This isn’t SC-related per se, just two articles about other games that I came across this week. The first is by Richard Garriott (https://www.youtube.com/watch?v=KFNxJVTJleE), pretty much the only person who can say “I had no idea what people would do with my game!” I’m not a fan of his, at all, but one must acknowledge that he was one of the early pioneers in the industry.
The other was a video discussing a Gamestar interview with Todd about Fallout '76 (https://www.youtube.com/watch?v=gpfZ_9v8UdM). In this interview, Todd says:
“I don’t want to force people into playstyles. I want systems that reward certain behaviour. The thing why i can’t tell you how it works because we are still messing with it. We have the same goals where we don’t want other players ruining the experience. Thats the worst for us to bear. If you stop playing the game because of another player acting like an asshole, we have encouraged the wrong things. At the same time, its important to us to enable players to a certain kind of drama. As for the wanted level, maybe that was in one of the videos, we do have a system right now that if a player is acting up, let’s say he murders somebody who didn’t want to engage in combat. That’s possible at the moment yet very very hard to do that, maybe it will change. He gets a status as being wanted and can’t do a lot of the things other players can do. All the other players can now see him and he gets a big bounty on his head. He becomes some sort of epic enemy, that every other player can go after. And as of right now a player becomes wanted and everyone can see him, everyone will gang up on him it’s a lot of fun. How do you get to a wanted level? We’re still messing with. I think there is an interesting dynamic there, we don’t want to put the brakes on too hard right now. But if the system is becoming too problematic for players we will dial back and make gaining the wanted level harder. I’m going to throw one more thing in that i think is important for people: All the quests we have designed are playable solo or in a team of four. That means there are no quests focused on PVP. We want to seperate PVP and player made challenges seperated from the hand made quests.”
To me, this answer represents the height of naivete in game design. I link this and the Garriot article because I remember the “Ultra Reds” from UO. In UO, if you did a bad thing, you got a bad rep and were rednamed. The asshats in that game vied for the “reddest” name, the worst reputation, and there would be armies of them, roaming the countryside, all red and not giving a crap. It’s like the Outlaw armor in SC, you can only get it if you have a bad rep, so it’s a badge of victory for them. If you give something “prestigious” to people who are “infamous” (https://youtu.be/0b6_i_eSgR8?t=12), they will wear it with pride and mock the system that gave it to them. This isn’t theory or paranoia, it happens in every single game where it has been implemented.
I do appreciate that he refers to PvP as “drama” and not “risk”, as that is a much better designation to me.