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Blade Wars: The Thrill is Gone…Open World PvP in Today’s Market

I recently stumbled upon a blog entry here on MMORPG.com by “MikeB” which addressed the concept of instancing within a MMORPG.  He quoted many different players who all had different viewpoints on this mechanic which effectively can “section off” certain areas of a game and limit encounters.  The idea is simple and has some merit, but is this truly the way to go?

I remember a time, back in the annuls of video gaming history, when the online RPG was about experiencing encounters out in a persistent world amongst your fellow players.  You had to fight for everything you wanted from grind spots to boss mobs.  Even resource gathering was contested and a struggle within these early realms.  This is what separated the game from the single player console RPG’s.  This is where the term “MMORPG” was born.

As readers of my past blog posts could attest to, my favorite online game to date is pre-trammel Ultima Online from way back in 1997.  This title introduced me to an online gaming style which incorporated one world and one instance for all.  The genre was still in its infancy, so everything was new and the waters were untested….We were the guinea pigs.  If you wanted that mining vein you had to take it.  If you wanted to farm for cash you needed to prepare to fight other farmers who all needed money as well.  In short, the players themselves were your best friends and worst enemies in this world with no instances.  PvP occurred at places that the players deemed important.  There were no pre-determined objectives or artificial zones where one had to go to find any enemies….They existed around every corner!  You could be attacked anywhere and at any time, even in the center of town in broad daylight!

Bigger games such as World of Warcraft feature world PvP as well, but due to “instancing” fighting outside of the battlegrounds has quickly fallen out of favor with its gaming community.  Long gone are the days of hanging around Blackrock Mountain with the intent of attacking unsuspecting foes that had the misfortune of wondering across your path.  I am not talking about killing low level players or jumping those who were in the middle of killing monsters, but referring to good old fashioned 1 on 1 combat.  Being a good character in a 1 v 1 World PvP setting required a much different skill set then being a good team mate within an instanced battleground.  There were no rules, no objectives, and no one to hear you scream.  The only goal that existed was to defeat your opponent by any means necessary, even if it meant mind controlling them into a group of angry mobs.

Why did instancing become so popular and World PvP fall out of favor with the masses?  There is no easy and clear cut answer, but I have a few theories.
For starters, let’s go over some of the issues that exist on the technical side of the spectrum.

Lag is always the first and foremost of a player’s complaints.  When something goes wrong, it’s because they lagged.  This excuse is common for all gamers from Super Street Fighter 4, to Counter Strike Source, to even Bomberman across the Sega Saturn network (which still works by the way), it’s always about the lag.

Not even chess or spades online is free from this constaint complaint!

What is the best way to fix this legendary issue, other then asking people to stop playing on a 28.8k modem?  The developer’s solution came down to limiting the amount of interaction possible at one time by instancing off parts of the game.  Some games even took this to the extreme like Guild Wars and even instanced off parts of the world where there wasn’t even any fighting!  Will the issue of latency continue even after these changes?  The developers know they cannot please everyone, but instancing is about the extent of what can be done on their end.

Another attribute to decreased performance can be seen and best illustrated with a game like Age of Conan.  Their graphics are state of the art, but most players do not have a powerful enough computers to engage in large fights without seeing a drop in frame rates.  Every game has to deal with this issue in varying degrees depending on the engine (Anarchy Online was such a resource hog) and the year (Age of Conan is very recent), but instancing is once again the solution.  If a majority of people upgraded their systems this wouldn’t be such an problem, but not everyone can have a gaming rig that can run Crysis at 100 frames per second.  The explanation for this fix is very similar to that for lag.  If you limit the amount of characters that are on screen, you can prevent those players from losing too many frames.

The biggest factor I believe for the rise of instances, however, is more personal and severe then these convenient technical excuses.  Reasonable people can have differing views on what kind of system they enjoy within their MMO’s, but the following opinion has been reached through experience and research into most of the MMO’s that hit the market in recent history.

I feel most players have grown weary of the constant bloodbaths which characterized most early MMOs.  Most would rather be protected during their travels instead of the having an ever-present fear that death may be around every corner.  To put it bluntly, most players have grown “soft” when it comes to player versus player combat.  Old Ultima Online and other early MMORPG’s were so brutal and unforgiving during the dawn of this now mammoth genre.  If you came across an opponent and lost, much more than just your dignity was at stake.  UO had “full loot” deaths, so if you died in front of any other player he could help himself to your items!  Full loot as a concept has been abandoned almost entirely, including in Ultima Online itself, due to a growing frustration by players from losing their items…and many would say this is for the best.  Slowly making the game friendly to the casual gamer turned out to be a slippery slope, however, and that slop would begin to claim many more gaming mechanics before finally the act of “dying” itself in the world came up next to the chopping block.  It became inconvenient to run into players and end up having to fight instead of just easily passing through, saving the fights for pre-determined locations.

World PvP was always spontaneous and unexpected.  It gave players a rush that can’t be experienced within any pre-determined encounter.  Battlegrounds provide predictability and repetition, while world PvP provides apprehensiveness and fear.

What is my personal opinion on this subject?

World PvP provides an experience that cannot be duplicated or recreated.  Once your game decides to add instances and battlegrounds, you lose a large aspect of what set this genre apart from its inception…..from what originally drew me towards MMO’s.  I, as a player, enjoy the fight no matter the medium.  On consoles I am drawn to competitive games like fighters and first person shooters.  There is an inherent skill to be worked on in order to improve, and without an active human opponent to test yourself against you no longer need to adapt your playstyle.  Without this unknown factor, games are reduced to memorization and recognition of patterns.

Instanced PvP has its appeal, especially within battlegrounds that are timed with a clear objective.  BG’s provide an organized set up and give certain players the incentive they need to actually participate in a little friendly competiton.  If you have a team that is willing to work together, you can have alot of fun and success within these instances.  After the initial novelty of the fighting in these battlegrounds has worn off, however, these scripted encounters begin to move away from satisfying and dynamic experiences slowly, becoming more and more like a dungeon.

Think about it.  Go back to the last battleground you have participated in.  What was your first thought?

Generally mine would involve moving from point A to B to complete some sort of objective.  Where is the unexpected?  Where is the anticipation?  Where is the fear?  All of these emotions are lost.  Players are not in these instances to fight, but usually there simply to grind out “points” or “gear”….you might as well just be fighting against NPCs.  As BB King would put it, “The Thrill is Gone” when it comes to PvP these days.
What do you all think?  Make sure to leave your thoughts if you agree or disagree with some of the points I have brought up in this article.  As always, I enjoy the responses and hope we can get a dialogue going over world PvP.

This has been another installment in the Blade Wars Development Blog, and hopefully you have enjoyed reading this article as much as I enjoyed writing it.
PS - Closed Beta for Blade Wars begins on May 13th at 4pm PST.  Make sure to check it out :)

Josh Forester (Jaynestown)
-Community Manager, Changyou.com

Interview with ChangYou (EU) Marketing Director Mirko Gozzo

1.    What was the reason behind naming this game ‘TLBB’ and do you think it’s a good marketing decision for the target audience in Europe?

In China, the book this game was based on is called Tiān Lóng Bā Bù– Demi-Gods and Semi-Devils - a famous martial arts novel written by a well respected writer called Louis Cha. The book later spawned into several movies and television series and is a well-known story amongst Chinese communities. We believe that the storyline behind TLBB is so strong and genuine, that we shouldn’t shy away from anything other than authenticity and so we decided to keep the original name.

2.    What type of game is TLBB?

TLBB is a 3D, martial arts MMO game with lots of fantastic features for all to enjoy. Its easy-to-use interface and navigation system is tested daily by millions of players and with over 100 pets and 70 mounts available, players have a wide variety of choices to suit them. This beautifully rendered ancient Chinese world is depicted both from the book and historical Chinese culture; therefore players can enjoy lots of different scenes along their journey as well as the well thought out battle scenarios that have been developed. Players will be able to enjoy a unique storyline as well as an addictive MMO.

3.    Why did you decide to license a smaller game client with graphics that aren’t as strong as some of the other modern day MMO’s?

Many factors are taken into consideration when developing game content including graphics and performance on “average” computers. Imagine a game that has fantastic graphics and the deepest PVP system that allows more than 5,000 players to fight in one area; this game would probably only be played by a very small audience who can afford a high level-spec PC. When TLBB was developed, we wanted to allow as many people as possible be part of the game experience. Developments are being made for future projects and we’re extremely excited about what’s in store.

4.    Is TLBB out in Europe?

Yes. TLBB is currently in the Open Beta phase in Europe and has had incredible feedback since the launch in April 2010. Gamers should be aware however, that they will only be able to play the European version IN Europe. Players can find out more here

5.    How many TLBB players are there in Asia?

The user base of our games has been growing steadily with aggregate peak concurrent users (“PCU”) for all of our games in operations, reaching a total of 990,000 in the fourth quarter of 2009.

6.    Why is TLBB so popular in Asia?

TLBB has a very loyal following throughout Asia; our PCU figure alone is testament to that. Since the release of TLBB, ChangYou has strived to develop the game further and has seen a positive effect among communities. Derived from the famous novel by Louis Cha, TLBB (Tian Long Ba Bu) brings about a phenomenal storyline that the public love. Not only does the game represent a journey for players, but its beautifully adapted landscapes, characters and features have helped TLBB become one of the top games in China. The game also offers a large and friendly community within TLBB which bodes well among players and, more importantly, has excelled in the market as an addictive MMORPG for its game-play.

7.    When is the game being released?

In the EU, we have recently launched the Open Beta version and have lined up some exciting in-game events and giveaways for the upcoming months. TLBB started its Open Beta phase in China in May 2007 and now ranks as one of the Top 3 MMO games there, winning various awards for its popularity and quality. In the US, the game was released last year and an improved and modified version is now available for the European market. Players can enjoy a number of special prizes up for grabs. To find out more, click here.

8.    How much does TLBB cost to play?

It’s a free to play MMO with micro transactions inside the game. We want all players to have the chance to enjoy TLBB and get a taste of its playability.

9.    What are ChangYou’s long-term ambitions in Europe?

In recent months, we’ve been working hard on the launch of TLBB and have reaped the rewards since the Open Beta kicked off in April 2010. Players have taken to it in a positive way which is a good sign for the game. However, TLBB will not be the only project we launch in Europe. There are a number of plans in place for future titles to be published by ChangYou EU and so we’re looking forward to a bright year ahead of us. The focus will now be to maintain the success of TLBB and build on the interest for our players inside Europe.

10.    How big is the ChangYou (EU) Team?

Our company is growing quickly and we’re very excited about the future prospects of the European subsidiary. Based in London, the team is close to 20 strong and counting. We love hearing from candidates who could potentially bring something extra to the team so all enquiries are welcome. For more details about jobs, please email service@eu.changyou.com

11.    How will ChangYou make money out of F2P TLBB?

We have a secure payment method within the game and an in-game online shop that can be visited by players. The gifts & items on offer vary and we have a fantastic selection for gamers to choose from. The F2P element of TLBB is something, we feel, should be standard for players as we’d like this to be a long-term benefit for them.

12.    How often do you host in-game events?

TLBB hosts in-game events around the clock. It’s one of the things that players enjoy on a regular basis. All our events are unique and cater for the European market. To view all current and past events, you can visit the events page of TLBB.

Thanks!

Dragon Oath Open Beta Now Live!

Dragon Oath, a free-to-play martial arts MMORPG, is now open to all gamers. Its server “Zion” opens at 4:00 P.M. (PST) Nov. 5th after a 12-hour shutdown starting at 4:00 A.M to allow users to download the new client.

New users are encouraged to sign up at www.dragonoath.com and explore the expansive world of ancient China. Dragon Oath boasts over 300 different martial arts skills, 136 armor sets with up to 116 million combinations of weapons, over 200 pets with different attributes, 100 automated daily in-game live events, and much more!

Many exciting features have been added to Open Beta, like “Soccer Field Battle”, a monthly event that lets players battle against an onslaught of killer soccer balls, and “Martial Battle”, a PvP battle in which representatives from each class will be transported to a special battle arena to combat with one another to prove whose class is the best.

We had over thousands of players log into Dragon Oath during the closed beta phase. We listened to what they had to say, and while we were not able to accommodate every request, we made numerous changes we think players will appreciate that help bridge that canyon between Western and Eastern designs” said the Dragon Oath’s Localization Manager David Markowitz.

To celebrate the Open Beta launch, the ChangYou team will hold special events both in-game and off-line. Many great gifts such as iPods and Facebook Cash will be given away. Current players who already became Kung Fu masters would love to guide new players and pass on experiences to help them start the path to Kung Fu supremacy. For more information, go to www.dragonoath.com!

Dragon Oath has successfully run in Asia for three years and has over 75 million registered players. It has smashed records in the Eastern markets reaching 850,000 concurrent players at any given time. The game is set in ancient China and is based upon the mythology of the eight races of non-human deities described in Buddhist cosmology. It has a large emphasis on teamwork, community building, guilds, marriages, and master/disciple relationships.

About ChangYou.com

ChangYou.com (NASDAQ: CYOU) is a leading developer and operator of online games in China. We began operations in 2003 as sohu.com’s massively multi-player online games (“MMORPG”) business unit, before our carve-out as a separate, stand-alone company in December 2007 and subsequent listing on the NASDAQ Global Select Market in April 2009. We now operate one of the most popular MMORPGs in China, and have enjoyed strong growth in user data and revenues for our games. Our leading in-house technology platform includes CryENGINE3, a uniform game development platform, effective anti-cheating and anti-hacking technologies, proprietary cross-networking technology and advanced data protection technology.