Player-killing
Player-killing refers to PvP in games not centered on it.
Player-killing (PK) is a term used to describe player versus player (PvP) conflict in games, particularly when the game contains but does not focus on such interaction. It is often controversial in role-playing games, where experienced players may immediately attack and kill inexperienced ones.
- Field
- Video game terminology
- Known for
- Describing PvP conflict in games that do not focus on it
- Related concepts
- Player versus player (PvP), Anti-player killing (PKK), Realm versus realm (RvR)
Lore & Background
The term player-killing emerged alongside early MUDs. While Genocide, an LPMud launched in 1993, is often cited as a pioneering 'pure PK' MUD, it was not the first; earlier MUDs like Abrasion (1990) were already focused on pure player-killing. Genocide removed all non-PvP gameplay and discarded RPG-style character development in favor of even footing where only player skill provided an advantage. Its ideas heavily influenced the MUD world.
In games like Ultima Online and Asheron's Call, player-killing created rifts in the community between those who enjoyed PKing, those who hunted PKs, and those who did not want to fight. The Renaissance expansion for Ultima Online added a Trammel facet where PvP was not allowed. Asheron's Call had a completely unrestricted server where massive 'PK' and 'Anti (PK)' dynasties formed.
Anti-player killing (PKK) emerged as a form of in-game player justice, where vigilante Anti-PKs hunt Player Killers and Player Griefers, often motivated by an overpopulation of player killers.
Reader's Guide
Player-killing is significant as a specific form of PvP that highlights ethical and community issues in multiplayer games. The term distinguishes PvP in games where such interaction is not the primary focus, often leading to controversy due to the vast differences in abilities between players and the tendency for experienced players to attack newcomers. The concept influenced game design, as seen in Genocide's pure PK model and the later addition of non-PvP zones in Ultima Online. The emergence of Anti-PKing shows how player communities self-regulate against griefing. The legacy of player-killing includes the development of team-based PvP forms like realm versus realm combat introduced in Dark Age of Camelot. Understanding player-killing helps explain the tensions between competitive and cooperative play that continue to shape online game communities and developer decisions regarding PvP mechanics.
Did You Know?
- Genocide, an LPMud launched in 1993, was a pioneering 'pure PK' MUD, but not the first; Abrasion (1990) predates it.
- In Ultima Online, the Renaissance expansion added a Trammel facet where PvP was not allowed.
- Asheron's Call had a server with completely unrestricted player interactions where PK and Anti-PK dynasties formed.
- Anti-PKing, also called Player Killer Killing or PKK, is a form of in-game player justice.
More in MUD terminology 1-24
Spotted an error? Know more?
Reader corrections go straight into our review queue. Suggest an edit · How this site is sourced
