These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Theme Park in the Sandbox (Threadnought warning)

Author
Sinooko
Tharumec
Gespenster Kompanie
#1 - 2011-12-02 05:57:09 UTC
The following link defines Theme Park MMO's compared to Sandbox MMO's;

The Merits of “Sand Box” versus “Theme Park” MMO’s ~MMOCrunch

Basically what I propose is using agents to define a specific path for players to follow. An in depth storyline acquainting players with the the lore and culture of the agents they are working for and encouraging players to explore New Eden. Essentially building a theme park into the sandbox of Eve Online. This will help new players to smoothly get into the Eve universe with less of the "deer in headlights" response that most players have starting out.

Specifically what I am proposing is a system that clearly draws a path from one agent to the next. Stating clearly what is expected of a player at each turn in a fun and engaging way. This would be an option other than the sandbox that Eve players know and love, but it would be a play style that most MMO players feel comfortable with.

From the tutorial a player is presented with two options from their agent as a last step to their training.
1.) “You may join the sandbox at large where you must choose your own path and provide your own direction”
2.) “You may work for an agent who will give you specific tasks in return for ISK, and sometimes skills, mods, and/or ships.

If option one is chosen the game proceeds as it is already designed. If option two is chosen the agent then gives the player options in eve careers including, security, mining, R&D, and distribution. Say for example a player chooses mining the agent will refer them to a new mining agent who will have the player carry on a very specific list of missions. This new agent will also explain certifications (If necessary) and begin to require certifications for taking on new missions. A little bit at a time the player will be coaxed into expanding their characters skills as they earn ISK and new ships etc. This would work more or less the same for all mission types.

As time goes on missions become more challenging and more rewarding. New mission options would open up, including missions that require aid from other players. There would eventually be an end to these story driven missions. In other MMO's this means you have reached, “end-game content,” Which Eve has EPIC amounts of!

In order for this to work;

Either new agents would need to be created or old ones re-purposed. These agents would need to be given very specific missions to give to players to keep them interested and help to deepen the immersion for them.

A small team of writers may need to be hired to give these story lines some good meat.

The pacing would need to be set just right to keep players interested without having them blast through and finding themselves having to wait a couple weeks for a certification to finish. In a circumstance where a player has outrun their quota of missions in the time it takes to finish a certification the agent should gently nudge the player into working for other agents until the certification is finished and then send them a friendly reminder to come back and continue the mission once the certification is finished.

Some coding would be necessary to check for certifications before offering new missions to these pilots and the communication from the NPC agent to the pilot would need to be very clear to avoid confusion.

That's my idea in a nutshell. Maybe with these changes I could get some more of my family and friends more immersed into the Eve experience and when their “end-game” comes around I can say to them, “Oh you aint seen nothin' yet...” and then nub tears and many lols will be had for all.
mxzf
Shovel Bros
#2 - 2011-12-02 06:28:54 UTC
a. Most people don't really care about the backstory of the Eve universe since it doesn't affect them
b. The "deer in the headlights" effect is due to the sheer scope of Eve and the depth of knowledge that it entails, nothing can remove that effect except experience (though having someone to talk to that knows what they're doing helps lessen it greatly)
c. Most of what you're talking about already exists, in the form of missions and epic arcs. The only thing that doesn't exist is the "go here next because we think you're too stupid to find a higher level agent", which is unneeded anyways since it's really not that hard to figure out agents.
Nestara Aldent
Citimatics
#3 - 2011-12-02 06:28:55 UTC
This game is a sandbox and many like it because of that.

1. Hardcore pvper who want as little contact with NPCs and missioning as possible. He'll mainly rat in low/null and pvp.
2. Roleplayers who don't want themepark story to stand in the way of storytelling. It's a small community, but present.
3, Hardcore crafter, that want sandbox and great crafting system. Hell, this game has one of the greatest, most complicated and most rewarding crafting systems available. No ore no pewpew.
4. These who don't care about story at all, but only loot. We have you covered, guys!

Anybody else who want a themepark can unsub, and leave for other mmo.
Spawne32
Caldari Provisions
Caldari State
#4 - 2011-12-02 06:33:40 UTC
Nestara Aldent wrote:
This game is a sandbox and many like it because of that.

1. Hardcore pvper who want as little contact with NPCs and missioning as possible. He'll mainly rat in low/null and pvp.
2. Roleplayers who don't want themepark story to stand in the way of storytelling. It's a small community, but present.
3, Hardcore crafter, that want sandbox and great crafting system. Hell, this game has one of the greatest, most complicated and most rewarding crafting systems available. No ore no pewpew.
4. These who don't care about story at all, but only loot. We have you covered, guys!

Anybody else who want a themepark can unsub, and leave for other mmo.


there are 10x as many PVE players as there are in null, you realize that right?
Nestara Aldent
Citimatics
#5 - 2011-12-02 06:40:22 UTC  |  Edited by: Nestara Aldent
Spawne32 wrote:
Nestara Aldent wrote:
This game is a sandbox and many like it because of that.

1. Hardcore pvper who want as little contact with NPCs and missioning as possible. He'll mainly rat in low/null and pvp.
2. Roleplayers who don't want themepark story to stand in the way of storytelling. It's a small community, but present.
3, Hardcore crafter, that want sandbox and great crafting system. Hell, this game has one of the greatest, most complicated and most rewarding crafting systems available. No ore no pewpew.
4. These who don't care about story at all, but only loot. We have you covered, guys!

Anybody else who want a themepark can unsub, and leave for other mmo.


there are 10x as many PVE players as there are in null, you realize that right?


It doesn't matter. Without pvp, Eve is asteroid mining simulator. If I have the ship and modules for pve, given current risk in Eve pve, which is negligible, you can mine all day and then just trash the ore, because without pvp lossses I'll not have the need to buy any ship you make, just like anybody else.
LeHarfang
Federal Navy Academy
Gallente Federation
#6 - 2011-12-02 06:49:43 UTC  |  Edited by: LeHarfang
Nestara Aldent wrote:
This game is a sandbox and many like it because of that.

1. Hardcore pvper who want as little contact with NPCs and missioning as possible. He'll mainly rat in low/null and pvp.
2. Roleplayers who don't want themepark story to stand in the way of storytelling. It's a small community, but present.
3, Hardcore crafter, that want sandbox and great crafting system. Hell, this game has one of the greatest, most complicated and most rewarding crafting systems available. No ore no pewpew.
4. These who don't care about story at all, but only loot. We have you covered, guys!

Anybody else who want a themepark can unsub, and leave for other mmo.


This ^

Eve Online is a sandbox game and it has to stay that way since that's what's appealing to most of (if not all) its players. Even RPers since they can make their own stories without having to rely on pre-made ones, like in pseudo "mmo" games like WoW. These could very well become non-mmo games (with single player, coop and pvp modes) if it was'nt for the hub world and its constant adding of new story contents in expensions.

Speaking of which, these expensions usually cant be free since the studio making them have to get scenarists, coders, scripters, etc. to work on them full time. If you want to see the Eve Online expensions get a pricetag, its the best way to do it.

That's pretty much why independant companies usually choose the sandbox model when making an mmo. Less risks can be taken with less money available.
Sinooko
Tharumec
Gespenster Kompanie
#7 - 2011-12-03 08:15:35 UTC
AttentionOK the primary thing I want to re-iterate is that "I DO NOT WISH TO SEE THE SANDBOX PART OF EVE HARMED IN ANY WAY!"

Now that that's clarified I need to explain where I am coming from.

Basically I have invited friends and family to eve on multiple occasions simply to watch them suffer the deer in the headlights feeling and quit for lack of direction. I could not provide them with direction because their frigates could not survive my level fours and my frigates ate their level ones before they could even get in range. I could have assigned them mining tasks, but I reserve that for my worst enemies. *Yawn*

I believe that I would have been at least 50% more effective in recruiting my friends and keeping them playing if they had been able to acclimatize to eve over a larger portion of time.

TwistedFor you trolls out there I have something for you to consider. More newbs playing eve means more newbs trying to take shortcuts through lowsec. I'm sure you will show them that newbishness means death in an efficient fashion.
Schnoo
The Schnoo
#8 - 2011-12-03 08:55:26 UTC
Well, EVE sure could use a better introduction. But instead of creating a better theme-park experience (which is fine btw, and most people will be expecting that - "it's an MMO - so how do I level?/what classes are out there?/what's end content like?"), you can also try introducing people to the sandbox as a part of that introduction. It may end up being somewhat harsh but how about creating easier ways for people to organize themselves, much like "public fleets" and "looking for fleet systems".

Oh and regardless of this topic, eve does need an automated fleet finding system, instead of constantly posting "[Ship] LF{S/A}F [System]" when doing incursions, how about just clicking on the fleet finder, choose goal (incursion, pvp, missions, pvp, mining ops, pvp), (optional) choose channel/use public list, (optional) link fitting and (optional) system/region and be done with it.
Even if groups don't always get formed automatically (checkbox "Willing to lead"), it may allow people to invite members into their fleets, looking at a simple list of people with that they're offering.
In fact, why not introduce people to group content as soon as possible, go with a "sand park" experience. As a part of the tutorial how about introducing them to a big bad NPC they (probably) can't take down alone, while pointing on how they can get a fleet to do it. Or just a low sec tutorial mission/hauling/whatever that is suggested to be done with friends. Admittedly this can all fail if certain trolls with alts decide to ruin some noobs' experience - but then again they might learn something harsh about EVE.

PS: (To whichever developer created these forums, how about instead of telling me "This input cannot contain HTML" you look into software libraries that do HTML escaping).
Nika Dekaia
#9 - 2011-12-03 09:11:49 UTC
Sinooko wrote:
AttentionOK the primary thing I want to re-iterate is that "I DO NOT WISH TO SEE THE SANDBOX PART OF EVE HARMED IN ANY WAY!"

Now that that's clarified I need to explain where I am coming from.

Basically I have invited friends and family to eve on multiple occasions simply to watch them suffer the deer in the headlights feeling and quit for lack of direction. I could not provide them with direction because their frigates could not survive my level fours and my frigates ate their level ones before they could even get in range. I could have assigned them mining tasks, but I reserve that for my worst enemies. *Yawn*

I believe that I would have been at least 50% more effective in recruiting my friends and keeping them playing if they had been able to acclimatize to eve over a larger portion of time.

TwistedFor you trolls out there I have something for you to consider. More newbs playing eve means more newbs trying to take shortcuts through lowsec. I'm sure you will show them that newbishness means death in an efficient fashion.
So you fail at helping new players find their way into the game. You don't seem to have much patience. Or your friends are not made for this niche game.

As others have said, there is already a little themepark for newbs in form of epic arcs and the starter agents, giving new players basic experiences of the universe and the stuff one can do. But this has to end at one point since this is a sandbox. IF the player is made for this kind of game, he should be curious by now and start to explore the universe by himself. Thinking you can get more players into a sandbox game by introducing more themepark is wrong and would not work. The "What to do now?" point would just come a few weeks later and the newb would leave since he now realy is in the themepark mindset

Schnoo wrote:
Oh and regardless of this topic, eve does need an automated fleet finding system, instead of constantly posting "[Ship] LF{S/A}F [System]" when doing incursions, how about just clicking on the fleet finder, choose goal (incursion, pvp, missions, pvp, mining ops, pvp), (optional) choose channel/use public list, (optional) link fitting and (optional) system/region and be done with it.
Even if groups don't always get formed automatically (checkbox "Willing to lead"), it may allow people to invite members into their fleets, looking at a simple list of people with that they're offering.
Making initial interaction with like-minded people easier would be a good thing. It's the one most important thing to get people hooked (and staying) in an MMO, imho.

Schnoo wrote:
In fact, why not introduce people to group content as soon as possible, go with a "sand park" experience. As a part of the tutorial how about introducing them to a big bad NPC they (probably) can't take down alone, while pointing on how they can get a fleet to do it.
AFAIR one of the beginner arcs does that.
Tippia
Sunshine and Lollipops
#10 - 2011-12-03 15:50:52 UTC
Spawne32 wrote:
there are 10x as many PVE players as there are in null
Nope.
Goose99
#11 - 2011-12-03 16:17:01 UTC  |  Edited by: Goose99
Tippia wrote:
Spawne32 wrote:
there are 10x as many PVE players as there are in null
Nope.


Exactly. See below:
Spawne32 wrote:
there are 10% as many PVE players as there are bots in null

Fixed.Cool

Joke aside, everyone is a pver. It's possible to not be a pvper, but impossible to not pve in some form. There used to be days where piracy is self sufficient. Last time it was viable, I remember doing it in a domi with the epic swarm of drones. I was still in middle school back them, seems like so long ago...Roll

In any case, CCP is too lazy to add content. Thus they call it a sandbox, and calls it content. Storyline? That stuff needs work! Who wants to work?Big smile