About winning a few words.
There is a big difference between
winning and
winning a game.
There floats around a rhetorics that suggests that we wouldn't play at all a game where wining is not possible. Too lazy to quote from different authors.
They're right!
That is why game makers chose a story with one or multiple conflicts. We like to fight and to win from time to time. Constantly losing and constantly winning is boring. That's where the balance of a game producer comes.
But the authors using the above rhetorics are using a correct statement not per se but to induce a more general assertion that is false.
In other words they tell us:
- winning has to be possible
but they want to induce:
- winning the game must be possible
Winning yes has to be made possible and keep up the entertainment such an industry has to provide. But winning the game = finishing the game, for both winner and loser.
So a fight, a raid, a (temporary)war and a duel should be won by somebody, but never the whole game. Who tries to extrapolate from winning to winning the game has an immediate interest in that.
There are times when
losing can be fun. For example when you oppose a huge and long resistence to bigger forces, when you win a duel against someone with more levels, when... in short, you beat the game mechanics, and you're better by using your skills or your gear (worked and combined by yourself).
But the main statement remains correct: you fight to win... that particular fight, not the whole game.
I will not go into considerations about what kind of people wants to win the game
you can read anytime old Jyudas feverish posts
)
The second side of this rhetorics I meet here a lot is
winning versus
winning something.
Most pvp-ers want to fight and to win. Winning is by itself a reward.
But those who have enough advantages out of the current implementation try to put equal sign between winning and winning a prize (cats, mats, ops).
They are two essentially different things: one is the pride of using skills, hunting months for top gear, reading documentation, exercising a lot, levelling, having good time of reaction, inventivity, reflexes sometimes.
The other is just being happy with the prize, it's less about winning as the word means in dictionary as with earning.
On a side note it's fun to notice that same people who claim earning is what matters also are the first to despise mercenary guilds.
Working with a MMO the psychological rewards and the symbolical ones are the best tools to reward people for their efforts but delay as much as possible disbalancing the game (that happens anyway but at a faster or slower rate). One great example in Ryzom is the "kami/kara champion" title.
Long term, accumulating rewards that reflect not only on the winning characters but also on their entire group is the way Nevrax has chosen in OP implementation... and here we are on a sixth page of 4th-5th thread of a neverending discussion about it.