? I highly doubt it. You can talk all the mess you want about what games are successful or not, but any game that still has users after being out for such a long time is a success, regardless if you have heard of it, liked it, whatever your excuse is. There have been plenty of solid PvP games out there, some of them fall short of the ideal one, but people continue to play it. It seems on your scale the only successful game has been WoW. Which in my opinion is a horrible display of the “nothing new, just polishing out other people’s ideas and making a huge treadmill to keep the sheep running and paying their subscriptions.”

    Eve is a very successful game, as is many other ones who made it to release and turned a profit. In truth you can have all the grind you want, but without a solid end game PvP you have nothing but a treadmill. Since I seen your opinions on the other games listed, how do you feel about these?

    DAoC, CoX and Guild Wars

  • wufiavelli

    Only strong point you bring up is the eve one, but then you bring up an example where they are stopped so that pretty much negates that. You fail to break down into details the failures of the games and why (even though on other analyst of fury you are totally capable of break it down into details). If you talk to the people who left shadowbane few say it was because someone had a stranglehold, it was because there was only one good feature. A PvP feature.

    And BoB and evil empires like BoB make a better villian in a game then you could ever script, making people continue to play eve. People love being underdogs.

    Hell people figured out to get democrat government that worked with human nature, i am sure we can figure out how to get a PvP MMO that fits with human nature.

  • Angstrom

    “People love being underdogs.”

    Thank you for demonstrating that you are oversimplifying the problem.

    People love to be *successful* underdogs. The problem is that the overdogs got to be overdogs by ensuring that there were no other successful underdogs and, unlike fictional evil empires, haven’t forgotten how to do that as they’ve grown.

    As a result, you have big, efficiently-run superguilds like BoB that nonetheless take time to meticulously crush rising guilds –sorry, corps– that are within reach.

    Being an unsuccessful underdog *sucks*.

  • http://www.lotd.org Jou

    Ah to add onto this. Which pure PvE games are successful? Since PvP games are doomed to failure.

  • Mist

    “Vanguard? See Horizons response. With added fun that I personally know six people who tried this game, and canceled it before their free month was up, so they wouldn’t have to actually _pay_ for it. FAIL”

    Vanguard had like… 1 or 2 PvP servers out of a dozen or so. And on those servers, very little PvP happened. It was not a PvP game at ALL, and PvP has nothing to do with why that game failed. Bring up some more misinformation.

  • Mist

    “Which pure PvE games are successful?”

    EQ and EQ2 are about the closest to successful pure PvE games. There is not ‘no PvP’ but there might as well not be any.

    WoW probably has the most successful hardcore PvP endgame just by nature of having the most players. The very high end of WoW arena play is essentially a wholly seperate game, and every win or loss counts. And at the low end of endgame PvP, I’m pretty sure more level 70 players are in battlegrounds instances at any given time than are in level 70 raid instances or even level 70 5 man dungeons. And WoW PvP servers make up a little more than half of the servers, and are generally more populous than PvE servers. So more than half the WoW players are playing on PvP servers, which are pretty grief-tastic, especially when leveling up, despite the lack of any real loss other than a few moments of your time. I think if WoW teaches us anything with regards to PvP its that your game needs PvP, and it needs some serious stratification with regards to tiers of PvP play to keep the populations from feeding upon each other.

    But not every game needs to be as successful as WoW to generate a profit. Saying EVE is not a success is just a huge lie. It is a financial success DESPITE being a hardcore PvP game with the most backward controls, interface, combat and core gameplay ever.

  • Anticorium

    Which pure PvE games are successful?

    Toontown Online had about 110,000 subscribers the last time SirBruce had numbers, back in June ’06. If it’s a failure, then so is Eve, which had right around the same subscriber numbers at that time.

  • Axecleaver

    A mistake I see in every PvP game is rewarding PvP victory with better PvP gear/abilities. This widens the gap very early in the game’s history, until what was a very small gap in the beginning becomes an unbeatable gap. We saw this problem with DAOC’s RP system and WoW’s arena PvP gear.

    When designing a PvP game, make sure you don’t reward your victors so much that the downtrodden can’t compete. They’ll just quit instead. Give them titles, fluff, whatever, but don’t give them bigger guns.

  • daslog

    Jou, ask Hades who Soulflame is (lol)

  • Merusk

    “The game has been out a whole… what, two months? He should have just said “My game sucks and no one wants to play it.””

    The veteran players are the folks who were in Alpha & Beta. Groups like Lords of the Dead, Paintrain, Carebear Stare oO. They were playing as far back as June & July, and having played with LoTD in beta I can attest that they knew how to make builds and teams that nigh-unbeatable by other elite teams. Casual players of anyone who came in the last 2 months are just the bug on the windscreen.

  • Mist

    Sounds like a game mechanics issue then, if unbeatable builds have stayed the same since beta.

  • http://www.damnedvulpine.com/ J.

    From what I hear, Fury would have been better if it had 1) been delayed 6 months and not been shoved out the door, 2) had a decent ladder system that didn’t reset periodically, and 3) didn’t result in you dying within 2 seconds of play time beginning unless you were amazingly resourceful and knew exactly what to do.

  • blachawk

    “Nieves? Why are you bringing uopowergamers.com into this?”

    As a former writer for UOPG, I can tell you he didn’t mistype. Nieves and naive mean approximately the same thing.

  • ubvman

    Theres plenty of healthy and growing PvP games out there! I don’t what you guys are talking about. Fun times to be had in Team Fortress 2, it even has distinct and varied player classes!

    Oh! Persistent world Massively Multiplayer Online PvP. And the game has to be designed specifically around PvP mechanics?

    Eve Online – I would think. It may be niche but apart from the occasional dev corruption and random bricking patches, its there.

    Why are people so worked up about PvP being a niche sub-genre of MMOs? Its niche, live with it. If someone makes a fully PvP MMOG that sells millions (or a few hundred thousand self sustaining), then it can be considered mainstream. You can argue all you like whether thats a realistic idea but after a few hours of TF2 – I think thats within the realms of possibility. The market determines “niche” vs “mainstream” not forum/blog rants.

  • EchoPoint

    RE: Mist

    Just wandered over to the WoW site and counted ‘em: total of 103 US PvP and 112 US Normal…so it ‘taint quite “a bit more than half.” Population numbers are average higher for the PvP ones (as far as high-medium-low gives accurate or useable number) but, given fewer servers, there should be a slight bias up on the PvP ones. Also, getting into a decent support group is far, far more important on a PvP server, so density is driven up further by ruleset.

    As far as “more 70s in battlegrounds than raids/5-mans.” I would submit that WoW’s “loose your way to uber gear” battlegrounds/PvP rewards have more than a little to do with that. If you spend enough time getting embarrased by Horde pre-mades, you too can acquire the top end PvP rewards.

    The time invested in gear and skill to get to the “Gee look! I looted the Axe o’ Awesomeness from a recently dead Gruul” point is substantial, and raid guilds have hardcore skill requirements. Or you can sit around IF annoying people in /Trade while waiting for the BG queue. And then rack up HKs by spamming AoEs without actually managing to KILL somethig…

    Not that anyone does that kind of thing…

  • Mist

    I was counting Euro servers too. And theres still plenty of PvP on the normal servers, battlegrounds are just as popular there.

    WoW’s formula works. Reward the losers a little. Reward the winners a lot more. Mudflation is not a bad word.

  • Dartwick

    EVE tranquility(western server) “works” because their is only 1 server and the game has been developed over time in response to what the population does.

    Its a rather narrow and specific method as evidensed by the failure of EVE China. It give an illussion of a more open world than actually exists. And even so there is always the possibility of a balance failure. All it would take is for about 10 or 15 key players to to decide on a new alliance. A lot of players might not like it but like real corperations little guys dont have much say in the game.

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  • Nicademus

    Just b/c I absolutelly loved the game I’m going to throw out Jumpgate as having had a decent balance of PVP and PVE for everyone to enjoy. I never really understood why it didn’t catch on more widely. But then it’s pretty clear by this point that I’m a micro niche player judging by how most games that I can’t stand succeed like crazy.

  • VPellen

    PvP vs Anti PvP. Here we go again. I’ve never bitched about my personal opinions on the subject, so here goes!

    Rant on.

    What really pisses me off about the “PvP is niche” debate is that it assumes that PvP is niche because of its lack of appeal.

    Am I the only person who seems to notice that the number of PvE centric games with proper budgets number in the hundreds, and the number of PvP centric games with proper budgets can be counted on two hands? Is it possible that the reason PvP games are niche is simply because they’re hard?

    I mean, pardon my language, but Jesus Fucking Christ, of course there are more successful PvE centric games than PvP centric games, there’s ten times as many of the bloody things! Now I’m not saying that PvP centric games are easy, but I hardly call the baby steps of UO, Shadowbane’s bug infested glory, a couple of PvE games shoe-horned into PvP, and EVE’s incredibly monotonous gameplay to be reasonable grounds for judgement on if the sub-genre has a chance or not.

    And for the love of god, can we please stop calling games niche just because they don’t have nine million fucking subscribers? Because it’s really starting to piss me off.

    Rant off.

  • Soulflame

    DAoC. Heh. Go look at the pop numbers for that game. They are right here:

    http://daoc.darkzone.net/

    You can’t see what the Euro numbers are anymore, oops. But they are trending similar to US numbers for the data that’s there. US peak is hitting 6100 during the week, 6500ish on weekends. Those numbers indicate a 50% drop from peak off of January of this year. There’s no expansion coming to bolster numbers. The impression I get is that EAMythic is busy reducing hardware requirements, and copy/pasting abilities between the realms until the game is “balanced” enough that they can largely ignore it, in favor of pouring money into WAR.

    The “failure” on the part of DAoC was this: ToA lowered the barriers to exit by a great deal, by requiring enormous amounts of time in PvE, on top of already onerous amounts of time required to RvR for power level increases. The release of WoW kicked a large number of people over that barrier.

    On top of that, DAoC isn’t a PvP game, by design. It is an RvR game. There were two PvP servers, Andred and Mordred. Andred failed within the first year, and Mordred is posting peak population numbers of about 140. In other words, Mordred’s population is approximately 2% of the active online playerbase.

    WoW is “successful” in that it has a huge number of subscribers. I could list reasons to hate on WoW, but apparently those reasons (travel time, player power = time spent in game by a ridiculous margin, etc) aren’t enough to keep people away.

    Shadowbane… the reason for failure there can be summed up quite simply.

    Seven weeks to rank up a city.

    Forty eight hours to destroy it.

    I think that about covers it.

    I agree with the above sentiment: If you wish to play a successful PvP game, play TF2. Persistence adds too many problems that no one has been able to figure out how to overcome.

  • http://pensiveharpy.blogspot.com/ Pai

    lol, people are mentioning Horizons as a PvP MMO? o_O

    The game has ONE PvP arena, added way after release, and 99% of the playerbase hates it, and PvP in general. The only thing people do in that game is grind crafts.

    So… yeah. Not the greatest example to cite.

  • Merkwurdigliebe

    Best I can tell is that the most successful MMO games people are mentioning are the ones with the most boobies. Not sure if PvP or PvE has anything to do with it.

  • http://antipwn.wordpress.com/ antipwn

    Thousands Hundreds Many angry Darkfall fanbois inc to tell you why their game will succeed where Fury failed. They’re still responding to the last post you made about that.

  • http://beafraid.com hellfire

    Arena PvP in WoW is a diversion for PvE players.

    I’m on a 3v3 and 5v5 team, there are about 7 actual people piloting various alts across those 8 slots. A typical week is run a (daily) heroic, run 10-15 matches. Or it’s a Saturday and ZA ended early and we go 5v5 for an hour. Not one of us is a “PvPer” at heart, it’s just not our bag. But we enjoy it on a weekly basis. Last season we had a 65ish% win record. Sure we get absolutely rolled from time to time, but we usually end up just mocking the people who just bent us over the table as douches in their S3/T6 gear. The game DOES attempt to not put players in that situation often because *dundunduuuun* it’s not fun.

    Even on PvP servers actual overland battles are uncommon. Not rare, not never, just uncommon. Folks will contest the entrance to a raid zone from time to time, but most people are going to those places to RAID, not to fuck with other people. Arena and BG play on PvP servers is just as vibrant (if not moreso) than on PvE ones.

    The simple fact is that even wolves don’t like getting jacked on their way to a new zone EVERY TIME. There’s only so many times that another player (or game element) can prevent you from doing WHAT YOU WANT before you say “this is stupid” and leave. Games that insist upon that experience being the core gameplay mechanic are facing a tremendous uphill battle right out of the gate.

  • Glen Mahoog

    Anarchy Online was/is a reasonably successful PvP MMORPG.

  • Viz

    Glen, are you talking about the same AO I played? The one where you had to stack and switch implants to squeeze into yet higher implants to squeeze into gear many, many levels above you to even have a chance in PVP, only to have all that gear fall off as you get nailed by some (ridiculously imbalanced) trader’s skill drain?

  • Pentagony

    So, umm…
    when are we bringin’ back precasting?

  • http://www.thisisnotacommunity.org D-0ne

    MMO PvP will only work if there is an actual community with an actual form of governance.

    As it stands now most PvP games are based on anarchy or a feudal warlord system for guilded players and with non-”guilded” players lost in no governance or anarchy.

    For PvP to work there has to be a “police force” that enforces “laws” throughout the world.

  • Merkwurdigliebe

    Problem with AO was that overbloated abomination they called a skill system. As said before: throw in the implants and you just lost anyone with interests outside of the game.

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  • http://www.killtenrats.com Cyndre

    BREAKING NEWS!!!11!

    Scott Sparks Another PvP Debate: Crits Interweb for More than 9000!

  • Dren

    Shadowbane’s downfall has more to do with the poor implementation of the game, graphics, etc. than whether it was a PvP MMO or not.

    The idea was good. People wanted it and subscribed right from the start. Hell, the Beta community was huge. The desire was there. The playerbase was there.

    Right away they drove off a huge number of people that just couldn’t get past crashing, freezing, sub-standard graphics, sub-standard animations, etc. It really was a piece of crap on publish.

    Secondly, you had people that drove on because they happened to get a little bit of that feeling of CRUSHING. However, over time, more people quit because of bugs, so the downward spiral sucked them in too.

    Then, you were left with the truly hardcore. You had those that held to the PvP extreme and wanted more of it. The game did start to improve, but it was really too late to be a market success. Of those left that were extreme and stayed, the next issue came. The game made it waaaaaay easier to tear stuff down than build it up. People got pissed and quit. Now, this could have been remedied and was slightly towards the end, but again, too little too late. I’m sure the development team was spending too much time trying to make the game playable than actually fixing some of the more foundational issues.

    Lastly, the shear low number of players drove the rest away. How can you have epic battles with a handful of people on each side?

    I truly believe the “idea” of Shadowbane was solid. It needed a HUGE number of balancing changes and it was on its way to do that, but it just was too late. Even if everything was fixed, those graphics were just painful. I tried the free play for a couple of nights and just never looked back.

    I wanted it to work. A lot of other people wanted it to work. Is there a market? Yes, SB proved that. They couldn’t hold that tiger by the tail, but that tiger exists.

  • ubvman

    “SB proved that. They couldn’t hold that tiger by the tail, but that tiger exists.”

    Like eating bees, do you really want a job holding tiger tails? :)

  • Dave Rickey

    Just as MMO’s exposed comparatively minor errors and made them into huge problems (a dupe bug or ATM quest bug is no big deal in a CRPG), PvP in an MMO takes that up to another level. *Any* errors in balancing get thrown into sharp relief and become a major issue, any crash bugs become “I Win” buttons.

    That being said, there are a few “bright line” things we’ve learned:

    1) Every PvP’er thinks he’s hard core, but then he runs into the real freaks and finds out he’s really just another care bear.

    2) Even the hard core aren’t hard core enough for an MMO where there’s nothing to do but PvP, all the time.

    3) If you don’t actively design *against* the “Matthew Effect” (those that start ahead stay ahead), the first people to gain a significant advantage will never be defeated.

    4) If it’s easier to destroy than to build, then nothing is worth building.

    –Dave