If you want to get a good value from your observations you should compare with real full-PvP games that are built up for that purpose. There was an MMO called Face of Mankind that did that kind of experiment, very interesting and quite entertaining, and we can mention Planetside series too. There is a host of real "full loot pvp" MMOs out there, a quick search will give them out (one historical valuable example is Ultima Online). How people accept these and have actual fun in these is conditioned by how much the PvP aspect was integral to the gameplay design. EvE and Black Desert Online are current examples of PvP (and total player agency) being integral to the game design.
By contrast, when the PvP aspect is slapped on at a later stage on a game design that is not thought for that purpose, it does create the kind of conflictual situation you mention. UO was more or less in that situation (arguably), mostly because the full pvp was there out of lack of design rather than being thought out from the beginning, still it provided an interesting game experience and an insight on MMO game mechanics. Elite Dangerous is in a situation where multiplayer was added at a later stage on what was a single player game design, and it suffers for that reason, since it ends up in a limbo consisting of MMO grind style progression and storytelling with what is still a single player experience (no player agency, no proper social interaction). Many Korean MMOs are in a situation where they add PvP to grind-style PvE games as a "feature", not as a base design element, which is also the wrong approach and does polarize the player community.
Also you say not to mention PUBG, but while it cannot be considered as an MMO (since there is no persistence) the amount of players is enough that it creates a social construct that's interesting to explore. So does LoL, Fortnite.. In terms of game design we have to check these out and see how these design choices influence this social construct.
By contrast, when the PvP aspect is slapped on at a later stage on a game design that is not thought for that purpose, it does create the kind of conflictual situation you mention. UO was more or less in that situation (arguably), mostly because the full pvp was there out of lack of design rather than being thought out from the beginning, still it provided an interesting game experience and an insight on MMO game mechanics. Elite Dangerous is in a situation where multiplayer was added at a later stage on what was a single player game design, and it suffers for that reason, since it ends up in a limbo consisting of MMO grind style progression and storytelling with what is still a single player experience (no player agency, no proper social interaction). Many Korean MMOs are in a situation where they add PvP to grind-style PvE games as a "feature", not as a base design element, which is also the wrong approach and does polarize the player community.
Also you say not to mention PUBG, but while it cannot be considered as an MMO (since there is no persistence) the amount of players is enough that it creates a social construct that's interesting to explore. So does LoL, Fortnite.. In terms of game design we have to check these out and see how these design choices influence this social construct.
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