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While approaching 9 million paying subscribers, which is more than the Nelson rating of most tv shows, WOW has servers that are labeled PVE and Roleplaying, which have pvp zones and have pvp hot options. Eve Online, MXO, Guildwars, COX, Vanguard, and every other game have the pvp components. Warhammer, Age of Conan, Gods & Heroes: Rome Rising, Star Trek Online, Marvel, DC, Firefly Online, and World of Darkness Online, are being pre built with PVP in mind and that's every major game being released from 2007-2009.
PVP pays the bills. PVE does not.
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Here is your proof from just one major developer, watch all 7:26 minutes:
http://youtube.com/watch?v=ZOTRjWGxmjI
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Fair enough. 'killing the myth' etc was a bit grandiose though, don't you think, for such a simple point?
As far as paying the bills etc. I've been playing for 2 and a half years, and I'm still far from bored with the PvE content. Every Issue brings me more, too. You say there's Player-created content from PvP. If you tell me where I can find it, I'd love to give it a go to see how it compares to the story arcs of the PvE game.
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Yeah, well ... every game cited as proof has spent a lot of time and money on PvE content (it's typically the lion's share of the budget, but much of that work goes directly into PvP content too). If it were only PvP that paid the bills, they wouldn't bother at all - you could level up a character based on PvP performance, and trade currency earned in PvP for your upgrades. But despite the FUD elements ("PvP pays the bills. PvE does not." ) and oversimplifications, there are fair points behind the overstatements. I don't think it's willful disinformation, but a lot is being conveniently overlooked. I mean, if you swapped "PvP" for "PvE" throughout, it holds up just as well.
Or, to say that people finish the PvE content and so it's not relevant is as valid as saying that people never finish the PvE content despite years of subscription (in five years, I never got through all of EverQuest!) and so it's all that's relevant. Both statements begin true, yet neither one ends genuinely.
If the only draw of Warcraft were the PvP, the queue for a BG would take days. Imagine being in a lineup 9 million people long!! WoW is a spectacular phenom - you've got a huge number of people ignoring the PvP and working through the PvE alone and slowly getting through it. Plus, you've got a huge number that burn PvE as fast as possible to focus on raiding - a huge chunk of whom are doing so only to be better equipped at PvP. You've got a sizable group, too, who find the perfect twinkable BG and stop levelling to only play that one BG with that character. And the fourth half of 'em are doing some or all of the above ...
One of the reasons cited (you'll have to find the quotes yourself if you need citations, and there is much more involved than what I am about to paraphrase) by WoW developers for changing both the raid and PvP structuring is that those "hardcore" markets weren't sweeping through the game population as they'd anticipated. To sustain those game elements, they needed to soften the curve and broaden the appeal, to get more of the casual, non-raiding, non-PvP players playing the content that would keep them locked into the game. That is, raids and PvP.
Yes, both of those are vital to the game. No, neither one exists in it's own bill paying vacuum. All elements are important to Blizzard's model and they want raiders to quest, questers to PvP and PvPers to quest and raid too. That's the money, baby! (And if there's one thing Blizzard knows by now, it's the money!)
Even Warhammer Online, an IP that just screams out PvP, is working on PvE content (and they may trump all comers by how they blend PvE with PvP by what I've been reading). One of the reasons they've delayed shipping the game is to work on the starting areas for Dwarves and Greenskins. This gives them some opportunities to rework other PvE elements too. And I'm sure they'll be addressing PvP too but if you read the full interview balance and netcode were in place, it was the early environments that needed work.
Mark Jacobs: "The most challenging aspect of development has been the delivery of exciting quests that immerse you in the ongoing war efforts as well as designing, testing and balancing our "Careers." Over the years we have proven that we can create great and lasting Realm vs. Realm systems -- now we have to take both our
RvR and PvE systems to the next level. That takes a lot of time, energy and focus to pull off."
The complete interview (about the WO:AoR's delay) can be read at
http://pc.gamespy.com/pc/warhammer-o...783684p1.html.
Yeah, the next big thing (okay, one of them) in PvP/RvR is also working on their PvE game too. And why not? If you overlook either side of the coin, you better have a damn good reason. Certainly you can build a pure PvP game and find an audience and you can build a pure PvE game and find your audience but the best way to be popular is to broaden your appeal without pissing anyone off. (D'uh!)
But to say "PvE/P pays the bills, PvP/E does not" is as stupid as saying "Steak is food, potatoes are not". Balance your diet already, and stop talking with your mouth full. The day PvE/P pays the bills and PvP/E does not is the day game companies stop creating PvP/E content. If you were a game developer, would you really turn down all the subscriptions of those who prefer PvE/P to PvP/E?
"Player created content" is the challenge pf playing other players. Look in the PvP zones or the Arenas. You won't always find anyone there but if you keep heading back you will. If you haven't tried it you might be pleased, or you might be bored. Everybody's different.