Mark Jacobs
President, Mythic Entertainment
Lead Designer
"Okay, keeping all that in mind, why did Mythic, the company that is responsible for the most successful RvR based MMORPG in the world decide to go with a more conventional world focused more on a system based on PvE? Well, for a number of reasons. First, I believe that the market for a subscription-based PvE game is larger than that for RvR (or PvP) games. RvR, no matter how well constructed, scares off a lot of potential players. The tremendous success of certain PvE titles backs this up. Secondly, in looking to our second MMORPG, it makes more sense for us to diversify our games rather than just create DAoC In Space. If we weren't committed to DAoC, it might be a different story but since we continue to both a LIVE team and an Expansion team on DAOC, why should we expend even more resources on a game that is geared to the exact same market? Third, in terms of non-business reasons, I believe that we can create a more interesting and richer galaxy for our players by focusing on the good guys (from a player perspective) and on the bad guys (from a NPC perspective). I want to make our heroes heroic and our bad guys really, really bad. That is much harder to do if you actually want players to play the bad guys. Finally, the issue of balancing a game prior to release and the post-release nightmare of a RvR game also played a big factor. Anyone who has played a RvR game or PvP game knows that as tough as it is to balance a PvE game post-release it is infinitely tougher to balance a RvR game post-release. Every single we do something that changes a class, race, weapon, skill, etc. in order to balance it so that its owner is not overpowered, uber, greatly superior the cries of "You nerfed us!!!! Mythic SUX!!!" are heard. And since no game as complex as an MMORPG has ever nor will ever get it all right upon release, we would, if Imperator was an RvR game, have to deal with that for another 5 years (or more). In the end , we decided we would rather be able to make the changes we need in order to make the game better without having to focus so heavily on having all combinations equal to each other at all times."
http://vnboards.ign.com/DAoC_General_Board/b5176/79954167/?22
President, Mythic Entertainment
Lead Designer
"Okay, keeping all that in mind, why did Mythic, the company that is responsible for the most successful RvR based MMORPG in the world decide to go with a more conventional world focused more on a system based on PvE? Well, for a number of reasons. First, I believe that the market for a subscription-based PvE game is larger than that for RvR (or PvP) games. RvR, no matter how well constructed, scares off a lot of potential players. The tremendous success of certain PvE titles backs this up. Secondly, in looking to our second MMORPG, it makes more sense for us to diversify our games rather than just create DAoC In Space. If we weren't committed to DAoC, it might be a different story but since we continue to both a LIVE team and an Expansion team on DAOC, why should we expend even more resources on a game that is geared to the exact same market? Third, in terms of non-business reasons, I believe that we can create a more interesting and richer galaxy for our players by focusing on the good guys (from a player perspective) and on the bad guys (from a NPC perspective). I want to make our heroes heroic and our bad guys really, really bad. That is much harder to do if you actually want players to play the bad guys. Finally, the issue of balancing a game prior to release and the post-release nightmare of a RvR game also played a big factor. Anyone who has played a RvR game or PvP game knows that as tough as it is to balance a PvE game post-release it is infinitely tougher to balance a RvR game post-release. Every single we do something that changes a class, race, weapon, skill, etc. in order to balance it so that its owner is not overpowered, uber, greatly superior the cries of "You nerfed us!!!! Mythic SUX!!!" are heard. And since no game as complex as an MMORPG has ever nor will ever get it all right upon release, we would, if Imperator was an RvR game, have to deal with that for another 5 years (or more). In the end , we decided we would rather be able to make the changes we need in order to make the game better without having to focus so heavily on having all combinations equal to each other at all times."
http://vnboards.ign.com/DAoC_General_Board/b5176/79954167/?22