Posted By LaLicorne at
Is Chronicles of Elyria going to be a FFA PvP ?
(FFA stands for “Free for all PvP” this means you can kill anyone just about anywhere and anytime that so pleases you, there are not factions dictating who you can and can’t kill)
I know there are kind of rules and contracts, but will the contracts and rules be enforced in a way that make them taken seriously ?
TL;DR: No and Yes.
I concur that it is important to learn from past mistakes, so first I will tackle where the Shadowbane comparison stops in my opinion.
Then to quote a friend, I will consider why "CoE will make PvE, PvP, RvR, FFA, RP acronyms obsolete".
As for the contracts features, Caspian recently reported they were working on a new design journal about contracts and identities. Since it is so central to how the worlds of Chronicles of Elyria can be managed as a game system, we'll have to wait for that to happen.
Shadowbane failures and inherent flaws
As for Shadowbane, there are similarities but that stop really quick, right at the roots... the only possible challenge is about something I won't discuss: "lagging servers" since we don't know if SbS will pass that hurdle yet.
Shadowbane did a "jigsaw with most core designs": for instance, adding realms afterwards to rationalize the FFA consequences on a game system that wasn't created for it, was too late and another straw to a flawed conception.
About "aging tech", unlike the devs behind Shadowbane, CoE has proven time and time that they have a S.OL.I.D. development.
One that can switch clients when necessary: the whole saga of the "light game client", now Prelyria with increase efficiency, is a good example of good production-making (though the lack of knowledge base and bug and feature support is concerning).
I don't think I'm the only one around who would be perfectly fine having only the Prelyria client to play Chronicles of Elyria.
That's not the plan, as SbS assuredly included a potential swap to the Unreal 4.0 heir if/when they have to transition to that next-gen one within the next twelve years. Which solves another cause of Shadowbane's demise : its poorly executed and ankwardly dated "in-house graphics engine".
On the contrary, Soulbond Studios focused where it matters (even more importantly for an online world) with their proprietary dynamic story engine, the Soulborn Engine. Their bad luck was the partnership with Improbable (for the network infrastructure necessary to such a wonderous multiplayer system) that didn't bear the fruits they expected.
Thirdly-ish, the guys behind Shadowbane had trusted "financial investors" and Ubisoft as publisher... oh sorry, I thought I said enough. ;) But to try to not enter another debate, lets simply say that crowdfunders, as a matter of fact, care about the result of their investment (and about customer care :p), not about the RoI (return of investment).
Fairness and room for the needed
Plenty of people have an opinion about this. Some says that since it is too difficult to balance a game, there has to be a meta changing every few month to keep things fresh. It's even working... until it doesn't anymore.
Something stable is easy to adjust and tweak, it also can endure some abuse (hinges of the kitchen door), but that other thing that miraculously hold itself together with a big sign "please, do not touch"... there's no way you will be not destroy something in the balancing process.
I could also answer without putting too much thought in it: do you see rulesets change that often in any other domain, sports or gaming being the closest (imagine this in soccer, tennis, or the way you get a paycheck)?
Sure motorsports tend to have to deal yearly with advance in technology and what is considered fair for the next competition/season, but a video game rarely have to go out of their way against such external threats (aim bots and that sort of things do pose a problem, but they are not new). No, the main problem more often comes from within.
There are plenty a game system that successfully include house rules and variants over an already robust main ruleset, definitely not before (in card games like poker or tarot, tabletop game and rpg systems are prime examples). But as a general rule: the more is artificially introduced, the lesser player base that follow, except if one nailed it hard on the money.
CoE design is lore-anchored, organic, and coherent; all three adjectives leading to the same point actually: a stable base to build on whatever other mechanics fit the grand scheme.
Shadowbane didn't have such, or any, a robust design before launch, and "wouldn't, or maybe couldn't, change gears" before derailing, leaving only regrets and some history footnotes in its wake.
Obsolescence of RvR, FFA, PvP in this MMO new genre
Now lets talk: all those acronyms describe a limitation in possible gameplay, not a bonus feature... it is not so important in solo or even classical co-op game, though it starts to show the problem.
Any gamer know that PvE and PvP stand respectively for Player vs Environment and it supposed opposite Player vs Player. Yet notice that singular... it comes from an ancient era and is deadly relevant to our debate.
That's why people feel the need to further precise Ganking PvP, Free-for-All PvP, Asymetric PvP (4vs1), Team PvP, or... you get the meaning.
In such "PvP games" (even if they are dubbed MMO or worse: RPG), you enter the "game session", play a few "encounters", reap the "rewards" (even if you performed poorly) and "log out for the day".
In successful "PvP worlds", like in EvE Online, you have to park your belongings in a "safe zone" (being paranoid is an asset then) or amongst friends: I don't mean your contact list, nor raid members :doh:... but online people you actually trust... wait, what?!.
Character persistence is a keystone
Anyway, on to my main point, what is an online persistent world with no persistent existences/characters? A nesting ground for anonymous geezers to exploit, abuse, brag, troll and grief.
We have plenty of successful and enthralling game worlds to adventure through (Witcher, Assassin Creed, Mass Effect, even the new Cyberpunk... you name it), but how many would risk their franchise to go (multiplayer) online?
Even simply co-op is a debate on its own, that's why there are plenty circumvening design solutions to bring the illusion without taking the literal step.
Anyone can do a shortlist of the worst behaviors from gamers/games and breachs of netiquette on their surrounding communities: what you'll obtain is the series of symptoms originating from a few festering causes and poor design choices.
One is letting a player wield the ultimate power to make everything disappear with a flick of a button (also known as simply logging out)... oh I see what some are thinking and I don't mean to chain people to their screens! :p
More seriously, in immersive and emergent game worlds, a player doesn't have to play a role (enforced RP, or not): they are immersive enough for the player to take decisions on what s/he wants to do with ~the~ her/his (character's) story.
Notice the oblivious blur between the two, something we all experienced in good games... or in a good book (yeah the real thing, paper still exists).
The de-clawed stats and emergent gameplay
Just a tangent foray on some overlooked and potential practical problems to "raiding carebears" until "sheeps" become an exhasuted ressources in the game world.
First there won't be levels to boost your stats (attributes at least)... just training (and maintaining your fitness) and initial genetics somewhat, with an important exception.
Indeed, for wanabee agressors it is even more dangerous to try to attack someone close to one of their family member (villages for instance), as the "Family Bond" kicks in... and their stats get... "bolstered" (remixing into the overall best attributes).
Add to that, that using disguises (which is the best form of sneaking in this low-magic realistic game) among a close-knit community is taking a lot of risks (especially with the "blue or red" mentality generally associated with such locals).
But lets assume, a family of wolves (they can do that too) got their fangs on some fat loot, where to spend it? Where and how to enjoy the spoils and the good life? A historical question that corsairs and pirates of legends, as cunning and impitoyable they could be, answered by partnering with the (some) so-called sheeps, because every involved party is both actually.
What if instead, historical pirates could... safeguard their loot on their account (no... my treasure maps got eat by the dog), log off when pursued by royal fleets and teleport to base when low on consumables... did I mention mutineries and dyssentries among those powerful valiant crews?
Systems in place
Persistence of character: can't escape by logging or teleporting out... escape only if you died which seems fair,
then friendly fire and body collision: as announced balanced design against multi-boxing, unrealistic ganking and combat exploits noticeably (a crossbow wielder in your back is not the best thing you can wish for, unfriendly or not),
the limited inventory: for those like me who should be playing "Pathfinder: Kingmaker" right now (talk about a bad launch), we know how bothering that inventory thing can weight on gameplay and movement if pushed too far or done wrong,
non-trivial survival: in another MMO, any player would be rich beyond measure... and wasting resources like there's no tomorrow. In Elyira, good luck during the longest night or a more simple yet still harsh season/weather trying to maintain fitness for combat (it won't be wolf and sheep then, rather cicada and ant).
required logistics and transport: moving through the wild like on a highway, running all the time... don't expect things to go easily, though parkour is your new elyrian friend and a compas ("You brought the map, right? No, I thought you did").
to name a few systems that make the world complete and not just another pretty background to a gankfest party... still I should conclude with the narrative engine.
Narrative-centric
"A good story is one you don't want to interrupt or see interrupted."
The Soulborn Engine which records your character's behaviors along its lifespan pited against their values (education, tribe, religion, local laws and regulations) for the soul affinity feature, weighting risk vs reward... and tweaking your next story arc accordingly (o_O).
A soul that is your actual player character and will bear part of those actions for the rest of your gameplay (with that particular soul).
Sure, no other player can touch your soul, and you can still effectively log out with no consequence, but there are also no matter attached to this "escape" either, since you leave your other self in that ever-online world.
About PvE, there's no "versus", your character is the environment. OPC (offline player characters) are a good chunk of the population though they will probably behave a bit subpar compared to their NPCs comparses (non-player characters): having two personalities in one body (and possibly even more identities)... yeah a tad schizo those heroic/crazy/talented soulborns.
Long run consequences
Finally, with all the benefits that come with grooming old souls, no smart, min/maxing or hardcore gamers (especially the "wolves" mentionned in this thread) would want to jeopardize their "end-game" for the very relative satisfaction of non-gratifying law-less behaviors.
Which I mean chaos-inducing, game-breaking and no-risk behaviors.
While living as an outlaw is half part of the charm of such game world, lets stop to think about it for a couple seconds: outlaws, most heroes and rebels are of that kind, villains most often aren't.
What does it mean in this ever-online world where you can chose a path of darkness (not wickedness) or virtue (not goodness) for your p(l)aying soul with every events you make.
Now, remember that most things in the game erode with both time and use (Darkest Dungeon is a good analogy of expected conundrums): it isn't free, even if seemingly easy, to go and kill a random someone ("sheep")... the kind of no-brainer that leads to a "too much hassle" choice.
Simple conclusion
As stated in a better way by @Wolfguarde in an above post, at launch, with the initial influx of new players testing the boundaries of their inner gamer's possibilities will be quite gruesome and challenging. Not to a breaking point hopefully, but as I like to say "A game deserves the players it lures", Shadowbane did it wrong in my opinion, we'll see what second population boom CoE will seek to court... as the fated date approachs.