tekdude
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Seems to me that CBT is about the evaluation of game performance under various conditions. To assure developer expectations are met and that the game is stable and relatively free of unwanted problems.
Within an MMO, players are content and integral to the game experience itself. Game designers of course know this and build or shape a framework of interaction that governs progression or development. Players in turn get enjoyment for time and funds spent in exchange for their involvement. So player interaction is very much about the game design itself. My apologies, I'm stating the obvious.
How players interact with each other in a way hostile to the game's long-term success is fully evident during these beta tests. Which is the point of beta, after all. What the game designers are seeing within the PVP test servers is a game performance matter that should be of very high concern. The criteria for pass / fail with regard to how reliable the game functions is by how well it performs by delivering the type of content its PVP players will fund. Battlegrounds on PVE servers helps to some extent in that regard (albeit with a loss of spontaneity). Duels, etc. etc.
The pass / fail test results during beta come in the form of player feedback in addition to game performance observations. And sufficient enough player feedback is such that this area of test is a pattern failure condition that should have the game company pretty alarmed. The resolution isn't a selection between server types, but a change in PVP competition (penalties, bounties, restrictions, jail, karma, status, whatever). As a comparison, we don't see roaming max level mobs moving around or in new player areas one-shot killing 'opponents'. That is an objectionable form of game design if those mobs were rampant and overwhelming to players. What makes it objectionable, is whether the player will remain in game regardless if it's a PVP or PVE server. Sure, groups of players could kill of roaming end-game raid bosses that seek to 'gank' players it finds. The content weight of a raid-boss vs. max level player in this regard isn't the same, but the principle to highlight the game flaw is the same.
Within Aion and L2, twinked and ranged dps alts would roam about and gank new players. Very regularly for their enjoyment, points, reward or status. For enjoyment and clan/political reasons, I've ganked many many baddie folks end-game in L2 before FTP. Eventually and over time game designers added guards in new player hunting grounds for L2. Aion saw an exodus of players from the game due to the same PVP game design flaw. Invalid and meaningless "PVP" which helped to erode its PVP player base. These games just didn't perform well in this regard, players lost interest over time (or became frustrated) and moved on.
The difference here is Tera designers have an early indication of the problem. And how much game play latitude is given to griefers remains to be seen. It will be an indicator of the game's long-term success (or how limited it will be). Plus, I suspect that where there's undue support for griefers (insufficient consequences), there will be cheaters without due game balance and protection to retain players and protect the interests of the company and its customers.
With PVP in its current form on PVP servers, this area of beta testing has revealed a problem of game design counter to the interests of its customers.
Helping out during beta has been a lot of fun.
Within an MMO, players are content and integral to the game experience itself. Game designers of course know this and build or shape a framework of interaction that governs progression or development. Players in turn get enjoyment for time and funds spent in exchange for their involvement. So player interaction is very much about the game design itself. My apologies, I'm stating the obvious.
How players interact with each other in a way hostile to the game's long-term success is fully evident during these beta tests. Which is the point of beta, after all. What the game designers are seeing within the PVP test servers is a game performance matter that should be of very high concern. The criteria for pass / fail with regard to how reliable the game functions is by how well it performs by delivering the type of content its PVP players will fund. Battlegrounds on PVE servers helps to some extent in that regard (albeit with a loss of spontaneity). Duels, etc. etc.
The pass / fail test results during beta come in the form of player feedback in addition to game performance observations. And sufficient enough player feedback is such that this area of test is a pattern failure condition that should have the game company pretty alarmed. The resolution isn't a selection between server types, but a change in PVP competition (penalties, bounties, restrictions, jail, karma, status, whatever). As a comparison, we don't see roaming max level mobs moving around or in new player areas one-shot killing 'opponents'. That is an objectionable form of game design if those mobs were rampant and overwhelming to players. What makes it objectionable, is whether the player will remain in game regardless if it's a PVP or PVE server. Sure, groups of players could kill of roaming end-game raid bosses that seek to 'gank' players it finds. The content weight of a raid-boss vs. max level player in this regard isn't the same, but the principle to highlight the game flaw is the same.
Within Aion and L2, twinked and ranged dps alts would roam about and gank new players. Very regularly for their enjoyment, points, reward or status. For enjoyment and clan/political reasons, I've ganked many many baddie folks end-game in L2 before FTP. Eventually and over time game designers added guards in new player hunting grounds for L2. Aion saw an exodus of players from the game due to the same PVP game design flaw. Invalid and meaningless "PVP" which helped to erode its PVP player base. These games just didn't perform well in this regard, players lost interest over time (or became frustrated) and moved on.
The difference here is Tera designers have an early indication of the problem. And how much game play latitude is given to griefers remains to be seen. It will be an indicator of the game's long-term success (or how limited it will be). Plus, I suspect that where there's undue support for griefers (insufficient consequences), there will be cheaters without due game balance and protection to retain players and protect the interests of the company and its customers.
With PVP in its current form on PVP servers, this area of beta testing has revealed a problem of game design counter to the interests of its customers.
Helping out during beta has been a lot of fun.