Behold, the unintended (or not) genius of Mortal Online 2: The Auto-Balance™ System!
The game runs smoothly and remains reasonably enjoyable as long as the player count remains low. However, for those of a more predatory disposition (a.k.a. gankers), the opposite is true—the higher the population, the higher the enjoyment! Why? Because a high player count means a fresh buffet of victims.
The system is simple: pop out of town, harvest some victims, stroll back in, and cash out. Thanks to Star Vault’s ingenious trader mechanics, looted goods—whether stolen or “legitimately acquired” through creative flagging exploits—can be conveniently offloaded for profit.
Max enjoyment for gankers, but minimal enjoyment for everyone else. This presents a game design challenge: How to balance this blatant conflict of gaming interests without implementing meaningful PvP deterrents or justice mechanics?
The Mechanic:
And the best part? Henrik can proudly claim this is working as intended because it’s player-driven.
A triumph in game design!
Bravo, Star Vault. Bravo.
The Premise:
The game runs smoothly and remains reasonably enjoyable as long as the player count remains low. However, for those of a more predatory disposition (a.k.a. gankers), the opposite is true—the higher the population, the higher the enjoyment! Why? Because a high player count means a fresh buffet of victims.
The system is simple: pop out of town, harvest some victims, stroll back in, and cash out. Thanks to Star Vault’s ingenious trader mechanics, looted goods—whether stolen or “legitimately acquired” through creative flagging exploits—can be conveniently offloaded for profit.
Max enjoyment for gankers, but minimal enjoyment for everyone else. This presents a game design challenge: How to balance this blatant conflict of gaming interests without implementing meaningful PvP deterrents or justice mechanics?
The Unique SV Solution:
From the same visionary studio that brought you “Let the players create the content,” now comes:“Let the players balance the game!”
The Mechanic:
- As more players join, griefing escalates exponentially, making the game progressively less enjoyable for the 90% of players who don’t appreciate hourly corpse runs.
- These 90% of players quit, leaving behind the Stockholm Syndrome crowd—about 9% of the original population—who have adapted to the suffering.
- With fewer easy targets available, half of the gankers also quit, because what’s the point of being a wolf if the sheep have all fled?
The Revolutionary Population Management System™
- Step 1: 1,000 players log in. The world is alive! The servers begin to struggle.
- Step 2: Chaos erupts. Roaming gank squads form. Newbies get harvested like wheat.
- Step 3: 750 players rage-quit. Balance restored! The world stabilizes.
- Step 4: The remaining 250 enjoy a brief period of stability.
- Step 5: More players trickle in. The cycle begins anew.
The Result:
A plummeting player population which self-corrects to maintain a balance where:- PvP “enthusiasts” still have just enough prey to keep them entertained.
- Victims are spread thin enough to avoid an immediate mass exodus, but not so scarce that gankers have to work for their kills.
- The game stabilizes at a perfect level of misery, ensuring just enough players remain to keep the servers running, but never enough to cause actual congestion, or a positive end-of-year balance for SV Studios.
The Innovation:
- No need for developer intervention! The game balances itself!
- No need for tedious justice mechanics! Crime rates naturally drop when there’s no one left to rob.
- An organic, player-driven feedback loop! Those who can’t handle the brutality leave, while those who thrive in suffering remain to perpetuate it.
Final Thoughts:
Truly, MO2 is the first MMO where the griefing problem solves itself. Other games waste time implementing balance patches, moderation tools, or in-game justice systems. Star Vault has done away with all that nonsense—instead, they have entrusted the natural attrition of their player base to achieve the perfect murder-to-survival ratio.And the best part? Henrik can proudly claim this is working as intended because it’s player-driven.
Unlike lesser studios, SV understands that true game balance doesn’t come from patch notes—it comes from an organic, self-regulating cycle of suffering and abandonment! A true visionary approach!“We believe in a true sandbox where players create their own balance, and that’s exactly what’s happening.”
A triumph in game design!
Bravo, Star Vault. Bravo.
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