by yym331 » Thu Jan 16, 2025 7:42 pm
When I was playing as an ambassador for PlayStation Japan, I played Rust with a group of around eight players who I originally met in another game. During that time, no large clans joined the server until mid-game, so our team enjoyed a "massacre party." I wonder what the "victims" of that experience thought about it
As time went by, we all got a little older, started jobs, and experienced various life events. We no longer play in small groups like we used to. Instead, three of us tried SCUM, a world even harsher than Rust. Despite being just two or three players, we often faced attacks from groups of eight. Occasionally, we managed to counterattack and wipe them out without taking any damage, but that only made them angrier. Eventually, they found our base using a plane and destroyed everything we had
Recently, I also tried Once Human, a scenario-based open PvP game. In that game, players are divided into two factions to battle. Unfortunately, I ended up joining a faction that made up only one-seventh of the server population, which led to relentless attacks from the majority faction. In other words, I became the "victim" this time.
But this is something you have to accept in open-world, open-PvP games.
That said, games that combine PvE and optional PvP often become the target of criticism. Even Fallout 76 faced backlash for including PvP, which eventually led to its near removal from the game. (Personally, I enjoyed PvP in Fallout.)
Graphics may also play a role in this perception. For example, no one would expect a game with Animal Crossing-like graphics to have open PvP as a core feature
Developers should avoid worrying too much about reviews and focus on maintaining the game’s unique personality. Otherwise, it risks becoming just another "ordinary low-budget game."