pvp-games

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  • Forge developer diary discusses the state of the game and what comes next

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.05.2013

    Forge isn't your typical MMO, set up as a straightforward PvP arena without niggling little issues like outside quests to get in the way. The development team behind the game has been looking at its current state, and in the newest address to the players they state what the game is doing wrong and how to fix it. The diary makes it clear that while the number of people playing Forge is down, they believe a lot of that has to do with the steep learning curve new players experience. To fix this, there are plans for a new starter area in which players can practice against bots to get accustomed to the combat and the game mechanics. The team also plans to improve the tutorial and the UI so that what an ability does is more transparent. For players already at the higher end, this is still good news -- the matchmaking system will be updated, visual customization will be improved, and you'll be able to respec at any time to ensure that you aren't stuck with poor choices forever. Check out all the details in the latest development diary.

  • The dangers of PvP-focused games

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.21.2009

    The trouble with PvP is... well, there are several problems with PvP. The problems of balance are always there, of course, as they are in every aspect of the game. There are the problems of making PvP both accessible to new players and rewarding for veterans, their are issues with keeping people engaged in the game without being gimmicky, there are issues with even such little things as how players get equipment. But as Scott Jennings notes in his most recent column, a lot of the problems with PvP-centric games center around perceptions -- both those of the players, and those of the developers. Developers who make PvP-centric games frequently are players of games themselves, of course, and so when they strike off to make a game with "PvP done right" they can sometimes fall victim to tunnel vision regarding their game. (Jennings cites Shadowbane, Darkfall, and Fury as examples here.) But there's also a problem of perception from the player end, as whether or not a class is overpowered often pales in comparison to whether or not the players believe it's overpowered. From Guild Wars to EVE Online, every PvP game has had to contend with these issues, so it would be well-advised to take a look at the full column if you're at all interested in the design of games.