One of the major questions in regard to Player vs. Player challenges in
Richard Garriott’s Tabula Rasa is why clans would be battling among themselves
in the first place. After all, the troops have their hands full fighting off the
constant onslaught from the Bane forces. It would seem that in order to survive,
the members of the Allied Free Sentients would have to unite and fight together.
But even though the AFS have a common enemy in the Bane, and must fight together
to survive, it does not mean that all of their past beliefs and prejudices will
immediately be forgotten. People of different cultures, different religions, and
different belief systems have fought amongst each other since the beginning of
human civilization. The soldiers of the AFS may have to fight together to
survive, but that doesn’t mean they all have to like one another to do so. That
is the foundation that we chose to build the Wargame system in Tabula Rasa.
It was important to us in developing the PvP system in Tabula Rasa that the
approach we took allowed for players to voluntarily take part in PvP, yet still
allow for players to engage in the surprise type of ambushes that makes large
scale PvP so exciting. As a result, we took a multifaceted approach to the PvP
in the game.
There are two basic types of PvP in Tabula Rasa. The first of these is called
Wargames. Wargames can be conducted by individual players wishing to “duel” each
other, or as squad based challenges where two teams square off against each
other. These are meant to be short, consensual affairs that only last until the
battle is over, or one of the two sides surrenders. They are not persistent
events like Clan Wars, which I will discuss in a moment.
During a wargame, players will have the opportunity to challenge one another
and decide, after viewing a summary of the other participant’s stats, whether or
not to accept the challenge. While on a squad, only the squad leader can offer
or accept a challenge to a wargame. Once engaged, the wargame will last until
one side wins or surrenders. But, the players should remember that these
skirmishes are taking place in the middle of an intergalactic war. So, if the
players happen to come under attack by enemy forces, they can still be attacked
and killed, at which time they would lose the wargame. Those are the breaks for
fighting within the AFS ranks in enemy territory.
The second way in which a player can engage in PvP in Tabula Rasa is by
joining a clan that has chosen to participate in Clan Wars. A Clan War is a
persistent state where all members of that guild are actively flagged for PvP.
That means that if a player is part of a PvP clan, they can be challenged by
another PvP clan at any time. Of course, there are benefits to clans who
participate in Clan Wars in addition to bragging rights, but there is also the
constant risk that the player will encounter their enemies while exploring or
running missions. I feel that it is the surprise element of the Clan Wars, not
knowing what might be waiting for you over that hill, that make it so exciting.
In my experience in MMOs, I got the adrenaline rush when I was unsure of what
was going to happen next and it was it was a bit dangerous to walk around. That
is the experience that players choosing to participate in Clan Wars will find in
Tabula Rasa.
Another thing I think is unique about the way PvP is being handled in Tabula
Rasa is that there are a variety of ways a player can take part in it, and there
is something for everyone, even those who are not hard core. For example, if a
player doesn’t want the experience of always being a target for another Clan,
but still wants to challenge his fellow players once in a while, he can take
part in either an individual or a squad based wargame. Likewise, if that same
player eventually decides he wants to take part in a Clan War, they aren’t
forced to start a new character on a dedicated PvP server. All they have to do
is join a PvP clan. Then, once they have had their fill of PvP, they can leave
the guild and not have the constant risk of being attacked looming over them.
I feel that the dynamic nature of PvP in Tabula Rasa is what sets it apart
form other games. And it lends itself to additions and variations in the future,
like wagers, “Capture the Flag”, and other player driven developments. There is
truly something for every level of player in Tabula Rasa in regards to PvP,
whether you are looking for a one on one challenge or to be a part of a full
epic battle between rival clans. Or, you can choose not to participate in PvP at
all. As we developed our PvP in Tabula Rasa, the key focus was choice; creating
a system that allows players to choose how to play the game so it is most
enjoyable for them, and to engage in PvP the way they want to.