MMO Antiquities – Competition in PvE

Guild Leader FerrelSome of you may recall a time when instancing pretty much didn’t exist. If you wanted to go after a raid mob you had to compete in the cut throat world of high end gaming. Sometimes you’d have to wait for a new expansion to get the last expansion’s top loot. It was a frustrating situation to say the least. Despite that, however, I don’t think competition in PvE is a negative thing. In fact I think it should become a necessity in modern MMOs.

In EverQuest II, after a few content patches, you had a healthy mix of contested raid and non-contested instanced targets. The best rewards were usually found on the mobs you had to compete for. Instance raids, however, still offered a good degree of gear progression. As time went on, however, the focus shifted. Instances began to drop better items and competition declined.

Why is competition important? As a guild leader it forced my members to focus more and play better. It wasn’t really us against the mob. It was us against the world. Every failure on a target meant someone else could take a finite resource from us. That was not something we wanted. I can say, without a shadow of a doubt, the more instances that EQ2 got the rustier my raiders became. When there were only a few instances we were at our finest. I can also say that competition keeps members more active. Once we had totally defeated the competition on a raid and the new mob shine wore off interest began to wane.

Competition engages, energizes and focuses individuals. It changes the nature of the way we react and play. Not everyone responds to this but a large degree of human beings do. Take a mundane activity, make it a competition and see how much more people take notice. This is an aspect of psychology that MMO designers rarely leverage these days outside of PvP games.

Obviously there will be plenty of counter arguments that competition denies players content and loot. I’m not suggesting that it doesn’t. I’m also not suggesting that going back to an EQ1 style of game would be a good idea. I am, however, suggesting that competition has a place in PvE worlds.

I am now and have always been of the belief that PvE MMOs need instanced raids with varying degrees of difficulty. I prefer to see two, three and four group instances that all increase in required skill, tactics and gear along a parallel path. I also, believe, however that there should be a few contested targets. These should be challenging targets that offer the best rewards. That in itself is some competition. It wouldn’t be enough, however.

One of the most amazing things that EverQuest II does is that it tracks everything. For a small additional fee you can see who hit what level first. You get all your rankings. You know who got an item for the first time. I am still pleased that some of the most amazing items in that game I got first on my server and pretty early world wide. It kept me going and it let SOE make an additional buck or two a month off me. It just didn’t extend to guilds and I think that was a mistake.

Why don’t we have this sort of system? I would love to see modern MMOs track even more data. It would engage me a whole lot more than just guessing our position against other guilds and reading the arguments on the board that guild B is the best even though they’ve barely done anything of note. With the end of each major content patch and expansion a ranking would be compiled and stored forever. The debate will be over and a new “round” begins! Here are a few things I’d like to see tracked per server:

The first (and every) time a raid encounter is legitimately defeated. Anyone caught exploiting will have their achievement removed and everyone else is bumped up one.
The first ten times a superior quality item is received on a server.
The first time a substantial quest is completed.
The first five times an extremely difficult trade skill product is created.

With that data you could then do periodic checks. Imagine if once every three months the server itself would release the top ten guild rankings. Those categories would be:

The most server firsts in the period.
The most times a particular encounter was defeated in the period.
The most “first time superior quality item drops” received in the period.
The most first time trade skill productions in the period.

Of course you’d also have the final compilation of those different categories into who “won” the period of time. I honestly think that would excite a lot of players. You could even expand that into categories. This doesn’t have to be based on raiding. You could track anything and everything! From casual to hardcore your guild could be ranked in the category that you want to compete in (Sodality would compete in microcore).

The most important thing, however, is that this information should be very obvious. I envision that the guild would get a trophy, so to speak, that would never disappear as long as the guild existed (and even if it went away it should be archived in a hall of fame of some sort). It could be a simple note in the guild window that says: Number Two Overall Raid Guild, January – March 2009. I know that would keep me logging in. I’d always be trying to improve my guild’s rank. You could even expand further and have those categories let the guilds compete on a game wide level. The possibilities truly are endless and from a database perspective it isn’t that hard to implement.

Ultimately I think you could track all sorts of data and rank all different aspects without actually pitting players directly head to head. In this way no guild could deny another the game’s content unless the developers allowed it. Will we see this sort of thing? I’m not sure. EverQuest II started a system like this but nobody picked it up. 38 Studio’s does, however, have a lot of EQ2 talent. I am curious to know what everyone else thinks though. Would you like this sort of system? Would it keep you playing or bum you out? I look forward to finding out!

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5 Responses to MMO Antiquities – Competition in PvE

  1. Lono says:

    I remember a time when we camped alt characters at boss spawns points to cap the boss the second it would spawn. I do admit now looking back on it I have lot of crazy and fun memories from those days but I remember distincly also hating it with a passion. I wouldn’t want to relive an MMO who encouraged this sort of thing.

    I pretty much agree with you. It’s still a matter of alternatives. Reward competition but don’t punish for not participating. Too often players who have no interest in competition will be denied content or will not have access to rewards(“punished”). Rewards like you suggest does sound like a nice idea.

  2. Endraal says:

    I love the competition aspect of PvE raiding vs noninstanced mobs.
    There’s just no feeling quite like that of building a team that is willing and capable of taking down everything that moves as soon as it pops.
    I love it when other guilds cry their little tears and whine about how much they suck. I love it.

    However, I can see the point of your post and it seems like a pretty decent compromise for the new generation. I’m referring to the 2 group instanced content and so forth .

    I really like the EVE API, and I have high hopes that all MMO’s will include similar functionality in the future. When you combine the data tracking capabilities of EQ2 with a decent public API – that’s when life starts getting good :)

  3. Anarchous says:

    I have to stay this is truly funny because I was just looking at the old content and viewing all the games and toons from previous games I have played. I was also wondering why no one else has gotten on the bandwagon of “tracking” this information. People like to collect “widgets.”

    I don’t know if people follow consoles or not, but that is why XBox 360 is killing everyone out there because they have achievements; along with downloadable content. They were the first to release this idea for consoles and everyone else is playing catch-up. I can personally tell you I will always buy a multi-platform game on the 360 over other systems because of this “tracking” ability.

    I am all for this type of idea. I would venture a guess that most people would like this aspect of tracking as well. What you describe is what people crave for in most aspects in life. You want to work hard and hopefully receive a memorable achievement for it.

    I do have to point out that there are games out right now using the system you describe in EQ2. One of the games is Vanguard SoH. Unfortunately, VSoH has been plagued with a mediocre launch and a horrible support crew after the layoffs and buyout from SOE. Vanguard has a personal blog site for your toons and guild information. In addition, VSoH would have trumpets and fanfare play when you did discover something. It would alert all the group members, guild, etc. Also it would take an auto-screenshot and make a post on your blog of all the contributors. I thought it was a great feature.

    The other game out right now is War:Online they have guild trophies but guess what they haven’t implemented them. I don’t understand why they even have the tab to display it either. Also there is no mention for future release either. I must say this is very disappointing. They have a guild rank feature but I personally think it’s completely useless at this point.

    If you look at the earlier information that was given when the game was in development there was supposed to be relics that you controlled that would add element to the “widget” effect but that has never surfaced. I don’t want to get off on tangent about the gaming industry and their “bait-n-switch” tactics that everyone seems to be employing because that is topic for another day perhaps.

    These games are very good in their own right I think, but they lack support and vision it would seem. However, I am not going to cast disparaging comments about the developers of these games, because as I get more involved in the creation aspect of gaming design I find the “bean counters” are the ones ruining peoples gaming experiences because they are focused on a lifeless pie chart.

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