(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 [...]
4Dec09
Making PvP Scale, Part 2
14Sep09
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 [...]