Except once: Bartles MUD II, which can be counted as the for-pay online adventure/RPG game that started the industry. In fact, every time Ive seen non-consenting PvP tried in various forms, it has been a miserable failure. Ive been hearing that since about 1989 and have yet to see it actually work in a persistent world. Game after game touts itself in development as the answer to PvP, that they are the ones that will do it right first. In fine examples of the old saw, "Hope springs eternal," each new designer and/or development team is just positive they have the one true solution that makes non-consenting PvP work. The issue or, I should say, the several and various critical issues of Player versus Player combat in persistent world role-playing games is coming to the fore again, in all its contentious glory.įor some strange reason, this seems to be another area where persistent world developers and, especially, designers refuse to learn the lessons of past failures.
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