Except it was splitting the servers for ultima online between pvp and non-pvp that killed ultima online. People from ultima online went on and made another pvp sanbox where players were very deliberately not split between servers and the vast majority of pvp was non-consensual. It went on to become eve online. Here we are nearly two decades later.
It’s like the original devs of eve had learned the lessons from ultima. Single shard. Player freedom to be ‘bad’. ‘FFA PVP’. And now that eve is chipping away at the latter two, look what’s happening…
It’s not just because i enjoy it, others enjoy it. The players that are sticking around in eve longer are the ones being killed illegally. We know agency and having an impact on your surroundings are very big drivers for retention. Forcing pvp onto others is the very pinnacle of agency. Being able to influence others by force or threat of force.
New players in this very thread are complaining about how they don’t stand a chance against others, but there ARE targets that even new players can kill, the miners, the haulers, the mission runners. The perfect targets for new players to learn how hunting and pvp mechanics work are the ones not consenting to pvp. It’s just much harder to hunt them than 10 years ago and we’re suffering for it.
The article you link says:
In fact, when asked what they learned and wanted to apply to SOTA , it’s consensual PvP. All agree that PvP as it was originally implemented hurt UO financially. The metrics are there, and neither Long nor Garriott would backdown from hardcore PvP players trying to argue pro-FFA PvP.
What if the metrics for eve don’t show that non-consensual pvp hurts retention? What if they show that players that are killed illegally tend to stick around longer? What if less than 1% of players are citing ship loss as the reason for leaving? What if 80% of players that aren’t getting killed are leaving in the first two months anyways?
Show me anything that suggests reducing non-consensual pvp has made things better for eve. Financially or otherwise.
Ultima online may not have got wow-like growth because of its non-consensual pvp. But it had a hardcore following just like eve. And then taking away what made it special killed it off. Read:
Before I had to leave for another appointment, Long said something we should all consider: You don’t need “massive” worlds anymore. As Ship of Heroes’ Casey McGeever argued in another interview, chasing the next World of Warcraft is folly, so developers should aim for a niche. The problem with modern MMO design is that everyone is trying to “out content” each other when, really, you should aim to give content to those who will consume it.
However, you don’t need to go out and get a million people. 10,000 is fine. Their advice is to take small MMOs and that we don’t need giant MMOs, which is interesting since the MOP writers recently talked about how much size matters to us. Look to EVE . The EVE we have today isn’t the EVE we originally had since it’s been picking up its community as it rolled along.
Sharing advice McGeever also said, Garriott once again warned people, “Don’t go head to head” with WoW since you’ll be forced to make something “cookie cutter.” If you say you’re making the next WoW , “You’re in for trouble.” Pick a niche.
Well the niche for eve is fulltime pvp sandbox. The skull-duggery. The player driven market frankly needs it to function properly (look what happened to ultima onlines market after the server split). This is what the players have been consuming and will continue to consume.
Meanwhile the latest direction of ccp has people so bored they don’t want to log in.