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Live Events Pay Off

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Author
Freelancer117
So you want to be a Hero
#1 - 2014-01-03 12:23:04 UTC
Live events in an open sandbox pvp game should not be scripted (expecting a certain outcome) or directly influenced (telling capsuleers which path to take) by CCP anymore.

When a "live event" is taking place it should encourage the organisational skills of the new eden denizens.

A live event should be a cumulating results of players interacting with each other in an open environment Cool

The live event that will take place should be a result of an avalanche of intrigue, role playing and use of the meta game.

Where the live events team should not regulate the conditions but only monitor it's progress, and use social media to incite it.

To start such an avalanche that might or might not result in a player base created live event CCP should rethink it's strategy on how to start one with the help of the CSM or CPM even to involve the DUST side of New Eden.

Eve online is :

A) mining simulator B) glorified chatroom C) spreadsheets online

D) CCP Games Pay to Win at skill leveling, with instant gratification

http://eve-radio.com//images/photos/3419/223/34afa0d7998f0a9a86f737d6.jpg

http://bit.ly/1egr4mF

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#2 - 2014-01-03 12:56:03 UTC  |  Edited by: Corraidhin Farsaidh
The Live Events team should act as GM's in traditional RP games, providing settings, shared objectives, information to lead players to the GM's goals...but as such players will *allways* surprise GM's and they must be prepared to adapt to changing circumstances. The NPC characters should be focal points to try to lead game dynamics in a certain direction, but I agree completely that this can never be controlled or a fixed outcome assumed.

The 'level' of NPC events that a player can attend could be governed by their sec status and corp standings in empire space or by there criminal connections and corp standings in null/wh. There should also be entry level npc events that allow newer players with low sec status/standings to earn their way into the higher level events by participating in the lower level events first. Thus people get rewarded either for game loyalty (they've been here a while) or by putting the effort in at the time of the events. You have to earn you place in the further up events, or use diplomacy etc to be included into fleets on higher events.

For the record I want more live events :) I also want them spread across all career paths. For instance industrialists could co-op to buils stargates or titans, explo events would be a mass explo fleet going to various areas of high/low/null sec to gather required relics/equipment. Mass goods movements required by the hauler characters, clandestine deliveries once a player has earnt the required trust of the NPC/GM. Of course there should also be combat events...lots and lots of them...

I feel an overall event driven in this way could be far greater in the end than the sum of its parts
Freelancer117
So you want to be a Hero
#3 - 2014-01-03 14:09:30 UTC
I also want some CCP excellence in the live events, alas it's been missing since Sansha Kuvakai got on stage (even though that was highly scripted).

Looking at it from a traditional Game Master role in a rpg has a nice touch, but it still means to much controlling and less open world.

I rather want to them to use the Interstellar Services Department to show the New Eden capsuleers there is a living universe of non-immortals that they interfere with.

For example, this might be a good way to introduce new plans the Roden Shipyards will soon™ have to reintroduce their ship line into New Eden.

A trip to the roden shipyards manufacturing centre will involve going to a 0.2 system (Heluene) but we really don't want a repeat like the last debacle the live events team had with a trip to lower security systems.

If CCP with the constructive input / evaluation of the CSM can think of way to setup the stage of an organically evolving live event in an open world with use of the players organisational tools they current use for Eve Online, now that would be Excellence Cool

Eve online is :

A) mining simulator B) glorified chatroom C) spreadsheets online

D) CCP Games Pay to Win at skill leveling, with instant gratification

http://eve-radio.com//images/photos/3419/223/34afa0d7998f0a9a86f737d6.jpg

http://bit.ly/1egr4mF

Chitsa Jason
Deep Core Mining Inc.
Caldari State
#4 - 2014-01-03 15:06:41 UTC
For the record I love live events even though not all of them were executed well in the past. I do agree that CCP should take a look on how these events are done.

Burn the land and boil the sea You can't take the sky from me

Psianh Auvyander
Hedion University
Amarr Empire
#5 - 2014-01-03 21:21:03 UTC
Having written and ran live events on a much smaller scale, to the tune of a few dozen people, for MUDs (text-based MMOs) back in the day, I can vouch for how difficult it is to have a totally open-ended event.

I'm not even sure that it's possible with the scale that EVE's live events sometimes enjoy. Let's think about it, from the perspective of a few dozen people, and then imagine multiplying that number out hundreds of times to see how complicated it may actually be.

Obviously there has to be some sort of premise to a live event before anything else. These can be anything really, from something very large (from a lore perspective) like The Battle for Caldari Prime, or something very small that has no meaningful impact on the universe at large and is meant to reflect a minor, passing incident. During this phase, the players are brought into consideration; how are players made aware of the event? how are players involved? WHY are players involved? Why should players even care? Questions like these are answered during this phase.

Once the premise is created, there are characters that must fill the roles in the story. Some of them are minor and some of them are major characters. These characters should all have deep backstories, emotions, desires, hatreds, personal ticks - the more the better, really. Some of these things may not ever actually be seen or known by the players, but the more information available to the actors, the more believable their part are.

The first set of problems the developers would run into would actually occur during the execution stage, in my example, as players are terribly unpredictable. During this stage, the developers start to think about the players and how their involvement will affect the premise. For a premise to pay off, it need not reach its preconceived goal, but it should be allowed to continue for some point, otherwise there is no actual reason for live events.

Imagine, though, a scenario where a live event is occurring and this live event is meant to be very small in scale - that is, its completion would not have a major affect on the game world itself in any form. Imagine that there is one main actor and twelve players participating in this live event. That's TWELVE branching storylines that may happen depending on the actions of any ONE of the players, even if the other eleven people don't do ANYTHING. This is if we're considering a totally open-ended experience.

What happens if one of the twelve wants to kill the actor after the actor's first appearance? Live event over? All the work that went into it is gone?

Now imagine the job of the actors when you have thousands of people who all want to be involved in some way. How can actors react to that? How can they decide who to react to and who not to?

Is it feasible to have totally open ended results? No, I don't think so.

I'm new to the live event discussion, and I'd be surprised if opinions similar to mine haven't been shared before, but the only conceivable alternative that is worth exploring would be predetermined branching storylines based on specific player triggers. It's not ideal, if we're aiming for perfect immersion, but it's also manageable, and that's just as important.

My Blog

@wsethbrown

Freelancer117
So you want to be a Hero
#6 - 2014-01-03 22:38:01 UTC  |  Edited by: Freelancer117
Psianh Auvyander wrote:
Having written and ran live events on a much smaller scale, to the tune of a few dozen people, for MUDs (text-based MMOs) back in the day, I can vouch for how difficult it is to have a totally open-ended event.


If you look at it from that perspective only someone in the same calibre of Isaac Asimov can write the story for live events.

What I want to see is that the "live event" story is written by the (roleplaying) players with ISD helping to story along, by posting the New Eden non-immortals reactions to the capsuleers meddling.

For example, because of certain capsuleer aggressive behaviour in a constellation an NPC corporation is moving some of it's assets to a new safer location, but the ISD might make it possible for the players to "hack" through roleplaying / new minigame the flight plan information and the convoy could be attacked for blueprints or items.

If the flight plan isn't hacked the npc corporation route is not known and there for players will have to organise and scout different routes*, however if the flight plan is hacked you got to deal with the meta game or spies inside the fleet.

*The ISD can through devhack can pop up in a system and post in local roleplaying intel, which will make the meta game active so other players might get organised to intercept the first group of capsuleers going after the NPC corporation's assets.

In an open pvp world this will lead to interesting results, and the ISD can decide where to spawn the npc's finally ofc to make it a more dramatic event

In this example, the players will be the main part of the "live event" the ISD will help facilitate the story along and e.g.
CCP Abraxis or some other CCP dev can help the ISD with the logistic side through devhack coding.


Live events is where CCP dropped the ball, badly, and I believe it should be a part of the persistent open universe.

Eve online is :

A) mining simulator B) glorified chatroom C) spreadsheets online

D) CCP Games Pay to Win at skill leveling, with instant gratification

http://eve-radio.com//images/photos/3419/223/34afa0d7998f0a9a86f737d6.jpg

http://bit.ly/1egr4mF

Psianh Auvyander
Hedion University
Amarr Empire
#7 - 2014-01-03 23:58:15 UTC
While I agree that it'd be nice to have a more open-ended experience, a totally open-ended experience doesn't seem possible.

Your latest post seems to contradict your first post where you originally say that you don't want CCP to directly influence players, but then you say that CCP could tell players where to go or who is going where. Isn't that influence?

You also talk about having a truly open-ended experience, but then give an example with binary choices. I'm not sure if I follow your logic any longer. Am I misunderstanding your first post or your last?

My Blog

@wsethbrown

Freelancer117
So you want to be a Hero
#8 - 2014-01-04 20:41:48 UTC
Psianh Auvyander wrote:
While I agree that it'd be nice to have a more open-ended experience, a totally open-ended experience doesn't seem possible.

Your latest post seems to contradict your first post where you originally say that you don't want CCP to directly influence players, but then you say that CCP could tell players where to go or who is going where. Isn't that influence?

You also talk about having a truly open-ended experience, but then give an example with binary choices. I'm not sure if I follow your logic any longer. Am I misunderstanding your first post or your last?


I'm afraid you are misinterpreting what I posted, for example a player driven live event helped along by the ISD to provide options in an open world that players choose to interact with (my view) vs an open-ended live event scripted by some CCP devs with multiple paths (your view).

Hope you can see that normal "events" in eve online where only eve players are involved in the open sandbox game are still set within the borders that CCP created, and sometimes the players even break these borders (here discussions of exploits or geniality are made).

For example the current CFC + Rus vs PL + N3 player driven event that is going on.

And events in eve online where the players are not given sperge/publord leadership reasons to play the game vs eachother,
but instead roleplaying reasons created by the New Eden non-immortal world (empires/pirate corp, etc) made possible with the ISD to help facilitate player conflict / story drivers.

Any claim that CCP does not influence eve online gameplay is a sign of naivety, why create something new and simple as a siphon unit ?

Eve online is :

A) mining simulator B) glorified chatroom C) spreadsheets online

D) CCP Games Pay to Win at skill leveling, with instant gratification

http://eve-radio.com//images/photos/3419/223/34afa0d7998f0a9a86f737d6.jpg

http://bit.ly/1egr4mF

Freelancer117
So you want to be a Hero
#9 - 2014-01-04 20:59:08 UTC
Anyways, for closing;

I hope CCP will see the value of a good Live Events team (including the ISD and CSM help) as an investment for player content,
however as a commercial company CCP might not see that investment offsetting any Live Events Pay Off for New Eden.

I hope as a small part of the community, live events will not only be used as a promotional tool to sell expansions or the game at gaming conventions but will add real value to the living world that is Eve Online Cool


PS:

http://www.youtube.com/watch?v=0M0Iqbz5ZpE

EVE Online: Alexander Noir rams Nyx into Ishukone Station

The station has been burning since may 2008

Eve online is :

A) mining simulator B) glorified chatroom C) spreadsheets online

D) CCP Games Pay to Win at skill leveling, with instant gratification

http://eve-radio.com//images/photos/3419/223/34afa0d7998f0a9a86f737d6.jpg

http://bit.ly/1egr4mF

Katran Luftschreck
Royal Ammatar Engineering Corps
#10 - 2014-01-05 06:18:24 UTC
Wait, are you suggesting that players participate in live events instead of just being herded around as an audience of moving props in scripted play?

Sorry, CCP egos would never allow such a thing.

http://youtu.be/t0q2F8NsYQ0

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#11 - 2014-01-05 11:00:09 UTC
I agree with the idea of ISD setting up objectives, but to refer back to the GM in traditional RPG that is what a good GM does. They set a *possible* outcome, see how it plays out and then amend the next set of events accordingly.

In your example, the convoy departs and is ambushed. In that outcome the empire would react badly and other missions would be generated such as escalation to hire capsuleers with hi sec status or corp status to provide escort duties. Now instead of just capsuleer vs NPC you have potentially capsuleer against capsuleer. And the outcome? will the escort group be willing to lose their ships protecting the convoy? If so and the convoy makes it then the rewards to the escorts should be high. If they cut and run they would suffer standings loss and so on.

I think i'm trying to say that the ISD GM function should be to set up incidents and events and assess the outcome in storyline terms. They should not be herding players around or telling them what to do though. Any decision should be the players alone.

I posted an idea to this effect under 'just give me their names'. Nobody has replied so it may have been a terrible idea, but I hope more people suggest event ideas and possible mission ideas so we can grow the game content.
Nevyn Auscent
Broke Sauce
#12 - 2014-01-05 12:16:36 UTC
We do not want a return to the Aurora convoys giving out T2 BPO's.
Snagletooth Johnson
Center for Advanced Studies
Gallente Federation
#13 - 2014-01-11 13:06:53 UTC
a balance perhaps between stricter ordered events and unscripted events with a game changing goal for players to decide by their participation.

An example of strict order event? a few simplee vents leading up to a larger event, mainly to promote a new expansion. You don't want things to get crazy, you just want to start a buzz about whats coming. Colelie and Heth. Imagine if that was a planned event to create discource between Gallente and Minmatter Rp's and FW players. next expansion, Min/Amar FW gets locked into empire low (no longer considered FW space. Amarr control FW becomes Amar Low, min control FW becomes Min Low), peace truce called, and FW war begins between Min and Gal. Heth is found to be under protection of the Amarr, Amarr and Caldari go to (FW) war. Controlled outcome for a pre-planned change.

An example of an opened ended, player controlled event?. The Luminaire event. Imagine if the outcome of a PvP battle actually decided which Empire space Luminaire would be in.

Mel Lifera
#14 - 2014-01-30 04:55:44 UTC
I personally have no problem with the "nothing but an audience" live events. The Sansha live events leading up to the launching of the incursions were completely scripted; there was not a single thing any players could do to alter the outcomes of those episodes. No matter how soon we popped the actors, it would never have been in time to prevent Sansha from finishing whatever missions he was conducting. But I wasn't disappointed in those events; I liked them a lot.

I realize that inasmuch as players control a whole lot of New Eden, they don't control every aspect of it. There's empires, and not everything those empires do will be driven by things capsuleers do. There will be wars and peace treaties declared, planets exploded, stations evacuated, terrorist attacks executed, and so on and so forth - the news feeds are filled with these events, that are scripted completely without our input, and I'm fine with it. If some of those scripted events logically would involve a big space battle, I think it's fun to have the opportunity to have been "part of that", purely for the sake of connection to the overall story and lore of EVE without necessarily being able to change the outcome. The loremakers of this game already tell their own stories with chronicles and such; I consider events like this a way of "using" the players to help tell an interesting story.

But that's not to say I think those have to be the only kind of live event that happens; there's actually room for a few different kinds of live events, including open-ended ones. I thought the CCP roam events were awesome - pure explodey fun, no complaints from anyone. Rather than saying that all live events of nature X are bad/wrong/not working, I think it would be more useful to consider the different possible kinds of live events and decide type-by-type how each would best be executed.

I do like the idea of live events that player actions can decide the outcome of on a large scale. I even like the idea of some of these influencing the larger story of EVE. It's important that people not be cut off from being a part of that story just because they choose to play the null sov game; on the other hand, it's also important that involved roleplayers not be cut off from such an opportunity by virtue of being outnumbered by people who just want to shoot up the live events for yucks.

There's also the matter to consider of the time and effort it would take CCP to write storylines - especially branching ones - and what the point of diminishing returns for that effort will be. This isn't a single-player RPG that can be played, beaten, and then replayed with different choices so you can catch all the content you missed.

Consider the suggestion given above, of players having to go to a null or low-sec site to retrieve some information or item, or maybe discover a certain secret item orbiting a planet somewhere in W-space, as part of a live event. EVE being what it is, that goal is going to be camped by people whose sole interest is killing other ships (in some cases, whose interest is literally in disrupting the live event as much as possible). So they shoot everyone who shows up, or they blow up the secret special can or ship or structure object at the site or in the w-space system before anybody trying to actually play the live event can get to it. It's easy to say "no problem, CCP should just plan a story branch for what happens if that information/item is never recovered"; but the problem is, all the content that was planned for if the item or information WAS recovered is now wasted effort, lost, never to see the light of day - ever. On the other hand, if the items are recovered as intended, all of the intricate planning around what would come to pass if it never had been found is likewise wasted, never to be experienced by anyone. I think it's an awful lot to ask CCP to not only provide us with these live events, but to create double the amount of -high quality- content knowing that 50% of it is sacrificial.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#15 - 2014-01-30 16:13:45 UTC
Creating a storyline in RPG terms is always comrpimise. A good GM never has a fixed plan in their head but rtaher creates settings based on what has been and the rough idea of wht is to come. Many times playing CyberPunk the group surprised the GM by walking away from lethal situations with a compromise where *nobody* died (even the NPC's). Many other settings descended into massacres in a most unexpected manner.

The same would apply here. Create the live events based around the future direction you wish to go in story terms. The outcome of the event is written into the lore giving players direct inputinto Eve based on their actions. If the outcome was +ve (assuming empire as +ve, pirates as -ve) all well and good, if -ve but the GM still want to go in that direction the failure is written into lore, along with some other way to progrees to the chosen story end point.

I wouldn't be surprised if the desired future direction changed as a result of these kind of events on a regular basis due to the unpredictable nature of players involved.
ISD Ezwal
ISD Community Communications Liaisons
ISD Alliance
#16 - 2014-02-01 01:08:19 UTC
Thread has been moved to Features & Ideas Discussion.

ISD Ezwal Community Communication Liaisons (CCLs)

Ace Echo
The Tuskers
The Tuskers Co.
#17 - 2014-02-05 21:27:16 UTC
This is hyperbole but I'm at work and this is the shortest way for you to get my point.

The most fun I've ever had with live events was during the incursions. Not all live events could be like this, but this would be fun:

  • CCP Hires the most in-depth nerdy RPfolk they can find
  • CCP gives them actor chars with a limited set of special powers such as the old incursions had
  • CCP establishes some goal for the actor chars, such as (steal X resources from a planet)
  • Some metric developed with the playerbase will determine the success of these events, plus other objectives with clearly defined success/fail conditions. (I.e. for every minute enemies are on grid after Y setup time, X resources are stolen from a planet)
  • Intel about events should be released in ciphered/hard to find entries, and therefore, with proper security measures, intel about planned events can be kept out of the hands of people who'll have lulz crashing it.


I don't believe all events should be part of some special development-related arc. Why can't we just have events for the sake of making the universe dynamic?

If you can milk it, it's an udder.

Wedgetail
Sebiestor Tribe
Minmatar Republic
#18 - 2014-02-05 22:17:47 UTC
Was very tempted, and still am to write up a 'how to run open ended events for sandboxes'


I'll give the basic outline here of the logic but it really is very simple stuff, and anyone that's played mass effect will recognise the pattern.


you provide an event setting, with a defined number of teams and an objective for each, a reason for them being there.


Ghost site event as a basis:

Surgical Strike against covert research facilities.
6 teams in a 4 vs 2 setting.
Ideally in low Security Open PVP space. (due to tool limitations)


this gives you the foundation for defining outcomes by using trees:

for a very broad series of events consequences are planned out prior to the event starting.

"in the event the pirates defend the station"
"in the event the station is heavily contested"
"In the event the empires over run the station"
"In the event no one bothers to fight over the station"

these sequences are the 'potential outcomes of any player action' and will serve to help define acceptable conclusions.

after this you begin to get more specific by factoring in modules and equipment in game players may use that would within reason affect the amount of information learned.

"if the station is attacked outright"
"if the station is hacked"
"if the station is scanned"

these are 'event flags' the GM's will then try to watch for - and incorporate should they appear and will further alter the outcomes
not in the sense that 'they completely change the outcome' but they 'add extra bits you won't get otherwise'

for example: hacking the station reveals the location of several other facilities, scanning it reveals clues to the nature of the research, destroying it leaves rubble.

by defining these very general guidelines before the event it is very possible to incorporate player driven action into the event story
because you have a story arc for 'each general course of action' ready to go should the story turn around - yes it's not truly dynamic but it is a much better implementation than the current railroad.

so a potential outcome of this system for this event would look as:

'the most general event of the pirates defending the station occurred, so the station is to be scuttled - however, we noticed one guy managed to hack/RP hacked the station and so the empires managed to learn of several other facilities they can attack later'



(as i said i have been toying with the idea of doing a full write up on this - along with use of actor fleets etc etc to give ccp a bit of a 'tutorial for scrubs on how to plan events so any dev can do it in their spare time and not cause irrevocable damage to themselves and the player expectations' so take this as the overly generalised description that it is, but it does explain what I think should be happening rather than solid script railroads)