MUD Terminology Codexery

Player versus player

Multiplayer conflict between human players in games.

Player versus player

Player versus player (PvP) refers to direct competition between human players inside a multiplayer game. It is typically contrasted with player versus environment (PvE), where the game itself controls the opponents and is often played offline, while PvP is usually online. These terms are most common in games that offer both types of play, especially MMORPGs, MUDs, and other role-playing video games, where they help differentiate game modes. More broadly, PvP can apply to any game or game feature where players face off against each other.

In role-playing games, PvP often sparks debate. Because player abilities can vary widely, experienced players may target and kill newcomers immediately. When a game includes PvP but does not center on it, this behavior is often called player killing.

The first MUD to focus entirely on player killing is often cited as Genocide (1992), but earlier pure PK MUDs like Abrasion (1990) and Mortal Kombat MUD (1991) predate it. While Genocide was heavily PK-focused, it still retained some character progression elements such as stats and skills, and was not entirely devoid of PvE content. Its popularity heavily influenced later MUDs.

PvP can also create distinct community factions. In *Ultima Online* and *Asheron's Call*, players split into groups: those who enjoyed player killing, those who hunted player killers, and those who wanted no conflict at all. *Ultima Online*’s Renaissance expansion added a “Trammel” area where PvP was banned, giving non-combatants an escape. *Asheron’s Call* had a server with no restrictions on player interactions, leading to large “PK” and “Anti-PK” groups.

Anti-player killing, also called PK killing or PKK, is a form of in-game justice. Vigilante anti-PKs hunt down player killers and griefers, often in response to an overpopulation of such players.

In 2001, Mythic Entertainment introduced realm versus realm (RvR) combat with *Dark Age of Camelot*, a team-based PvP format new to graphical MMORPGs. The concept had first appeared in *Darkness Falls: The Crusade*, the game that preceded *DAoC*, which was later shut down to focus on *DAoC*. Other MMORPGs have since adopted similar gameplay.

PvP raises ethical concerns among players. Some developers view it with contempt due to ganking, where experienced players prey on novices.

Field
Video game multiplayer conflict
Known for
Player versus player conflict in online games
First pure pk mud
Abrasion (1990), Mortal Kombat MUD (1991), and Genocide (1992) are among the earliest pure PK MUDs
Early graphical mmorpg example
Dark Age of Camelot (2001)
Related terms
Player killing, Anti-player killing, Realm versus realm

Lore & Background

Player versus player (PvP) is a type of multiplayer interactive conflict within a game between human players. This is often compared to player versus environment (PvE), in which the game itself controls its players' opponents and is usually offline, whereas PvP tends to be online. The terms are most often used in games where both activities exist, particularly MMORPGs, MUDs, and other role-playing video games, to distinguish between game modes. PvP can be broadly used to describe any game, or aspect of a game, where players compete against each other. PvP is often controversial when used in role-playing games. In most cases, there are vast differences in abilities between players. PvP can even encourage experienced players to immediately attack and kill inexperienced players. PvP is often referred to as player killing in the cases of games which contain, but do not focus on, such interaction.

Genocide, an LPMud launched in 1992, was a pioneer in PvP conflict as the first 'pure PK' MUD, removing all non-PvP gameplay and discarding the RPG-style character development normally found in MUDs in favor of placing characters on an even footing, with only player skill providing an advantage. Extremely popular, its ideas influenced the MUD world heavily.

In Ultima Online and Asheron's Call, a rift formed between those who enjoyed PKing, those who enjoyed hunting the PKs and those who simply did not want to fight at all. The Renaissance expansion later added a Trammel facet where PvP was not allowed. Asheron's Call contained a server that was completely unrestricted in player interactions where massive 'PK' and 'Anti (PK)' dynasties formed. Anti-PKing, also known as Player Killer Killing, PK Killing, or PKK, is a form of in-game player justice. Often motivated by an overpopulation of in-game player killers, vigilante Anti-PKs hunt Player Killers and Player Griefers with vengeance. In 2001, Mythic Entertainment introduced a new team-based form of PvP combat with the release of Dark Age of Camelot, a concept first introduced in the game that preceded DAoC, Darkness Falls: The Crusade.

Reader's Guide

Player versus player (PvP) is significant as a foundational concept in online multiplayer gaming, distinguishing conflict between human players from computer-controlled opponents. Its legacy includes shaping game design, community dynamics, and ethical debates. The term emerged alongside early MUDs and MMORPGs, with Genocide (1992) pioneering the 'pure PK' model that stripped away non-PvP elements and character progression, emphasizing player skill. This influenced later games like Ultima Online and Asheron's Call, where PvP created community rifts and led to the introduction of non-PvP zones (e.g., Trammel) and anti-PK vigilante playstyles. The introduction of realm versus realm (RvR) combat in Dark Age of Camelot (2001) expanded PvP into team-based conflict, a concept later adopted by other MMORPGs. PvP remains controversial due to issues like ganking—experienced players attacking new ones—and ethical concerns that some developers address by assuming an honor code. Its enduring impact is seen in the continued use of PvP/PvE terminology across genres and the ongoing tension between competitive and cooperative play.

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