Saturday, April 14, 2012

Comparing PvP mmo's using Sun Tzu's Art of War

[:1]I recently wrote a discussion blog using Sun Tzu's instructions for warfare to compare WoW, DAOC, and Guild Wars 2's pvp setups. It's a fairly educational and eye opening post, teaching the beginner Warlord both Sun Tzu's rules of war and helps the avid pvp'er get more out of their mmo gaming experience. Took a lot of research and I hope everyone learns something.
Don't Fight In Darkness
Selfless plug. Gaiscioch guild recruitment for Guild Wars 2 starts early as well.
Gaiscioch Prepares for WvW
Both are pretty entertaining. Enjoy.
At the end of August, I plan to describe my GW 2 PAX experience. Stay tuned.|||Well that was a good read. I have always been a huge follower of Sun Tzu's Art of War.
In regards to high ground, GW1 has these effects in its game. High ground gives you better damage with ranged weapons. And low ground lowers damage if shooting uphill.|||Quote:








Well that was a good read. I have always been a huge follower of Sun Tzu's Art of War.
In regards to high ground, GW1 has these effects in its game. High ground gives you better damage with ranged weapons. And low ground lowers damage if shooting uphill.




That's great...it's good to see there's others that have a high regard for Sun Tzu. It's pretty amazing how thorough his teachings were.
As far as high ground advantages, it's good to see ranged weapons get more damage, but it would be nice to see melee gain perhaps a charge bonus?
I know a few moves that guardians and warriors have that charge enemies and then attack. Giving them a little bonus to damage while doing this from a uphill location would be icing on the cake for holding uphill locations in fights.|||Anyone who has played at a higher level in this game will know how many things you have to factor in when trying to be succesful. That is why you can easily draw a parallel to something like The Art of War.
Think about all the psychological aspects of team dynamics, communication overall strategy about practice and the deception within it all. Everything here is something you can relate to real life in some way and something which is so very important to a team that wants to succeed.
Probably forgot several other important things in there, but overall it's an intersting angle at a competitive environment and something which is highly interesting on many levels.|||Quote:








Anyone who has played at a higher level in this game will know how many things you have to factor in when trying to be succesful. That is why you can easily draw a parallel to something like The Art of War.
Think about all the psychological aspects of team dynamics, communication overall strategy about practice and the deception within it all. Everything here is something you can relate to real life in some way and something which is so very important to a team that wants to succeed.
Probably forgot several other important things in there, but overall it's an intersting angle at a competitive environment and something which is highly interesting on many levels.




I couldn't agree more. It's one of the reasons why Guild Wars 2's WvW is so enticing to a critical strategist/PvP'er like myself; there's the possibility of pulling what made DAOC so successful into PvP once again (and doing it far better than with Warhammer Online) as well as many other promising factors. If Arenanet can pull off 75% of what they claim will be in GW 2, it will be one hell of a game.|||Good read...
I do have a few comments...
1) Know your enemy is important when you can know in advance what to expect so you can bring the right tools to fight him... this is correct and what you said. However, if you don't know in advance who your enemy is, figuring out your enemy quickly becomes crucial to know how to engage him. I see Sun Tzu's teaching applying to both cases, not just foreknowledge.
2) Deception applies quite well to small scale, even 1vs1. The point here is to use feints etc to mislead your opponent, to make him expose a weakness.
3) The part about momentum is great, but you forgot the part about the falcon strike, using a quick attack to take advantage of opportunity.
4) Uphill/downhill can be a metaphor for engaging your enemy onto grounds that are favorable to him due to anything really... Fortifications, nearby spawn point, etc.|||I don't do much PvP in Guild Wars, but in the PvE, I definitely make use of high ground for my ranged characters especially rangers who seem to get the biggest boon from this.|||If we go by the examples alaris supplied I'll give out some scenarios where the theories apply.
1.
This is highly important not only in metagaming, but also in relation to maps, terrain and similar considerations. Knowing what most opponents will do, knowing what a specific opponent usually does and how people usually react to unusual scenarios are all important things to know.
2.
Apart from feiting in skirmish situations with things like bull's strike, interrupts and so on, there's also a whole different level of deception. This mostly applies to a tournament environment, but is nonetheless extremely important. Deceiving your opponent into thinking you'll play a different team setup than you're going to, that you'll be using a different map, a different tactic from the beginning of the match. It applies to every level of the game, be it strategic, tactical or operational.
3.
This is seen very often. The main scenarios will either be powerplaying to force mistakes on the enemy team in how they split their team and where they position themselves.
Another example would be constant pressure on the flag to force the opponent to make a critical decision as to what their long term response will be.
A third example would be high pressure, overload oriented teambuilds which are highly dependant on momentum and seizing the opportunity the moment it's there.
4.
Res shrines, your own base, near bridges/chokes you name. If you're not being intentionally literal about the wording you'll see GW has numerous situations where the terrain and defender's advantage apply in grand style.|||Quote:








Well that was a good read. I have always been a huge follower of Sun Tzu's Art of War.
In regards to high ground, GW1 has these effects in its game. High ground gives you better damage with ranged weapons. And low ground lowers damage if shooting uphill.




Be careful my friend. Uphill doesn't always give you an advantage. The enemy can very well trap you up there, cut off your water supply, and set fire on the hill. Every situation is different.
The biggest lesson of Sun Tzu is secrecy. Be unpredictable. Stay away from the obvious.|||I didn't know there were that many fans of the florid prose of a sadistic sociopath.

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