February 28, 2011

Open PvP via randomized Points of Interest

None of the games I know of has gotten open world PvP "right". Large scale PvP usually leads to zerging of enemy players through organized, prioritized, and focussed damage on targets. Clear objective-driven open world PvP areas like WoW's Lake Wintergrasp or Grim Batol result in larger scale battles in certain time intervals and a temporary zone lockdown. Anything else is pretty much "gank & spank". So, how to get it "right"?

Well, juggling around with the new secondary profession in WoW Cataclysm, Archaeology, brought me to a pretty interesting idea that could be worthwhile investigating development-wise. Here's a brief rundown on how the, for a potential open world PvP solution, relevant part of WoW's archaeology works:
  • On a per user basis, users are exclusively assigned certain spots (small areas close to ruins, skeletons, excavations, etc.) within the game world where they can dig for artifact fragments.
  • After digging up fragments three times, the spot disappears and a new "random" exclusive digsite is made available to the user somewhere else within the game world.
  • At all times, there are 3 digsites per continent available for each user.
Here's my rough concept for a potentially intriguing open world PvP system, assuming a 2-faction setup like "Orcs vs. Humans" or "Guardians vs. Defilers":
  • 1 up to 5 players per faction can group up for an artifact (PvP) quest.
  • Two equal-size and equal level (range) groups, one per faction, are assigned one random digsite within the game world.
  • The first of both teams that has acquired, e.g., 5 artifact fragments can claim the artifact, and thus a reward (loot, gold, resources, whatever is valuable within the game world).
  • Artifact fragments can be acquired by digging them up or by looting them from killed enemy players.
  • Only members of both groups can loot artifact fragments from enemy players or by digging them up, however there are no more than 5 fragments per digsite at a time.
  • Basically, as soon as a team's player has at least acquired one artifact fragment, the other team will need to engage in open PvP with the other team in order to be able to claim the reward.
  • As soon as either of both teams has claimed a digsite reward, a new "randomly" selected spot is made available as a new digsite for both teams unless one team's group is disbanded (in which case the remaining team can queue up for yet another artifact quest).
To prevent domination via bringing "friends" for fast artifact acquisition, the system could only allow users of both groups to damage each other and make them immune to enemy player damage as soon as they enter the zone the artifact site is located in.

This could result in small-scale team vs. team battles at randomized locations throughout the whole game world, and actually provide a potentially endless meta game with a constant flow of ongoing and recurrent small-scale battles within the game. It would constantly re-use existing content while providing participating users clear objectives and rewards. It might also enhance community building and social interaction, as coordinated teams will likely be more effective than random pick-up groups.