Original Post
Whats up people, it's PinFX (old e-mail no longer active), and I'm once again blessed with a lot of free time in my last semester of university. Here I am back with another topic in MMORPGs. This time I'd like to talk about one MMORPG that has arguably broken a lot of the "rules" when it comes to following commercially viable guidelines in MMORPG game design and been extremely successful. From a small company, the creators of EVE slowly expanded their online universe to today's incredibly successful levels. CCP's Eve Online is the opposite of most MMORPGs that come out today, targeting quite clearly the "hardcore" gamer over the "casual." The game's mechanics, though recently upgraded to increase accessibility for the "new player experience," has a steep learning curve and often leaves new players confused and lost. Yet the game is populated with a significant amount of players, mostly older players and mostly players who invest a significant amount of time into the game every week. EVE ONLINE's subscriber count has been steadily rising over the years and continues to increase at an impressive rate. Within a few hours of entering the game, a seasoned MMORPG player will quickly realize that he is playing something very different. Some will quickly become bored with the tedious aspects and the lack of action, yet others will be sucked in and emphatically claim that EVE is somehow superior to other MMORPGs they had played. So what are the elements that make EVE so different for players? Why is it that this vast game universe gives players such drastically difference reactions? What are the benefits and downsides of EVE's type of MMORPG design? What elements in EVE can future MMORPG designers learn from? And of course, how can it be better? My Post here will suggest answers to all these questions. Moreover, it will make a claim that many of the elements of EVE's design will be essential to the success of future MMORPGs. I encourage a discussion and of course would like the opinions of players who have played man MMORPGs, with EVE among those MMORPGs. I cannot stress this next point enough: this is not about your preference of which MMORPG you prefer. It is a structured discussion about game design. PvP in EVE I hate to have to do this, but I TOLD YOU SO. In many threads posted on IGDA a couple years ago, I asserted that the next evolution of MMORPGs lay in the implementation of several general concepts: Primary focus on PvP, "meaningful play," non-combat oriented character development, heavy death penalties, limited resources and competition, and player-generated content. It just so happens that EVE has all of these elements. It has been widely agreed upon in previous discussions here on IGDA that player-generated content is central to the lifetime of an MMORPG as well its development of a unique player culture. My previous assertion was that PvP is one way in which player-generated content could be exploited. Competitive PvP in online games that are not MMORPGs, such as Counter-Strike, Starcraft, WC3, etc. have all been examples that PvP is an element that can take the replayability and depth of a game to new levels. EVE's heavy focus on PvP fully takes advantage of this, with a wide array of game mechanics geared towards PvP-centered play. Central among these mechanics are two concepts: heavy death penalties and limited resources. A system of limited resources constantly pits players against each other. CCP allows no players to play in isolation. Even miners and mission-runners (your usual grind for money solo players) playing in the protected "high security" game areas are still vulnerable to the harassment of malicious players. Astonishingly, every spaceship and item in the game either comes from the dropped "loot" of NPCs or is built, from scratch with basic mined minerals, by players. The result is that EVE boasts one of the most complex and healthy economies among all MMORPGs. By limiting the resources of ore in high security space, CCP has pushed players towards the low and "no security" areas of the universe, where richer ores and lucrative "moon mining" are available at greater risks. The results of this game mechanic are that organized player groups have dominated no security space and also the market for high-end ships, weapons and modules which are constantly in demand. The potential income able to be generated from securing your own space and setting up a robust industrial structure, when converted to real-world numbers, is comparable to real businesses. Of course, such an occurrence is rare, but still worth mentioning. The distribution of limited resources, or more specifically the placement of resources in locations connected closely to PvP, makes the value of every ship and item meaningful. That is, to accumulate wealth, a player must not only grind alone, but also deal with competitive market forces, malicious players, and other player factors. EVE also has some of the toughest penalties for death among all MMORPGs. With the economic system described above, losing a ship in PvP becomes a financial blow that presents real risk. One unfortunate result of this system is that most players in the game are revealed to be conservative players who rarely like to take risks. However, the investment of skill and finance into a PvP conflict dramatically raises its meaning to the players involved. Though death is by no means a game-ender for players, and can be absorbed, excessive expensive ship losses can break a player's ability to field well-fitted combat ships. Note that in my discussion of PvP I have not even mentioned how the combat actually plays out. Though EVE does have a very well-balanced combat system, in the context of this discussion, it is almost irrelevant. The important point here is that each PvP encounter is meaningful, both in terms of achievement and loss to the players involved, as well as "real" investment of players into a fight. Players are given much more meaningful conflicts that are essential to the development of the game's history as well as the player's experience. In other words, PvP no longer becomes just another mechanic or part of the game, it becomes central to the role playing aspect and is part of every player's story in the game; PvP itself is player-generated content. Sadly, met with this pre-requisite of "real" investment, many players choose to create stories where they run instead of fight, this is an unavoidable side-effect of heavy death penalties: players simply do not like taking that many risks. In this system, the high-risk takers are heavily rewarded for their guts, and the conservative players slowly punished through the long run. The balance between risk-taking PvPers and more docile mining-industrial players is, as exepcted, disputed by both sides. The most telling evidence is that high-risk takers, if organized, reap the greatest rewards. Non-Combat Character Development In a previous thread, I asserted that non-combat oriented character development presented the ability to harness a vast and untapped market of potential MMORPG players. With "carebears" being constantly criticized in combat-oriented MMORPGs, CCP intelligent put these carebears in charge of the economy. Mining, industry and production are central parts of the EVE universe and are managed by carebears. Certainly, carebears are still criticized by PvPers for being passive, but they are clearly defined by the game itself to be as such. Industry is given its own CCP employees to be taken care of, and instead of "PvE" carebears can are given a real role in the world that is at the same time essential to PvPers. Flaws of EVE EVE is hardly the end-all-be-all of MMORPGs. Despite its successful integration of non-combat and PvP elements, the game is still overwhelmingly a combat-based game. NPC "missions," or basically your average quests, are still the primary source of income for many players. In other words, the grind of "farming" money is still there and has not been completed replaced by "meaningful play." It is very important to note here that there is a small percentage of players in the game who do not "farm" at all. Many pirates, for instance, live off ship "ransoms" and the salvaged parts of their victims. Other large alliances based in no-security space have a dramatically different gameplay experience with robust industrial structures and wage wars with other alliances in large-scale capital fleet battles and economic warfare. For these players, EVE has provided a meaningful gameplay experience that is, in the author's opinion, unmatched by other MMORPGs in how it was formed almost entirely by the players themselves as well as the entirely unknown direction these experiences could go. Unfortunately, the grind is far from removed in EVE, and for the vast majority of players, is still a major part of their game experience. Furthermore, the focus on heavy PvP design and fierce competition, when combined with the gameplay tendencies of the average player, make for in many instances very slow gameplay. It should not be mistaken that PvP action in the game is some of the most exciting MMORPGs have to offer. However, EVE play is often characterized by large timespans of waiting. Since the developers had all of these complex and innovative game elements to balance and maintain, the "PvE" content suffers. In other words, since the grind is still there but is not the main focus, it will be even more boring to players. In Conclusion EVE has a huge number of players who have played for several years. It also has impressive statistics in players who come back to the game after long breaks. The reasons for this are obvious: the meaningful gameplay generated by EVE provides almost infinite playability. However, with the inability to break away from the necessary 'grind' in MMORPGs, and an inability to generate a system of non-combat gameplay that is NOT separate from combat (all industry is geared towards generating combat products), EVE actual play is not that interesting when averaged out. It would be accurate to say that, despite this, the interesting conflicts of EVE make it a constantly engaging game experience that does not decrease over time (as much as other MMORPGs). Certainly, it would be fair to say that EVE does not simply provide content to be consumed as in other MMORPGs (ex. grind quests to level cap, participate in closed pvp systems, be dependent on expansions for more interesting gameplay). EVE's experience that players enjoy is not content that is created by the developers, but something that they create themselves. Thus, it could potentially be played by a player forever. Since its launch in 2002, it has retained many of its older players, but only time will tell if its unique elements will make it last longer than other MMORPGs of more traditional molds. Yet in the mind of this author, it contains elements of design that can be taken and expanded by MMORPGs to much more intensive levels. Cheers, -Pin