Player versus player, or PvP, is a type of combat in MMORPGs, MUDs and other computer role-playing games pitting a player's skill against another's, where the goal is ultimately the death of the opponent's player character. While this can include player killing or PKing, this term is usually used in a narrower sense. It is the antithesis of combating mobs, known as player versus monster (PvM) or player versus environment (PvE).
Other early MMORPGs, including Meridian 59 (1996) and Ultima Online (1997), also had PvP combat as a feature. In Ultima Online, the goal was to allow players to police themselves in a "frontier justice" way. In Meridian 59, the game tried to focus PvP by having different political factions for players to join. However, these games tended to be unfriendly to more casual players. With the popularity of EverQuest in 1999, primarily consisting of PvM elements (with the exception of limited PvP on one specific server), PvP became a negative for MMORPG players and developers.
Despite a lack of popularity, PvP has remained in other games such as Asheron's Call in late 1999, Diablo II in 2000, Dark Age of Camelot in 2001, Asheron's Call 2 in 2002 amd Shadowbane in 2003. While these games included PvP, they still contained large portions of prerequisite PvM, mostly to build characters. Critics argued the comprehensiveness of this type of PvP lacked in comparison to Ultima Online's implementation before the release of the Age of Shadows expansion. The main concerns voiced by critics were lack of an individual's skill involved (primarily reaction time and hand-eye coordination), heavy dependence on items, and too much prerequisite PvM to build a character. Some MMORPGs currently in development are starting to use competitive PvP, such as dueling, as a main feature. In most MMORPGs, dying results in negative consequences. Therefore being the losing party in PvP combat is undesirable. For example, in Asheron's Call, you lose items upon death.
Though many MUDs have gone the route of roleplay intensive gameplay (RPI), or followed the hack 'n slash trends in popular graphical MMORPGs, some MUDs have focused strongly on the PvP gameplay. Many MUD designers claim that PvP in graphical MMORPGs is not player-skill oriented, and that the more versatile gameplay of text-based MUDs can allow for better PvP combat implementation.
In 1995, Richard Woolcock, often known as "KaVir", created the original God Wars MUD. The game proved popular, but eventually died out in March 1996 due to staff disputes and balance issues in the game. The code itself was released to the public as "GodWars", a codebase which is used by over a hundred MUDs today. The stock gameplay elements of GodWars and its successors, such as Dystopia and Utopia, have made it the most accessible codebase for PvP-oriented MUDs to date.
In most MUDs, players engaged in PvP are usually separated from the rest of the community, and are organized in clans, or other player-run groups as well. A few of the most popular MUDs who lay claim to advanced PvP combat systems are Godwars II, Achaea, MUME, Clandestine MUD, Realms of Despair, DragonRealms: The Fallen, Everwar, and Duris: Land of Bloodlust.
On August 4 2005, the Chinese government announced a ban on all "violent" MMORPG play for minors (under 18). Chinese officials defined "violent" as any game that involves player vs. player combat. This new policy is part of a crackdown on pornographic, violent, gambling and superstitious content on the internet and mobile phone networks in an effort to create a so-called "healthy online environment".*
Players often find PK deaths to be unfair since the most effective tactics require surprise or attacking an opponent in a weakened state. In PvM, the goal is to learn the pattern of the monsters and often to exploit those patterns for fastest gains. Fighting challenging monsters in online games usually requires a period of recuperation before fighting another monster, and this downtime is the perfect chance for a PKer to strike. PvP, and more specifically PKing, goes against the predictability of the game. While some people enjoy this aspect of gameplay and won't play without it, some do not and will avoid any game with significant PvP options.
Character death in an online game usually comes with a penalty, so PKers are not well-liked. In some games a character will die many times and the player must often sacrifice some experience points (XP) or gold to restore that character to life. Permanent death (such that the player must create a new character) is relatively uncommon in online games in general and more specifically when PK is involved.
There are also flags indicating status. All players start as innocents (with names over their head printed in white text), but attacking another innocent will flag the attacker as an outlaw (with an orange name). If an attacker kills another player, they gain murderer (with a red name) status. There are no penalties for attacking or killing outlaws. Once an outlaw dies, they go back to being an innocent. A murderer cannot lose that status unless pardoned by a player-elected justicar.
The game has also implemented systems to encourage PvP between consenting players. The game allows two clans/guilds to mutually declare war on each other and fight without penalty. There is no penalty for attacking a member of a guild that has declared mutual war. Either guild can sue for peace, but this places a financial burden on the guild to do this. Another PvP system involves the political factions in the game. After gaining a certain amount of power, a faction member can receive a shield and become a soldier for the faction. There is no penalty for attacking a soldier with a shield from another faction. If a soldier kills a rival faction soldier, they gain status and increased powers from the faction.
PK on the other hand in Lineage II is defined as killing a "white" or neutral player, one who has not attacked or flagged back. When a player PKs another, his name changes to red and he receives a certain amount of "karma" points based on the number of people he has just pked, as well as his current PK count, which is separate from his PvP counter (the higher it is, the more karma he has to burn). In red or PK status the chances of a player dropping equipment increase to almost 90%, and thus red players are heavily targeted by those outside his or her own clan or alliance, hence rendering getting rid of karma an absolute necessity. The only way a player can be rid of karma is by a) killing a number of mobs, b) losing karma points by dying. It often takes several deaths to lose karma on a character that pvps frequently, which serves as an effective PK deterrent to those wary of losing XP (experience points). Lineage II has no hard and fast rules regarding PK or PvP, nor servers to separate PvE (Player versus mob) and PvP gameplay (as compared to World of Warcraft).
In World of Warcraft, victories in PvP contribute points of honor to that character. Every week, characters are awarded ranks based on their honor relative to other players. These ranks permit players access to high-level items. Similarly, players fighting in battlegrounds gain reputation with their faction's army in that location, in addition to any honor they accumulate for their PvP. Sufficient reputation allows players to purchase high-level gear that is otherwise inaccessible, and is more appropriate to PvP play. Thus, in World of Warcraft, PvP is presented as an alternative to traditional PvE gameplay.
Computer and video game gameplay | Competitive computer and video gaming | Role-playing game terms
Player versus Player | PvE | PvP | PvP | Player versus player
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