Lets start off by saying that I believe that I want an open world PvP mmorpg. Atleast, I believe that I want one. Lets take a venture into Shadowbane to see why this open world PvP mmorpg is probably proof why people dont want one.
I browse around checking classes and templates to see what would fit my play style. I settle on a Minotaur Doomsayer. I like the idea of big hit points, life drains, mana drains, and stun immunity. In a few hours of play I burn through the noob levels. This is a good thing. In a PvP game, where levels matter, and its free for all, you need fast leveling or levels shouldnt matter much. In this game, levels matter a lot. So leveling has to be fast. I hit 30, ventured out into the open world. Ran to my first node, dead with in seconds to a stealthed level 75 archer. Shrug, im back to it. I run to my second node, a different node of course. I kill a couple mobs, dead, to a different stealthed level 75 archer. Hmmm. Back to it, port to a different neutral city. Run to a different noob node. Dead before I even attack a mob, this time is different tho. This time it isnt an archer. Its a stealthed level 75 melee scout. So, i decide fuck this. I am going to find a guild and do it the smart way.
Before I get into the smart way, lets get into the failure of this first paragraph. Stealth + tracking = bullshit. For the most part, this is a truth. If levels matter a lot. Stealth + always knowing where everyone is = gank fest city. Now in my opinion, stealth is a very powerful tool. A character should take a power hit to gain the ability to control the beginning of every combat situation. This is especially important in shadowbane due to the fact that scouts will have a very high defense. In most situations, a lowbie wont even hit them. Also, the stealth mechanic in this game is to the point where they can simply stealth in melee with you swinging or casting. If you dont dot them, they are gone. Now add in tracking. Im not even going to bother...
Im in a guild. Im having a decent time of it. I find a nice hole to solo in near our guild town. I hit 32 pretty easily. A guild mate walks up and we decide to party. Next thing I know, we are 40 and heading out to a new area. This is a more dangerous area so im pretty ready. We hit 49 with out any action and port back to train. I train for PvP. Fuck training for PvE. I hit my blind spell pretty hard and my life drains. We head out and a 75 scout jumps us fighting three mobs. Luckily I already have them life taped doted. I hit precised stance to make sure I hit. My blind lands. My life tap dot lands. My drain life spam lands. My hit points never go below 75%. She dies. Im like fuck yea. Three mobs and a level 75. We are feeling pretty good about that. We see a few other lowbies roaming and dieing so we snag them into our group. Everything is decent. I hit 59 and we all log.
I log in two days later to find our guild disbanded and our city gone. Great, and the guild hunt begins. After another hour of trying to find a node to kill at and dieing constantly to level 75, all scouts, I give up for the day.
In my opinion, this is the perfect example of why people refuse to play open world PvP mmorpg's. Here are the reasons...
Bad Game Mechanics
Stealth in most games is implemented poorly. Stealth classes usually have over the top damage combined with attacking you at the worst moment possible. In my opinion, a stealth class should be more of a tactical, intelligent play class and not simply, boo, your dead, next, type of class.
Tracking is a gankers dream. Knowing where everyone in the area is from very far away is a potent ability and should be treated as such. Combining this with the stealth mechanic is asking for frustration.
When level and gear matter to the extreme, lowbies simply can not compete, even with greater numbers. This is frustration.
The Average Mentality of an MMORPG Player
It seems that the average mentality of the mmo'er is " I want a guaranteed win ". It seems that a majority of the players in shadowbane would rather roll a scout, with help from a fully functioning guild, max this scout, then kill lowbies all day. I really would like to see the numbers on this game. If I had to guess. I would say that around 60% of all characters online at anytime would be a scout. Leaving 40% for the many, many other classes.
I guess I just dont understand this mentality. Personally, im looking for a challenging fight. Of course I want to win, but if winning is simple and guaranteed, I wont play that game very long. In a game like shadowbane, levels and gear need to matter less, and intelligent play a lot more. I believe that todays mmorpgs are the antithesis to intelligent play. It seems players want time to be the most important factor involved in deciding a winner. Simply, I played longer, i have better gear and am a higher level because of it, so I should win.
Hopefully some new MMO will promote intelligent play as its primary focus, because in all honesty, todays mmo's bore me. Now let the flames begin... heh


Bad game mechanics and the natural tendencies of players to mini-max lead to most of this. The fact that long time players generally feel entitled to a win is a product of the progression system designed to keep you on their hampster wheel.
Low lvl players in most games have fewer (usually weaker) skills, stats and are forced into pathetic gear. All of this re-enforces the feeling of "progression" as you lvl. It's no accident that many games remove player skill and tactics from their progression models, it's a deliberate choice on their part. This is fine for PvE solo player style games, but is a very bad model for FFA PvP.
Mini-maxing- it's not just about stats. With low lvl players a near 0 risk option why would you ever attack anything else? It's simple risk reward spread out over time. There's usually some reward in game to make it worth your time in a PVP centric game, the improvement in rewards for challenging fights usually isn't enough to out weigh the added risk and time per fight though.
Internet forums pretty well prove that most people are pricks when they feel anonomous. That feeling is very much a part of MMOs as well. It makes misery (real or projected) the main reward for those that hunt N00bs.
Sun Dec 07 2008 2:25AMNo flame here.
100% /agreed
Sun Dec 07 2008 3:39AMMost classes in SB can get track via Bounty hunter or Hunstman. Mostly the only ones that cant are mage and healers based classes, with the exception of druids.
You have multiple toon slots for a good reason, you assign a use to each toon. for example you keep a healer for mine fights and banes, a bard for the same reason, perhaps a burner toon, a good farming toon, like a warlock or druid, and then you have your solo gank toon, which are generally stealth classes with track. One character wont fulfill all the different situations you will come across.
Personally I like my nightstalker for ganking, you have your own HoT, dispell debuff, and can still crank out damage, smart scouts wont mess with you, stupid ones will provide you with free pots and XP.
Sun Dec 07 2008 4:34AMIt can be argued that the elements which have put you off the Shadowbane type of open world PvP, would not and have not, put other players off. In saying this I would argue that it is you, and not "people" that are opposed to the idea of open world PvP.
A true open PvP world should not have to cater for people who can handle being ganked, or people who need to feel comfortable and at ease constantly. These worlds are designed with people who can hang tough and tackle the constant hurdles and challenges that are presented.
In short, man up. Find another guild, this time preferably one with a decent standing in the community, or at least one that wont dissapear overnight. Oh and this time, log in a little more often so if you guild city does get baned, you're there to help out ... that's what a guild would expect of you, right?
Sun Dec 07 2008 4:48AMI too would like to see a good open pvp game but I don't think it's going to happen anytime soon. Another factor I would like to add to why open pvp games wont work is simply cause of people. A guy gets on and will kill people all day for no real reason other then he gets enjoyment of annoying others. This is a mentality that ruins games like that, I see killing for a purpose or out of a duel with someone, but just going around ganking with no purpose seems pointless and only causes people to lose enjoyment and thus leads to fail.
I assume that is why more and more games are coming out with people forced to join sides for then you sort of have a reason. Though the reason is still generally flawed, "he aint on my side, so he dies." Too simple and almost barbaric but that is the mentality of people and why the games wont work,
Sun Dec 07 2008 4:51AM@ Siftified
I would agree with you, it may be me, but I wont in this case. Obviously it isnt me or Shadowbane wouldnt have such a small players. Its like down to 3 servers and its free to play.
We are talking about a semi-complicated game, which obviously, most players want simple. We are also talking about a game that caters to time spent players and not intelligent play. You totally ignored that part of my post.
Also telling me to log in when my guild city is getting baned is pretty lame. If I could have loged in, I would have. Life happens. Your assumptions are not needed...
Sun Dec 07 2008 5:02AMOkay fair call on the real life > games part there. However the argument that shadowbane caters for time spent rather than simple player skill is not true. Most friendly guilds can get your character to lvl 75 within a week, at the very longest.
I agree that there is a learning curve for Shadowbane, probably patly due to the archaic interface, and partly due to mouse-click movement and camera angles. However once again, I would argue that these learning curves are more often than not, embraced and wanted in open PvP games. If the whole idea is to fight another player and have the more skillful player win, then surely there needs to be a large number of elements to master, otherwise there will be lesser degree of separation, skillwise.
Also the argument that Shadowbane has failed as an open PvP world because of its lack of servers/players is a ridiculous argument. Shadowbane came out when Asheron's Call, DaOC and Everquest were the main players in the MMO realm. It was pretty damn big for its time and held a large number of highly populated servers for a number of years. It was NOT a failure on Shadowbanes behalf that has led to less servers and lower populations, instead it could be attributed to the flooding of the MMO market with games which boast far better graphics and more features (most of which we could argue do not deliver many of these features). It's kind of like saying The Beatles failed to make decent music since they see less albums sales and radio time these days.
Sun Dec 07 2008 7:59AMGood writeup. Its good to see a well thought out post with rational replies. If you posted this on the chronicle.Ubi forums all you read is "Crai more nooob" "Learn to play" "STFU" "Its a free game if you dont like it LEAVE"
Sun Dec 07 2008 10:09AMAlso the argument that Shadowbane has failed as an open PvP world because of its lack of servers/players is a ridiculous argument. Shadowbane came out when Asheron's Call, DaOC and Everquest were the main players in the MMO realm. It was pretty damn big for its time and held a large number of highly populated servers for a number of years. It was NOT a failure on Shadowbanes behalf that has led to less servers and lower populations, instead it could be attributed to the flooding of the MMO market with games which boast far better graphics and more features (most of which we could argue do not deliver many of these features). It's kind of like saying The Beatles failed to make decent music since they see less albums sales and radio time these days.
Did you just compare Shadowbane to The Beatles? Uh, no. Shadowbane's developers themselves have called the game a failure, and are looking to correct their mistakes in their next game. WoW and DAoC came out when AC, UO and EQ were going strong, took their customers and kept many of them. I'm not going to say Shadowbane is a horrible game, but saying it is a great game that only got hurt because of market conditions, is the hight of naiveite.
Sun Dec 07 2008 10:25AMI think PvP open worlds won't work, at least for now, is due to the lack of consequences for one's actions. If you kill someone, then you should start to develop negative relation points (with other people). Other players can see that you're a jerk, and might attack you, ostracize you and/or avoid you.
Also, there should be somewhat of a balance. So, a mob of low levels should easily destroy a few maxed level players.
Open world PvP games could be bettered through consideration of how reality deals with "ganking." Why doesn't everyone kill everyone else? Well then the world would plunge into Hobbe's "state of nature." How do we avoid this chaos? Well history shows us that people created governments to steer clear of this chaos. This is just an idea to show that narrowness in games create flaws like in Shadowbane. You can't implement something like open PvP worlds and ignore the rest of the spectrum...it's....an oblivious way to conduct an mmo...
Sun Dec 07 2008 10:52AMA level 75 attacking a newb. Does this even need a explanation for why the game failed? Shadowbane was a great concept. Unfortunately, open pvp does not work. There has to be limits imposed to make the fights challenging. A level 75 needs no tactics or skill to kill a newb.
Open PVP with no restrictions will never be popular or niche. If it was possible, then Shadowbane wouldn't have failed. That is why EVE is so niche. There are serious consquences when you gank newbies in newbie zones. EVE has done that right.
IMO, the only way to do it is to enforce lvl restricted area. Like WAR (or EVE) has done with their tiered zones(not their open pvp servers which they borked with the 20 lvls above you can kill you rule).
Sun Dec 07 2008 11:16AMYou just posted why I loath PvP so much. Now add in the leet speaking jerks, and you'll have it perfectly.
Sun Dec 07 2008 11:48AMOpen Pvp could and will work again just when is the question. There is alot of thing a game could do to make open pvp work. By over power classes it really destroys the whole system look at vanguard saga of heros. There are still ways to beat even the over OP classes. Like RL there are Police that protect you , So guard that attack with conflict . Faction for your race when killed no one want to have to grind faction for hours casue they decided to gank over and over. Make cash so it not safe. Dont show lev if somone cant figure out how high or low u are there not going to want to chance loseing (No one want to lose ) Maybe iam just rambling on but Pvp has worked and will keep working. We just need somone to make a good mmo rpg. There hasnt been one sence UO and EQ well that what i think.
Sun Dec 07 2008 12:25PMNow some...will understand why many games like EVE...WAR...DAOC etc have implemented FACTION warfare.Having 1/3 or 1/2 of the gaming population on your side takes the edge of of pure pvp and in MY opinion if far more fun that plain pvp.
Sun Dec 07 2008 1:55PMFreedom in a game would be great, but absolute freedom like SB sounds and like UO was unfortunately turns into the lowest common denominator pvp.
Sun Dec 07 2008 9:33PMI still believe that for accountability..a game like DF should only allow 1 character on a server..or at least make all your toons share a surname so that you can't just tick people off all day, then log a different toon and be all friendly.
Let you live or die from your reputation.
Mon Dec 08 2008 1:54AM[quote]...in all honesty, todays mmo's bore me.[/quote]
Virtual reality. Technology is advancing at a pace where it is not so far off. This is the next frontier in the development of MMORPGs.
The question is how realistic is too realistic. What sensations carry from the game into the real world? What happens when you are obliterated in the game - feel the pain like it really happened?
What company is going to have the first fully immersive virtual gaming environment on the market? Microsoft intentionally gave us the RROD with the 360. The implications in fully immersive virtual gaming would be...hmmm...serious.
Mon Dec 08 2008 9:40AMNow you're touching upon a classical theme in the developers corner on the gaming fora. MMO's are in their infancy and todays framework for MMO production, pretty much forces the designers to create mechanisms that are substitutes for content.
There are many people that are capable of arresting the flawed logics of todays MMO's and dream up solutions. The problem is that it can't be done.
In my opinion, VR in a MMO context isn't first and foremost a question of a suit that gives you a shock when someone smacks you. VR is mainly a setting that is so rich in genuine content, so vast in size, so truly dynamical and so complicated in code that I will be posetively surprised to see a good product in my lifetime.
But then again, I'm rather old so.. grumble.. 8-)
Sat Apr 11 2009 2:42PMMMORPG.com writes:
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