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Player Features and Ideas Discussion

 
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How to Get more players to play eve

Author
Ulfre Fenris
The Scope
Gallente Federation
#1 - 2012-01-16 21:31:18 UTC
First time I post, so please show leniency with respect to potential inadequacies. I have been playing EVE for several months now, exploring various game aspects. I would be interested to see what others think about this analysis. Disclaimer: These are just my opinions, if you disagree based on facts I would be interested to hear your side.
Topic: How to get more players to both try EVE and then subsequently continue playing
The way I would like to approach this topic is first by attempting to analyze MMOs in general and how they try to attract and retain players, compare this to EVE’s current model, and then throw out a few ideas of how to change this.
MMOs in general:
Any MMO will try to first attract players (both casual and hardcore) to try the game (advertisement, low price offers, promise of an exciting game). Depending on this initial success a certain number of players will then play the game. The second stage is then to retain these players generate positive feedback which in turn may lead to attracting more players. The second stage is crucial to the games success which means the better you “hook” new players to the game the higher your chances of overall success. Most games (I of course have only limited experience and thus use the following games as example: WoW, Rift, Guild Wars (upcoming Guild Wars 2), Star Wars - the Old Republic (SWTOR)) will have the following components in an attempt to achieve this goal.

- World: Games try to build a vibrant/ captivating world. Worlds are designed to be visually attractive, always trying to generate a feeling of a living and breathing environment.
- Story: Games usually attempt to deliver an easily and readily visible background environment against which the world comes alive, usually avoiding long pages of text that players have to read. Players’ personal game experience, means player’s become part of this story. Thus the experience becomes generally more captivating. For example: WoW or SWTOR now use heavy instancing/phasing that allow world progression and quests that make you feel as integral and important part of the game world.
- Quest: There, attempts are made to make Quests less and less “Go fetch” “Go Kill” grinding. Or at least integrate them better into the story to make them more relevant and thus enjoyable.
- Combat: It is usually high paced, challenging and requires quick responses to a rapidly changing combat environment. Players are consequently given a host of spells/ abilities/ tools that can be quickly used to react to the situation.
- Solo content: Usually tied in with soloable quests as part of an overarching story that develops your character. Grips casual solo players by story and quest diversity.
- Group content: Usually tied in with instances/ dungeons of various groups sizes offering challenges of varying difficulty to players
- PVE/ PVP: Usually an option for players permitting casual non PVPers to explore the game world without having PVP combat forced upon them. On the other hand PVP oriented players can enjoy a competitive PVP environment.
- Challenge: This means content that is tailored to test the limits of the player and consequently has to include player defeat. The right measure of challenge is crucial to retain players as too challenging content will only appeal hardcore players and drive casuals away, too easy content may achieve the reverse or even bore everyone.

In summary: The better a MMO strikes the balance between attracting hardcore and casual players, the more captivating and exciting the game world and game play is, the more successful the game is likely to be: more success being measured in the number of active players.
Ulfre Fenris
The Scope
Gallente Federation
#2 - 2012-01-16 21:35:42 UTC
What EVE has to offer:
At the outset it offers a change of pace and a change of environment, attracting players by the idea of doing something that no other MMO is doing - space, trading in space, space combat and space exploration. It offers advanced content like sector control, industrial empires, an intricate game economy and even piracy. However, once you start playing (second stage) the game scares people off by being overwhelmingly complex and later fails to grip a majority of casual players all together.

- World: While space is great for background, and nebulas are visually stunning, it in my opinion creates an empty, dead feeling environment. While this is what space is, it limits the initial accessibility to the world.
- Story: What story? The Epic arc is not that exciting and pretty much just an excuse to run you across the universe. There is in depth history available (Like the Gallente-Caldari conflict) yet again for casual or new players this fact is anything but obvious.
- Quest: EVE makes little or no attempt to make quest anything other than “Go Fetch” or “Go Kill”. On top of that quests are mind numbingly repetitive. No gripping/ overarching story is connected to most quests and thus there is no sense of any kind of quest progression.
- Combat: 90% of combat is decided during fitting of a ship in dry dock. Actual combat is then merely a function of pressing 4 buttons and knowing (PVE)/ hoping (PVP) for the appropriate fit.
- Solo content: Mind numbing repetitive quests, Industry or courier/ transport missions. Much of the game is not soloable as PVP is always present and usually not one on one. Thus even a solo mission runner has to constantly fear to be “ganked” by a group of PVP pirates.
- Group content: More challenging mind numbing quests, wormhole exploration. Or PVP battles. Much of the content is only available to player groups or corps of sufficient size, virtual financial means and experience.
- PVE/ PVP: PVP is an integral part and everyone is forced to experience it. Many otherwise interesting features are thus often inaccessible. For example: Some casual player likes to build an industry empire but is not in a Corp and does not have PVP savvy friends and thus low security regions are inaccessible to him. Also if a player likes to run PVE in low sec, this is virtually impossible since his PVE fitted ship will be easily overcome by PVP fitted pirates. This problem is especially confounding for new and casual players who do not have the resources or time to build PVP able ships.
- Challenge: Here Eve has a special problem. As it tries to be “realistic”, ships get destroyed. Now for hardcore players that is both exhilarating and affordable. However the casual player who only just could afford his cruiser is not happy or willing to lose it in a PVE or PVP encounter. Thus challenging missions that may entail ship loss are avoided by casuals making missions even more boring and low/ null sec exploration prohibitive. It can generally be assumed that a casual, new player is no match for an expertly fitted and experienced PVP player. As any combat loss automatically means ship loss which then in turn limits your further game experience this pretty much makes it impossible to provide challenging and exciting gameplay for casual gamers.

In summary: EVE Online is geared and successfully attracts hardcore PVP players but fails to entice hardcore PVEers and casual players all together. Also gameplay is geared towards group content and thus again completely fails to capture solo oriented players. Thus its player base is not likely to significantly increase unless significant changes are made.
Ulfre Fenris
The Scope
Gallente Federation
#3 - 2012-01-16 21:39:39 UTC
What could be done:
If the goal is to get a bigger player base, then EVE has to attract casual and PVE oriented players. Gameplay has to become more exciting. The game content has to become accessible to casual and PVE oriented players that do not want to spend the resources and time to get PVP oriented ships and the ability to pilot them effectively.
I am fully aware that the proposed ideas cannot easily be implemented and would require a significant amount of time and resources to change. Moreover these ideas will likely not be appealing to a majority of the current hardcore PVP base.
- Story: Make the existing backstory much more integral to the EVE experience. For example, develop quests that allow players to participate in key conflicts between factions.
- Quests: Departing from the repetitive, non-immersive model, quests should be offered as an integral part of character progression; the model of the epic arc would need to be extended and become integral to the game experience.
- Combat: This would be a cornerstone of the changes, as the combat experience directly ties into the amount of challenge that a player perceives. In order to attract casual players, combat has to become more immersive and colourful and without ship loss.
Such changes would affect everyone in EVE: the miner who now becomes more daring, the transport pilot who now risks null sec, to the PVE fighter pilot.

Proposal:
Visually more attractive shield effects, burning armour to structure explosions
Mechanistically:
Different ship types have to really feel different and given role appropriate skills/ equipment options:
a. Transporters: Evasive skills that give him a chance to escape while experiencing a “close call” or challenge
b. Miner, can hide in belts to avoid pirate detection, gets some escape skills
c. A frigate gets evasive manoeuvre skills that allow responsive combat
d. larger battleships get more ship micro managing tools to either enhance survivability or combat dps.

Ships get defeated, not destroyed. This means challenging encounters can be generated that test a player’s abilities to the core, without losing potentially months of effort if the ship is defeated.
- Solo content: Combat can now be more challenging and surprising including boss encounters that field special abilities. Industrial players could have enticing pirate encounters and miners could have a pirate avoidance game. The game’s accessibility to all areas would increase and be more attractive to solo players, while still being challenging. For example a transport pilot agrees to deliver a low sec package, gets attacked by “intelligent” NPC pirates, escapes the first time but gets defeated the second time, loses his cargo but retains his ship.
- Group content: Could be scripted fleet encounters of a set size offering challenging boss phases and random surprises. These encounters would be designed to require different ship types and classes for different combat aspects (Battleships would be needed just as much as Frigates).
- PVE/PVP: Now here one would have to go the route all other games take, of either having different servers for PVE/ PVP or designated PVP areas.
- Challenge: The changes in combat mechanics as well as eliminating total ship loss should permit the development of scaling encounters that challenge casual players as well as hardcore players.
In summary: These are a few ideas that I think would help get a much larger audience interested in EVE. However the current core PVP player base is likely to not be enthusiastic about such changes. Also I do not think that the current game would be easily compatible with such far reaching alterations and one would have to likely think along the lines of creating a new EVE Online: Eve Online 2.
Iris Bravemount
Golden Grinding Gears
#4 - 2012-01-16 23:48:06 UTC
While I like where this is going (atracting more players to the game), you must understand that some core elements just can't be removed from the game. Namely :

1) Ship loss. The entire economy rests on people needing new stuff all the time. And it's not like there are no warnings about this part of the game. Don't fly what you can't afford to loose, and always expect to wake up in a clone bay when you undock.

2) Crime. EvE allows piracy. This is much more a blessing than a curse. In most games, you can't do much against a griefer in your faction/guild/corp/whatever you don't like. In EvE, if someone pisses you off, you blow him up!

3) Technical limitations. Having a single shard universe already is a huge achievement, and you can't overload it with too much of fancy stuff.

4) The target audience being hardcore players. EvE is big and complex. This is why we like it more than other games. If you make it more simple, you open up to competition for games like Battlestar Galactica Online. EvE lives because it's unique. The worst thing CCP could do is to try to make the game mainstream. The mainstream game is WoW, and all games developers who tried to rival WoW on mainstream gaming failed miserably. So would EvE online. CCP is not Blizzard and vice versa. Both have their merits, but don't mix them up.

5) EvE is an MMO. While solo content is desired to some extent, it should not be a major part of the game. There are excellent solo games out there for that.

6) There will never ever be an EvE Online 2. This game is meant to grow and improve indefinately.

However :

1) The insurance mechanic could be improved for casual gamer friendlyness. Payout could be increased in high security systems for instance (and be void for ships destroyed by CONCORD).

2) Canflipping also needs a fix, since there is absolutely nothing a solo player (assuming single account) can do against it. If he tries to fight for what is rightfully his, he dies.
Suicide ganking isn't that much of a threat for new players, since they don't have anything valuable enough to justify ship loss to CONCORD. It's that simple. By the time they get valuable stuff, they should have learned to avoid suspect ships.

3) Fortunatly the optimization of ressources has been making huge progress over the years (see Crysis vs Skyrim), and CCP has worldclass staff in that department (see world of darkness and dust previews, and EvE of course). It's always a balance act between beauty and system requirements, but as you can see, most recently with crucible, CCP is quite good at this. Don't expect giant leaps though. CGI in movies or cinematic trailers is precalculated, and a few seconds of video often take days to process to that level of detail. In a game like EvE, everything need to be calculated in real time. This is to be considered.

4) Of course, a few things can be rationalized to be more practical (see most recent UI improvements and dev blogs about what is to come). But don't expect too much simplification, because this would doom the game.

5) This is where is agree with you the most. Repetitive missions without a real storyline are dull. Improving from the epic arc model is a good idea indeed. There also are interesting suggestions in this forum about ratting/missioning causing faction sov and power to rise and fall. Make players actions, even PvE, impact the sandbox's NPC content, just like the PvP actions impact the alliance warfare. The faction warfare could be the bound that ties both aspects of such a shifting EvE Universe.

6) And this where you fail the most. EvE is meant to grow and to pioneer the world of gaming (see a future vision trailer, WiS and dust). Over the years, we will more or less smoothly transition from a spaceship game to a comprehensive sci-fi universe. And that's a good thing.

"I will not hesitate when the test of Faith finds me, for only the strongest conviction will open the gates of paradise. My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity." - Paladin's Creed

Ulfre Fenris
The Scope
Gallente Federation
#5 - 2012-01-22 14:10:30 UTC
While you are right in many ways, the key problem remains if you want to increase the player population you need to do/ change something.

If Eve is limited to a few cosmetic changes or interface optimizations here and there, then I do not see how you can expect player numbers to increase.

You are also correct the current audience is hardcore players and indeed the game captures this audience perfectly. Any change to the game mechanics therefore poses a huge risk for CCP as they may both lose core players and fail to gain new ones. So I understand your scepticism to streamlining the game.

But in the end if nothing of the core game play can be changed and at the same time mission running can at best made a bit more immersive then EVE population is pretty much set to remain the same.

So principally my ideas may not all work, or not exactly the way I proposed, but I think you have two choices. You change nothing major and Eve pretty much remains the same until CCP makes a few mistakes and enough players quit and the game ends. Alternatively CCP can try to make significant game play changes, invest a lot of resources, which also means great risk, to try to open up the game and gain a larger player base, which hopefully ensures a very long lasting Eve universe.
Ai Shun
#6 - 2012-01-22 20:08:41 UTC
Ulfre Fenris wrote:
So principally my ideas may not all work, or not exactly the way I proposed, but I think you have two choices. You change nothing major and Eve pretty much remains the same until CCP makes a few mistakes and enough players quit and the game ends. Alternatively CCP can try to make significant game play changes, invest a lot of resources, which also means great risk, to try to open up the game and gain a larger player base, which hopefully ensures a very long lasting Eve universe.


They do need to work on their EVE Universe concept. This is the integration of other games into one, cohesive universe. For example, Dust 514. This is a step in the right direction because while it adds to the EVE FiS game; it does not overwhelm it or change the direction for it. It integrates. They should apply the same concept and add a RTS; a station / sim based game for the Space Barbies and so forth, but they should leave the core of EVE the way it is.

At the same time, remember that there is a certain mood in the MMO market at the moment. Games like S:ToR, WoW and RIFT are all clones of a very boring model. (Boring for some players, not all) If you read the average forum or gaming website you will see the last few years have had a growing dissatisfaction with those simplistic, theme park games. There are glimmers, such as with Project Titan and Guild Wars II that this might change and the anticipation in the industry is good.

This, to me, signals that a game like EVE that is very different to the bread and butter MMOs will always have an opportunity and a place in the market. It is not as stagnant or declining as your idea makes it seem.

In fact, it was the shift away from the core EVE FiS game that has seen the largest drop in subscribers.
foxnod
Perkone
Caldari State
#7 - 2012-01-22 21:16:49 UTC
Your ideas are abominable. They would end up destroying the game.
Aglais
Ice-Storm
#8 - 2012-01-22 21:48:45 UTC
Having large-scale structures to explore in space (Kuiper belt, oort cloud, etc.) might be an interesting addition to the game I feel, as well as more things that'd be local to each star system. These would freshen up things visually quite a bit, and I think that the little effects you sometimes see on gates (rubble, dust clouds, etc.) are a great touch and hardly present enough. You could have small LCO 'customs starbases' positioned about highsec gates and such, or something. I dunno.

I don't have the faintest idea how any of these other ideas could be integrated into EVE without causing it to be a fundamentally different game, though.
Akatenshi Xi
Imperial Academy
Amarr Empire
#9 - 2012-01-23 06:09:28 UTC
Easy fix. Have another company develop EVE.