The vast majority of my online gaming experience (more then a decade) has been team-based FPS games.
The best thing about these types of games is the rush you experience when you find yourself as part of a group that communicates and strategizes to beat another group of online gamers that are every bit as skilled and determined as you are. Some of my fondest gaming memories were in a game called Day of Defeat (a mod for halflife) which is a team based FPS with a WW2 theme. Nothing beats supporting a team with an MG42 and denying the enemy the opportunity to flank your group, while your group is taking full advantage of your covering fire, keeping you supplied with ammo, and pushing forward to accomplish the objective.
This kind of thing can give you a real ardreniline rush and have you leaping out of your chair cheering and laughing like a madman.
But that doesn't happen very often unless you're a member of a clan that competes with other clans in tournaments.
MMORPG's offer something else. They offer character developement and a persistent community, unlike the FPS games, where you're deeds are forgotten once the round is over and you have no attachment to your character at all. That fantastic victory your team pulled off against all odds doesn't mean squat once the round is over.
The thing that bugs me about MMOG's though, is that the common consensus seems to be that the 2 markets are completely different and that there seems to be little effort of trying to duplicate the competitive nature of team-based FPS in a MMOG.
In addition to character development and a persistent world, MMOG's can make team-work
the rule rather then
exception. Now if only they could duplicate the competition as well, they could tap into a
HUGE market of online gamers that have thus far resisted the urge to play MMOG on a regular basis.
The simple fact is, MMOG players and FPS players all have a lot in common. The difference is that some people prefer competition, and others prefer co-operation. The
VAST majority of online gamers however, would prefer to have both. FPS games like CS, DoD and BF1942
CANNOT offer the co-operation, community and character developement that an MMOG can offer due to technological constraints, although Battlefield 2 is trying pretty damn hard to do just that.
The only thing preventing a MMOG from offering all that online FPS games can offer, and then some, are the preconceptions of the developers and their most vocal customers. The current MMOG community seems to be stuck in it's own little echo chamber that prevents the genre from taking over the entire online market as it rightfully should.
All you need to do to make PVP work in MMOG's is have it as a fundamental part of character developement rather then a diversion or obstacle. You need people to lose something if they are defeated, and gain something when they are victorious. If you make safe areas for people, you need to make sure that these sanctuaries descriminate against PKer's, rather then keep them safe from the people seeking vengenace (either that, or get rid of safe zones altogether).
And above all, you need to play on the strengths of the MMOG genre: Teamwork and community. You need to give people a reason to drop what they are doing and rush to the aid of a team-mate in trouble. You need to encourage people to defend vunerable players. And punish guilds that do not protect resource gatherer's, crafters, and trader's by reducing the arms and supplies available to them, and making them ripe for conquest by guilds that do defend their vunerable members.
And you need to make important objectives for guilds to compete over: stuff like resources and territory.
Instead of keeping competition in MMOG's as some sort of little side show to character development, it should be every bit as important as co-operation in the player's gaming experience.
The only reason the markets of FPS games and MMOG's are apples and oranges is because developer's like Jessica treat them as such instead of understanding that everyone is fundamentally just an online gamer and that the differences in the markets are mostly due to preconvieved notions of what people want.