The Evolution of MMOGs - Eve Online
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."
I have been playing EVE Online for 6 months and it's not all it's cracked up to be. There are some players that absolutely love it. However, the ability to create content and the great graphics in the game does not make up for some fundamental flaws in game play. The problem is that the game boils down to spending hours just traveling or just mining, both tedious activities in the game. Combat can also be tedious in most cases, since it usually becomes showing up at some location and slugging it out. I could deal with those aspects if your skill was in some way tied to your activities, but they are not. Skills are trained simply by turning the training on. Even the skill training system is flawed. There are approximately 200 or so different skills. To be come an expert in combat related skills, for example, it takes about 100 separate skills, training one at a time. I calculated how long it would take me to be fully trained on captaining a battleship, with all the necessary skills for both weapons use, piloting, and maneuvering. With the current system, it would take more than 3 years in real time to finish the training. I'll be surprised if the game lasts another three years. Experienced players (i.e. players who have been playing EVE for a long while) basically can attack inexperienced players with impunity. I have been killed four times so far just for the fun of it by an experienced player in what is supposed to be safe space. Yes, the experienced player is immediately killed by the NPC cops but that's the only penalty. They can make up the loss in an hour, it takes me a week to regain the equipment I lose. Sad to say, I am disappointed in EVE enough to stop playing. I hope some EVE admins read Slashdot, because the way the game works, I would bet you are losing more new players than you would imagine.
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Eve is not a pve game and there are no training wheels. Please don't complain about how there aren't any massive dungeons etc. because that's not the focus of the it. If you want to do massive raids go play WoW or EQ(2).
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.
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