Oct 9

Evil Side, Represent!

Category: Design, LOTRO

Saylah, over at Mystic Worlds, isn’t too happy about LotrO’s PvP. While I agree on some things (I think the game is going to be an abject failure, and I have no plans on playing it long-term), I disagree with her assessment of the Monster PvP. It’s very carebear, to be sure, but the idea itself has a lot of merit. In fact, it’s the only vaguely interesting design element I’ve heard them mention.

What I really want, though, is the ability to play the evil side. Not just a single character, but a component of the forces of evil. At low levels, you play the role of a goblin. It’s an open-PvP world, between your side and the good side. Evil players aren’t that powerful, relative to their good-side brethren. When they go to attack good players, they best travel in groups or (even better) swarms. The key difference is that once a goblin dies, there are no negative repercussions. After all, he was just a goblin. His life is for the good of the evil side.

He respawns at the nearest evil respawn point, and goes on his merry way. Back to the battle with him, or perhaps out into the countryside to do some ‘questing’ against the goodly NPCs.

For evil players, instead of the typical MMOG playstyle, it would be more apt to compare things to SOE’s Planetside. Evil players work together, and there isn’t a whole lot of the foofy elfy-welfy nonsense that bogs down a lot of fantasy MMOGs. You are an armed force, part of an army, and you act that way.

Just as with PS, as you gain ‘levels’ you gain access to new abilities and (awesomely) new vehicles (monsters). So, after being a goblin for a while, you become an orc, then perhaps an orc captain. From there, the sky is the limit, literally. Uruk’Hai, Cave Troll, Giant … Fell Beast? Mmmm.

These higher-level characters would be able to drop evil-side spawn points, so that evil’s minions could re-enter the battle more quickly. Perhaps some players would rather be more traditional PC-types, and could fill the roles of evil wizards, necromancers, etc.

The key here is … it would be lots of fun. Mobs would actually be *smart*, because they’d be controlled by real people. You could recreate epic battles more accurately, with the possibility that the good guys might not be the winners. Helm’s deep, especially, would be a hoot and a half.

So, while I totally agree that the Monster PvP as described seems like a giant waste of time … it doesn’t have to be.

4 comments

4 Comments so far

  1. Heartless_ October 14th, 2006 11:35 am

    Sounds like BF2142 honestly :P Drop a squad spawn point… upgrade your character. Anyways…

    The idea of P vs MP has been thrown around for the longest time. Didn’t EQ try to do something with it?

    Honestly ever since I participated in live events in Ultima Online I have felt games needed to provide real content. And what better way to provide that content than to utilize your most prominent resource: the players.

    Why make super complicated AI… why not just give players the chance to play as the monsters. It should be self balancing. If there isn’t enough monsters to kill then people will have to go play monsters. Or maybe allow players to control a team of monsters ala RTS style gameplay. You get a whole Orc Party to play with instead of a single character. You get an area to play with them in. Players get alerted to your presence and come out to fight you. Bling… you have instant dynamic content.

    Of course this can be poked full of holes. Any idea in its early stages can. It takes good developers to fill in the holes and frankly that is something Turbine can’t do.

  2. Wizzel Cogcarrier Wizzleton IV October 19th, 2006 4:52 pm

    You’re on Next-Gen’s “most important gaming journalists” list. Grats!

  3. Darniaq October 24th, 2006 6:00 pm

    I’ve always like the idea of players not knowing the difference between an NPC Orc and a Player Orc. This is where I feel Blizzard somewhat fell down. Imagine assaulting a Horde stronghold that has dozens of NPCs, ALL with generic names. Some are players who have special buffs that can rally NPCs. Others are the NPCs. The opposing force has no way of knowing, and are themselves comprised of players and NPCs.

    THAT’D be more like a tactical RTS. Imagine playing the Hero but guiding NPC troops. The closest I’ve seen to this is the CoV Mastermind Archetyp, some of the factional rewards in SWG or managing a group of pets in UO (I used to love walking around Felucca with five Ostards :) ). Awesome ideas, but an exception to the rule.

    I’ve long wished they’d make it the rule. Why do I need to know the name of the enemy player I can’t directly talk to ingame anyway?