The End-Game in a PvP MMOG
(Ideas by Endiku)

The 'end-game' of a MMOG is defined as whatever there is to do after you've reached the level cap. There has to be an End-game or people would finish the game and move on. In PvE games this invariably turns into a quest for better stuff. In PvP games, there's got to be a better solution, or else those people who are newer to the game or don't have endless hours to play are relegated to 'second best.' Also, the end-game needs to have progression for your character, and rewards for you to find and acquire. Endiku has found both those solutions.


PvE end-games are about loot. You've maxed your character, so now you have to get the items that will further enhance your abilities. That stuff has a low drop rate off monsters that require dozens of people to bring down. That means, not only do you have to hope the item actually drops, you have to wait for it to be your turn out of all the other people you're grouped with. This all translates into frequently engaging in repetitive attacks on these monsters where each attack is a highly choreographed and hours long ordeal. It works to keep these items somewhat rare, but it also 100% eliminates the casual player from even THINKING about participating.


The killer is that if a PvP game worked like this, if you don't have the stuff, you can't compete with those that do. That means only the people who have the time to put in are allowed the spoils. It's a cynical look at the designers of these games to think they did that on purpose. There's a simple way to fix this imbalance. You simply make time your enemy as well as your friend. The longer you play the more you grow, and the better items you come across. However, the longer you play the more chance you'll have to be defeated. The two mechanisms to accomplish these goals are lootable epic weapons and 'Overpower!'


Winning is exhilarating. It gives you confidence and a boost to your strengths and abilities. 'Overpower' is the game representation of that confidence. As you win, you charge-up and grow more powerful than you were before. You might even gain access to new abilities or characteristics. This build-up can be reserved for the end-game, or perhaps it's always available to help out while you're still levelling. To put it in basic terms, it's a series of semi-permanent buffs you give yourself by winning battles.


Losing does the opposite. Your confidence can be shattered and your extra zeal will leave you. This means you're left to fight on with the core make-up of your character. When you lose battles it takes away from your 'Overpower' points. The furthest down you can fall is 'normal'. There's no penalty for losing other than you're not overpowered. Game testing will decide how fast you lose your 'Overpower.' It may be that you lose ALL your overpower with your first death...but maybe just a portion, and maybe Overpower decays even slower than it accumulates.


The challenge of the End-game is to build your overpower. It's best built by PvP against matched enemies. However, that also gives you the best chance of defeat and therefore loss. For permanent bragging rights, your highest level of Overpower is visible on your character sheet, and perhaps there are some things (trophies?) that can only be obtained while above certain levels of overpower.


The Goal of the end game however is Epic items. This is handled differently than in PvE games. Epic items are literally unique. There is only one "Flaming Sword of Justice." Holding this sword is an honor and a risk. The honor is that you are the only one to have it. The risk is that everyone will want to take it from you. These items are originally found from PvE. Once found, they are in 'cycle' and will float around the gameworld. Epic items are soulbound, and can only change hands if you are killed by a player, (or group of players.) If that happens they can be looted whether or not they are equipped. It therefore means it's in your best interest to use your best weapon, (or you might lose it.) They cannot be banked or traded. (If you have multiple epic items they can choose the one to loot, but only one.)


There are hundreds of Epic items, each one unique. Some of the items might have multiple copies, but the lore would explain that. (The Four Swords of the Horsemen), (The signature daggers of the Nightshade Brotherhood.) It will be obvious when you come across someone with an epic item. There may even be a listing of all the Epic items in play and who holds them. PvP allows 'unique' to be actually be unique, and it allows for 'give and take' gameplay to exist at a time when most games are 'give' only.


With the chance to lose something comes greater accomplishment of holding something. Overpower and truly unique epic items allow for the end game of a PvP to share the same 'push and shove' that the battles therein do.