I don’t think it’s any exaggeration to say that shitty PvP games like the exiled are what has been killing this little corner of the mmo genre for many years now. The common thought has always been that PvP mmo’s don’t sell and that the community is too small to support such a small player base and it’s games like The Exiled being held up to support those claims.
But it’s a bullshit proposition really since the well being of these heaping piles of trash bare no resemblance to the reality of what would happen if an actual, well planned and developed mmo with more than a mediocre amount of money and resources made such a game. With companies that developed interrelated systems that promote dependancy and community, as well as a variety of mechanics and style of content much like Eve and well – it seems like a very different situation.
I realise there are plenty of mmo’s that can be used as an example against me from the various terrible darkfall reboots, mortal online, wild Terra and a million other shitty little PvP mmos but if you look at the product, from the depth of mechanics to how polished the the visuals and mechanics and it’s plain to see they don’t even get a fraction of the resources, manpower, and support that the various Pve focused games get. Even crap Asian ports like the recent Revelation online, blade and soul and many others get far more than the lowly PvP mmo’s I see so it really isn’t a comparable situation.
The problem is that, for an indie mmo dev or company the PvP style of gameplay seems like a much easier and quicker thing to develop which is why we get a glut of such barely functioning gank boxes. They need the bare minimum of world building and progression elements and then you have a “playable” early access mmo husk. You can get away at that point with selling both the current format and the idea of what it could be, but that idea is as real as me riding home from work today on a kangaroo.
Ultimately it just feels like lazy development most times, and just more of a situation where the developers have picked what appears to be the easiest possible mechanics and gameplay to achieve without thinking any deeper and the why, what and how. Why PvP in the first place for the game: does it make sense for the setting, the world and what you want to achieve. What makes your PvP interesting and different from the standard shit that gets forgotten in the bowels of steam Greenlight. And how are you going to create systems that encourage independence, autonomy, and creation of community.
If your answer to any of this is free for all, full loot then stop right there – pour a big dollop of gasoline on the pile of cash you were going to use and light it on fire. At least that might create more use by providing some warmth for a short time -and more amusement to those watching then playing that game.
Now I don’t say this because I hate PvP, quite the contrary. I am eagerly looking to mmos like Camelot unchained and Crowfall that have been more introspective on there aims, mechanics and gameplay. That are creating something more unique. But if it’s just another barely functioning early access husk, with little thought involved beyond what was required for you to mash you head on a keyboard than no – I’ve taken my fill now.