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on: August 15, 2018, 10:22:08 PM
I was thinking about several different games (here in my cubical going over YouTube gaming channels and Steam). What came up was the idea of PvP and progression, among many other types of game, and why PvP and progression generally, in my opinion, don't mix well.
Progression Games: Take a game like World of Warcraft, Monster Hunter World, Warframe, etc... all "progression" based games. These games are based around a player progressing through some sort of item, equipment, leveling and ability gaining. These types of players generally are entertained with an "investment" type game play. They (we) love grinding for items, resources, currency, and experience to make our character more stronger and get more "things".
Player verses Player (or competitive games): Fighting games like the Street Fighter series, racing games like Mario Kart series, Grand Turismo, Halo, Starcraft, etc... These are games that appeal to players who are concerned with competing and improving their skills as a means success.
I would like to state that neither of these gamer types are bad and that there is a lot more types of gamers/games than this. But for the sake of this argument we will be focusing on these two gamer/game types and why they don't mix as well. Again, no one is wrong in this post.
I was thinking about Street fighter today. Why don't I mind playing Street Fighter against another person but I mind it if I'm playing Spacelords? Simple, there are stakes on the line. As a progression type player that I am I don't mind losing against other people in traditional PvP games, like Mario Kart, Halo, Street Fighter, etc... because I don't lose anything. The winner hasn't taken anything from me. I can throw myself against that player as many times as I want, and win or lose I haven't gained or lost anything. I've only learned to get better. But this is a fixed rate regardless of how well I do, so I don't feel bad. I just laugh when I lose and it's fun. No REAL loss.
Why do I feel bad when I lose in progression/PvP games? Well, because games that are made to have progression appeal and require grinding to get more out of the game are time investments for players like me. When another player has the ability to take away my progress, or slow it down it infuriates me, and many players like me. As a gamer I have a lot of gamer friends. Many of them progression based players like me (naturally since I've been long time friends with them in other games that are progression style) , also I see other post from gamers who favor progression style games and were (heavy emphasis on the word "were") drawn to the game because of progression mechanics. I can tell you that what turns them off is the same thing, another player taking away their progress. This wouldn't be an issue if there was no progression in the first place OR if the progression rewards were the same regardless.
This is hard for PvP/Competative players to understand, because their high risk players who, generally, find progression games boring. They like risk, and get thrilled from hard situations and PvP. This is absolutely fine, there's nothing wrong with this, at ALL. But PvE, progression players are more conservative and like steady rewards and low risk, so when another player hinders progression we feel like we are wronged, we feel angry, resentful. We "feel" like it's unfair. We feel like we've wasted out time, we LOST time, we LOST progress. We can't get that time back, it's gone and, most of all, it was out of our control. We NEED control. You essentially have the Tortoise and the Hair here.
The problem, I feel, with Spacelords is, as I've said before, that it caters to both types of players. This is nothing new, other games do this as well. But other games give the option for the two types of players to choose. World of Warcraft, The Souls series, etc... and it works. Both gamer types can coexist and continue playing the game at the same time.
It's philosophically confusing when you draw in both and force both to PvP. So one can't simply say, "Well this game wasn't made for you." when the game has progression pasted all over it, despite PvP elements. What occurs when both players are forced to interact is you get one type pissed and leaving the game with bad reviews. And the reviews aren't entirely dishonest since they were drawn in by the TRAP of progression. The PvPers scratch their heads, but this was an inevitable demographic disaster that was going to happen.
Developers have to understand their demographics and who they're marketing the game to. They have to be careful of the player types they draw in and how they interact with the game and other players types. PvP/progression players in the same sand box as PvP/competitive players is SUCH a toxic cocktail. One is oil the other is water.
There is a lot of single player high quality experiences out there, and a lot of coop multi player games coming out, the BIG one that just dropped is Monster Hunter World. This is a virtual super magnet for PvE progression players.
The uneducated answer to this by some PvPers would be, "fine let them leave, this game was all about the hardcore PvP anyways." But it isn't that simple. You see they marketed the game for both players and so they have drawn in a LOT of both. So the smart thing to do, considering the current climate of games and this game's hybrid demographics, would be to make PvP optional. I want to see this game succeed, but in the current library of games I feel they should make the move to optional PvP in order to maintain their demographics if they want to continue the trend of having a more healthy player-base.
On the 23rd this game goes free to play, so it will draw a LOT of people in. And it should, it is polished, unique and fun. But in order to maintain half of these numbers it will draw in it should make PvP optional... Why? Monster hunter World. It's $60 though, so free to play will draw more in. Having both F2P and optional PvP will be the more stable and safer way to go forward, in my opinion.
For PvPers who don't agree with me, i ask you to look at this from the point of view of a developer and marketing demographics. Consider the mix of player that exist in the game currently and consider the competing games right now. We both want this game to live on don't we? We both want to see more players. MMW offers pure PvE, Fortnight offers pure PvP. Spacelords should offer BOTH, but also be able to maintain both without sacrificing the other.
That's all I got. I will see you on the Broken Planet.
TL;DR: In the current game environment Spacelords has to make PvP optional in order to keep both of it's player types in order to survive.