Crowfall has given me plenty of reason to pause and question. Everything from temporary battleground experience to arcade matches, and then the idea of fragmenting communities (the foundation of group pvp) by creating FFA campaigns, guild vs. guild campaigns, etc.
I’m finding a few more issues with Crowfall’s proposed PvP mechanics that were recently shown in a video. Take a look.
Vulnerability Windows – “For the next two hours the city can be attacked.” That’sÂ a mistake.
Scripted Events – (Bloodstone telling players to go here, go there) This essentially states that players should zerg. The bloodstone says to go to X,Y? Okay, everyone go to X,Y. Â That’sÂ a mistake.
Expecting true Emergent Gameplay within a ‘Battleground’Â – You can’t expect emergent gameplay when you create victory scenarios centered around timed capture the flag mechanics and vulnerability windows. You’ll only create an arcade experience. Basing your entire PvP campaign system around it… That’sÂ a mistake.
There needs to be a long-term drive or a purpose, which I have yet to see explained. There must be a ‘reason’ to keep fighting. PvP for the sake of PvP will not last in 2015+. Games like that are a dime a dozen.Â This is why when people start to lose, I expect they’ll simply stop playing.
Now I’ll be constructive and offer advice.
Let’s assume they did stick with this. There are a few key points they’ll have to consider. First, to make this scenario work (which I realize is just one example of many “emergent” gameplay opportunities) the map has to be huge. Any map where players can realistically turn back to defendÂ after committing toÂ going after a Bloodstone will fail. Second, the reward for this Bloodstone thing has to be incredible. Third,Â the Bloodstone rewardÂ has to be diametrically opposed to the Keep reward so that players are actually having to choose which reward they want rather than simply choosing to double down. Fourth, they have to remove those vulnerability windows. That keep should be vulnerable 24/7; if it’s worth defending and not designed to fall in 30 seconds to a zerg then it will be defended.
It’s not impossible to make such a system like this fun, but it will be incredibly difficult to make it fun for long.