Browsing the archives for the pvp tag

Making PvP Scale, Part 2

(Continued from Making PvP Scale.) When I wrapped up the first part of this discussion, I had just mentioned the core issue with designing scalable PvP: finding some way to maintain a rough balance between technique and strategy regardless of the numbers of players involved in the conflict. Before I go any further, I’m going [...]

Making PvP Scale

When PvP in computer games was first introduced, I’d have to assume that participant scaling wasn’t even on the radar. After all, it’s a bit hard to envision a “zerg” in Pong. As games have grown in both complexity and scale, however, the problem of how to make PvP fun regardless of how many people [...]

Player Factions – Why 3 is the Magic Number for MMOs

Since this weekend and the coming week has been/will be a bit busy, this latest post from me is something I’ve previously written, but it was sort of hidden away on a different site. I’ve reposted it here for your reading pleasure. There are basically 3 types of endgame elements most modern MMOs have available: [...]