Monday, April 12, 2010

Final Fantasy XIV: PVE > PVP?

If you asked me a year or two ago, I would have scoffed at the idea of playing a Final Fantasy game. But the way games have been going lately, I am expecting a PVE-centric game like Final Fantasy to be a nice change of pace, even for the PVP fan that I am. My rationale is as follows.

Fewer design constraints
If PVP is excluded from the picture, many constraints are removed from the equation, and there is less pressure for the dev team to get things right. I.e., there are fewer ways for the dev team to screw up. This allows them to focus on other parts of the game instead of tinkering with and breaking this and that (optimization is a more difficult problem than adding PVE content and an amateur dev team will typically fail).

It's okay if classes are not balanced
In a PVE game, classes do not have to be balanced for the game to be healthy. As long as each class is fun to whoever plays it, the game wins. In a PVE game, no one will complain if a rogue class is able to stealth indefinitely, if a glass cannon class has no way to get out of stuns, if a healing class can also do decent damage; or about something more detailed like "melee class M has 3 CCs while ranged class R only has 2 counter-CCs".

Everyone is allowed to be "overpowered"
In a PVP game, if one class is ever allowed to 1-shot another class by design, many people would be disappointed. It's like the phrase from The Incredibles, "when everyone's super, no one will be". In a PVP game, no matter how powerful your abilities may seem on paper, you can bet that your opponents will have equally powerful abilities. You will never get the feeling of superiority that you thought you would, even as you hurl fireballs from your finger tips and shoot lightning from your ass. This is because a PVP game will never allow you to "overpower" your opponent. You are never supposed to fight 10 enemies by yourself and expect to win. In a PVE game, however, your opponents are allowed to be lesser beings, and you are allowed to feel... "super". Isn't this why people play RPGs in the first place? To feel awesome?

No gear grind?
MMORPGs typically offer a gear progression and reward players with better gear after a 'grind'. This necessitates a grind in order to be competitive in PVP. The people who don't (or cannot) grind as much will always be at a disadvantage to the people who grind more. Thus, an invisible "bar" is set by how much effort everyone in the game is willing to grind (or pay for someone else to grind). If you fall below this bar, you will almost certainly have a worse gaming experience than everyone above the bar. Also, note that the bar always rises and never falls, since everyone is always upgrading their gear. Leave for a week-long vacation? Get bogged down by RL commitments? The invisible bar would have inched higher and you are a little less powerful than you used to be, relative to everyone else. In a PVE game however, no one suffers for the benefit of another person's enjoyment. The "bar" would have been set by the game designers as a prerequisite to PVE content, but it is static. Fall a little behind because of RL? That's alright --- the content is waiting for you exactly where you left off --- you're not going to suddenly get facerolled by noobs who grinded more than you.

What I'm looking out for now is either a PVE game, or a PVP game where skill > gear. I'm definitely going to check out FFXIV since my girlfriend's a big fan. We'll find out if I'm right about a PVE-centric game being a nice change of pace. They're supposedly upgrading their PVP experience, but I'm actually hoping that they stick to their bread-and-butter and keep it PVE, for the reasons above.

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