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Tuesday, March 03, 2015

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Iggy

Well, the world is certainly a better place for DayZ. Pass. Might as well watch some ISIS beheading videos.

Arcadia Codesmith

First? Hardly. The same sorts of shenanigans took place in Ultima Online twenty years ago. While the creators hoped that players would come to police themselves, that never materialized in any meaningful way. It was too damn boring to take a reactive posture to evil and too damn easy to delete and replace an expendable character for griefing.

Eventually UO realized that open-world PvP was untenable and cloned the entire landmass to create a dimension with no open-world PvP. On the first day, it crashed and burned repeatedly -- the developers had not counted on the fact that about 95% of the player base desperately wanted OUT of the hellhole. And of course, UO's experience is the reason why Everquest (and later, World of Warcraft) disallowed non-consensual murder.

It may work for DayZ, a niche game in a niche genre. But every MMO to this point that's tried a world that's entirely or mostly open to PvP has either folded or moved to a more balanced zone/flag system.

Designers keep trying. My personal hypothesis used to be that deep down game designers are a bunch of little pinpricks not quite clever enough to thrive on 4chan. But the evidence keeps contradicting me, so I can only conclude that they're naive optimists who keep thinking some players will sacrifice their precious playtime to be the virtual police.

Good luck with that.

Rin

There is a good reason why PvP areas in games and mainly PvP based game communities are usually described with the word 'toxic' ...

Shockwave Yareach

Personally I don't see the fun in betraying and being betrayed. Eve online runs that way, which is why I stay away from it.

Surely there's enough pain and heartbreak in RL that we don't need to emulate it in virtual space too.

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