I know Thomas in a recent Q&A or interview said that the goal of PVP in Wicked is not to be an E-sport, but I still could not help asking the question … what would a Wicked E-sport look like?
Here’s what I came up with as some minimalistic Rules:
- New realm + new characters used just for the match
- Season lasts X (5-7?) days (whether it’s all in a row or spread out, doesn’t matter… a bit like a best of X series in Baseball)
- Matches can be of teams 1-4 vs 1-4
- Every day there is a PVP/Coleseum match, best of X team wins (you could end a 7 day season early with a 4-0 sweep!)
- There would need to be some kind of in-game or in-realm timer, e.g. each day there can only be 4 hours of realm playtime
- Realm would need to be put in “season” mode - you set in-game timer and it locks out for the 12h or 24h (or other?) window
Btw if Moon Studios has already been doing PVP matches & tournaments internally, I wonder if they have already prototyped or informally tried something like this. The rules above, for example, would be easy to execute without any additional dev work - all it would take is each team together for a few days and a timer (or two streams you can roughly verify in-realm playtime on).
What would happen?
All speculation… but my first thoughts:
- PVP becomes measuring stick, but each match really would stress how the players engage with all the game systems, including economy, build strategy, farming, sequencing/timing, plague risk vs reward, etc.
- Different skillsets/specialties might develop that still have significant impact on the PVP outcome over the match, e.g. a very good macro planner and “farmer” player might keep a realm humming and getting the best enchants/gear/upgrades/builds early, while a micro specialist might be able to really kill bosses/etc. punch above their weight
Why not?
- Don’t know Moon Studios view/vision on E-sports. I personally think if a game organically produces that kind of dynamic, it’s wonderful to let happen, but doesn’t need to be the point or goal of the game in terms of design
- It may make an already incredibly complex and nuanced game even more stressed because it introduces a significant meta/macro between systems
Regardless, I wanted to share in case the idea piques the interest of the devs or other players!