Synopsis: Chess and Cards are predicated in creating a fair contest of skills between players. MMO PvP is typically predicated in encouraging players to spend a lot of time in the game to build asymmetrical advantage over others; to produce a stacked deck. A system that draws from the lessons of Chess and Cards is presented in effort to provide for inherently-balanced MMO PvP.
I was reading vajuras's article "Static Class Based Games and Their Flaws" and found that I had a bit more to say about the topic than I cared to push into a comment.
When thinking about PvP and making it work in a fantasy setting with player avatars in combat, I've come to the realization that PvP games can work one of at least three ways.
1. Like Chess, where all players start with the exact same pieces and they then attack. The emphasis is on the attack.
2. Like Cards, where all players start with a random set of pieces from a shared pool, spend some time jockeying to get better pieces from that same pool, then when a player believes they have a good hand, they attack. The emphasis is on the jockeying.
3. Like MMOs, where each player spends time and energy prior to the game to build the pieces that they want to bring to the attack, then attack.
There are variations on these themes and there are others as well. The point here is that of the three presented, I find the MMO formula the most ludicrous. Imagine if you were to play Chess against someone and they had eight queens simply because they played more Chess. Or if you were to play Poker against someone and they were known to play with a Royal Flush. That they bought on a web site. It seems rather idiotic to me, but I'm a fan of the Good Fight.
If PvP is going to take place in a fantasy setting, then I say structure it such that characters no longer have static skills and equipment. Have every character enter each PvP encounter in vanity items only; fancy clothes, jewelry, swagger stick, whatever. They then are either given the stock equipment and skills for the PvP encounter (as with Chess) or they are given a basic set of equipment and skills to start with, and then the game transitions into a period of rushing around trying to gain additional equipment and skills. When one side thinks they have a winning combination, they start their attack (as with Cards).
Here's a variation on that: permit one piece of static equipment or skill on each character, but the static equipment is taken from the shared pool. So if one person on each side of an encounter chooses the healing skill, then they each get half of the healing skill.
Something that may not be clear up to this point is that each PvP encounter starts from scratch. You may get a great setup during one encounter, but once it is over, you are back to square one. You may have gotten a win out of the last encounter, but it doesn't roll over into the next one.
Where's the fun in that??
It lies in playing good, fair games instead of trying to get eight queens so you can dominate your opponent in Chess.
Where does this leave the whole notion of sandboxed, free-for-all PvP entertainment? Right where it has always been: in a niche. Persistent gains and PvP do not match up. This is the linkage that Jimmy_Scythe pointed out in his very good article "FFA PvP Part 3: Tracks in the Sand". It is the reason that I believe that as soon as someone creates a PvE-only competitor, the Eve Online player base will be rather seriously depleted.
PvP must be focused on the encounter. Players must be permitted to adapt to changing circumstances, understanding of how the encounters play out and so forth.
Note that if PvP focuses on individual encounters, then the rules of the game can be varied from encounter to encounter. During one encounter, it may be decided to leave out all fire effects. Players would have to adapt to that lack. Players who favor locating fire effects and using them in their PvP would be disappointed, but if they are adamant about using fire then they just don't agree to the rule change. But they'd do it out of preference, not out of the fact that their static character that is founded entirely on fire effects is now useless. They have the opportunity to adapt.
Can this style of PvP have any role in a persistent world? Sure. The persistent world could be fought over by the various PvP factions. Those factions would have to establish rules for encounters, however. I've proposed a system before where a faction can declare that it wants to battle for a certain stretch of ground at a certain time with a certain number of players using certain rules. The faction that controls the adjoining ground can either accept, reject or counter that proposal. If they agree, they can battle it out and hope to win using fair rules.
For example, the Lean Machine faction borders three other factions. One of them, the Knights Tumbler faction controls an NPC town that makes a certain style of armor. The Lean Machine guys get armor according to the normal rules of encounter, but the way it looks is determined from the armor-crafting NPCs that they control. And this particular NPC town makes very cool looking armor (that has absolutely no role in character effectiveness). So they challenge Knights Tumbler for the town, placing a chunk of their own territory on the block in balance. Maybe that land has some resources that the Knights Tumbler would like to get.
So one way or another, the two factions agree that it will be a 10v10 encounter using the standard rules, starting in 15 minutes. The time arrives, and the two groups enter the contested area. They play to completion, and the winner takes all. Knights Tumbler loses the town but calls foul because one of their guys had to deal with an emergency at home. They want a rematch. Lean Machine ignores the call for a rematch and looks forward to wearing their new armor.
Consider too that a faction may build its homes (full of trophies and vanity stuff) in a particular area that it captured from a neighboring faction. If that area becomes contested, they might lose all that stuff. They could move it out before the fight, of course, but whatever is permanently fixed would be lost.
Why would anyone enter battle? Because of someone betting something that you want - or your battle timer running down. A faction is obligated to enter battle once a week (or some amount of land per week, whatever). If they do not, then they sacrifice some standard chunk of land to each neighboring faction. That continues until the faction is swallowed up by its neighbors.
My prior article in this series, "Making PvP Work: Ranking Players" still holds; when players vary in skill, the players of widely disparate skills should be isolated from one another. In a faction system like the above, players who are bumped up to a higher rank would have to find a faction to join. Factions would always be looking for good players so that they can hold onto their gains.
I could go farther into this whole system, but the important point here is that I believe that PvP should start with either a level playing field, or one that is randomly canted per encounter. That makes it fair for all players who are in the game. It also means that player skill and chance become the keys to success. Not stacking the deck.