Quote

"For like a shaft, clear and cold, the thought pierced him that in the end the Shadow was only a small and passing thing: there was light and high beauty for ever beyond its reach." -- J.R.R. Tolkien

Saturday, October 2, 2010

Game Development

Game Development theory is a subject of interest to me because it fuses a story with competition, understanding a tier-layered system, and a person's desire to kill things.

My basic MMO philosophy is this: PvE is limited; PvP is unlimited.  This is primarily based on the problem with every PvE game that I have played: it comes to an end.  PvE is fundamentally unsustainable unless you can develop content faster than players can play through it.  PvP is more sustainable because it hands some of the entertainment responsibility to the players to create their own enjoyment (and bragging rights and whatnot) from fighting one another, which buys you a lot more time to develop content (infinite time, really, if you create a good enough PvP experience).  PvE is like a book; eventually it comes to an end and you put it on the shelf and don't touch it again for months, even if it is a good enough book for you to reread a few times, eventually it ends up on the shelf gathering dust.

Acronym library:
MMO - massively multiplayer online (game)
PvE - player versus environment
PvP - player versus player

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