The Evolution of MMOGs - Eve Online 84
Gamasutra is running an article about the Massively Multiplayer Game Eve Online. Information from senior producer Nathan Richardsson gives a look into the development of the largest concurrent MMO on the market. From the article: "Power to the players. Nothing compares to a player that is enabled to affect the universe. We create tools for players to create content. For example, a massive alliance of corporations - our versions of guilds - with real, legendary players, leading them, controlling large areas of space and building up infrastructure is truly awesome content. We can never create that, but we can create the environment and tools enabling to happen. We're also very iterative in our work and keep continuous feedback cycles on the features we do, then regularly improve them based on that feedback. The community is an incredible source for how to improve the game and what they do within the game gives us constant inspiration for what we should implement next. Being so open-ended means the players do what they want and we try to keep up and add support and tools to take emerging behavior further. Embrace and evolve are the keywords here."
Not as good as they would have you believe (Score:5, Insightful)
Re:Not as good as they would have you believe (Score:2, Insightful)
That's enough to ensure I'll never even look at the game, or finish the FA for that matter.
I don't play games to be someone else's victim. I'm not interested in being part of their sociological experement. I want to be entertained, not greifed.
Re:Not as good as they would have you believe (Score:3, Insightful)
Re:Not as good as they would have you believe (Score:4, Insightful)
And, your player skills do count. But, they are more mental skills than the CounterStrike/Quake Twitch. Which fights can you expect to win? Which fights can you expect to survive? Do you utilize transversal properly? Are you fitted so you can deal with the enemy tackler? How good are you at keeping yourself aware of your surroundings so you see if the enemy gets backup? Do you know where you are in relation to stellar bodies, do you know how long it will take you to align and warp out? Will your cap hold an extended engagement after a long warp-in? Are you able to communicate with teammates, or do you expect to be able to lone-wolf it(Usually a bad idea for anyone lacking even one of the factors I mentioned)
Yes, EVE has flaws, but the parts you mentioned are not flaws. It creates a more tactical game. If you want twitch-type, you could always play Freelancer
Re:Not as good as they would have you believe (Score:2, Insightful)
If you won't be satisfied unless your character is 100% proficient in _everything_, then Eve probably isn't the game for you. But the breadth of the skill system is a big part of what makes Eve really interesting. Do you want a character who is a high-end expert in cloaking and covert ops? Well, it takes time to get there but it's do-able. Same for anything else. My character isn't competitive with someone who has been playing for 2 years, but that's only fair.
People don't get it (Score:2, Insightful)
First of all eve does not require massive time investment to become competitive. You don't need 20+million skill points to have a chance only 2million. Player skill is much more important than character skill. Furthermore 2 1million characters > 1 20 million if the 1mils know what they're doing.
If you want to be truly good at eve you have to think, you can't grind to "max level" and expect to pwn people because skill bonuses are relatively small (2-5% increase in dmg, speed etc. per level) and there's so many nasty things someone can trip you up with if you aren't expecting it or don't know what you're doing. It has a very flexible "class" system which encourages creativity. Because of this a you need to know what you're doing and the limitations of your "class" if you don't want to get rolled.