
Originally Posted by
Shurrikhan
But what does designing purely "for" PvE even mean, then? It's purely reductive. It's essentially just trimming anything and everything that doesn't minimize itself to a pure script. As soon as you start adding in more randomness, more variety, more intelligence, you're moving towards PvP-focused design, with an emphasis on awareness, shifting tactics, flexible play, and so forth over scripted "DDR" combat. That's not to say that PvP won't have its fair share of set plays, and focusing solely on PvP has similarly (though rarely ever so greatly) reductive tendencies, such as considering anything that doesn't make a clear strategic difference as worthless and generally devaluing "damage-metas" except where they are also "burst-metas".
If a game's PvE is suffering seemingly because of PvP or vice versa, chances are... they're not. They're suffering because both sides are shallower than they need or ought to be -- PvP not bothering to allow for longer spans of conflict at which many decisions often seen in PvE seen clear strategic differences and PvE not bothering with the shorter spans of conflict at which there becomes a difference between X damage done almost instantly vs. over several minutes (apart from raid buff snapshotting, though that would then include... more damage, not the same amount). It's precisely when the game is designed with both sets of lessons and advantages in mind that both can excel, even if they still hold significant differences.