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Ideology in EVE

Author
Yves Nat
Panda Express Inc.
#21 - 2017-06-24 11:49:28 UTC
Bing Bangboom wrote:
Yves Nat wrote:


Code seems to me just some hand-waving to make blowing **** up sound like some kind of high concept when it's the most ordinary thing in EVE. That and property. Same old same old.



Well, I can explain it to you but I can't understand it for you.

It's not uncommon for zealots to be accused of hypocrisy. "What if they really mean it?" is the most frightening thing a non-believer can imagine. You HAVE to reject it or take us at our word. We're out to save highsec.

So far, so good.

At least we can agree that we aren't nihilistic.


Save it from what threat? Keep it in what state?

The code is nothing at all

I don't bother nobody.

Dravos Tarimus
Sebiestor Tribe
Minmatar Republic
#22 - 2017-06-24 11:50:26 UTC
I had this idea of making a corp with a 100% tax rate and inviting people to join in a communist social experiment. I wonder how it would turn out...
Yves Nat
Panda Express Inc.
#23 - 2017-06-24 12:07:49 UTC
Sasha Nemtsov wrote:
Yves Nat wrote:
I'm looking for input from everyone reading this as to their experience with/knowledge of some particular political/economic ideologies in EVE. That is, things outside the obvious free marketish/libertarianish culture that is predominant in the game.

To put in another way, there is buying and selling, there is the business-type organization of a lot of corps, there is the nihilistic gank culture. But there's also sufficient players that there must be more, and if not more, maybe enough critical mass to make something more.

For example, is there a corp that runs based on Marxist principals? Is there one based on Anarchist principals? Pacifism? Christianity? I'm really curious about this, because if these kinds of things are around, it would make EVE a hell of a lot more interesting. Can you make a corp with no shares? Would a corp work if everyone had equal shares?

If there's none of these, are enough of you interested in this to try something?


O, I think it's really rather straightforward. EVE Online is about greed. Greed for: Power, Attention, Money, Social Interaction, Social Isolation, etc., (I'm sure other players can extend the list) - and greed for the proof that these things have been acquired.

It doesn't matter which ideology you identify, base human drives will be in there somewhere. Don't make the mistake of creating an exception for CVA/Signal Cartel; greed for being known for the performance of righteous acts, or being associated with them, is still greed - unless the actor is indistinguishable from the rest of the player base (no Corp/Alliance ID), then it isn't public greed.

As a side note, ideologies require leaders in order to prosper. Good luck finding more than a few principled, effective and consistent leaders in EVE Online!

It has been alleged that a CCP memo from long ago contained the words 'Greed is good'. If true, it displays a very perceptive take on what really drives the game - and perhaps the game's designers, too.




THIS is what I think takes the game too seriously.

Sure, EVE is a place where a lot of people find some kind of self-validation by being assholes. But other than showing up at fanfest they have only pseudonymous fame.

It's fair to say that people find self-validation in good acts too—kindness, generosity—if you want to call that greed, that's fine. Greed is good when it produces good (and it's not good if it's at the expense of another), greed is not good when it causes destruction.

I'm beginning to see a bifurcation of responses, and an inherent contradiction. So much talk about EVE comes with the assumption that it's a zero-sum game, when it quite obviously is not. But seeing it that way limits what you can see in the game. The contradiction is saying it's a sandbox, then saying you can only play it like a zero-sum game.

Not everyone plays EVE with the pretentious of being antisocial in a way they couldn't muster in real life. Players are also in the game as a distraction from the corrosion of everyday life. Exploring, mining, manufacturing are not zero-sum games.

I want to add that ideologies do NOT need leaders in order to prosper, it is leaders who distort ideologies; one example is Gnosticism, and how the organized church stamped it out.

I don't bother nobody.

Yves Nat
Panda Express Inc.
#24 - 2017-06-24 12:11:23 UTC
Dravos Tarimus wrote:
I had this idea of making a corp with a 100% tax rate and inviting people to join in a communist social experiment. I wonder how it would turn out...


You need a bit more, Communism is not defined by its tax rate but by who controls and benefits from resources. If you take all that ISK and return ships, modules, etc. to the players, that would be interesting to try.

EVE is set up to make Communism easy, since with skill training players can control all aspects of production. Maybe a corps of players can all explore, mine, and manufacture on a high level?

I don't bother nobody.

Dravos Tarimus
Sebiestor Tribe
Minmatar Republic
#25 - 2017-06-24 12:46:14 UTC
Yves Nat wrote:
Dravos Tarimus wrote:
I had this idea of making a corp with a 100% tax rate and inviting people to join in a communist social experiment. I wonder how it would turn out...

If you take all that ISK and return ships, modules, etc. to the players, that would be interesting to try.

That's right, it would all be redistributed according to the 'from each according to his ability, to each according to his need' principle. There's the danger greed would get the better of people, but if the right people joined who genuinely wanted the experiment to succeed, combined with strict limitations on how much people could claim, it would be very interesting indeed.
Yves Nat
Panda Express Inc.
#26 - 2017-06-24 14:02:48 UTC
Dravos Tarimus wrote:
Yves Nat wrote:
Dravos Tarimus wrote:
I had this idea of making a corp with a 100% tax rate and inviting people to join in a communist social experiment. I wonder how it would turn out...

If you take all that ISK and return ships, modules, etc. to the players, that would be interesting to try.

That's right, it would all be redistributed according to the 'from each according to his ability, to each according to his need' principle. There's the danger greed would get the better of people, but if the right people joined who genuinely wanted the experiment to succeed, combined with strict limitations on how much people could claim, it would be very interesting indeed.


Yeah, I agree. Wonder how many people it would take to make it self-sustaining?

Imagining this through, if this made it to the critical mass to exercise sovereignty, that would be fascinating, would probably have a big effect on the sandbox. Personally I find this very tempting, but I don't see how I have the in-game time available to make it work, it would probably take a big time commitment.

I don't bother nobody.

Black Pedro
Mine.
#27 - 2017-06-24 20:02:36 UTC  |  Edited by: Black Pedro
Yves Nat wrote:

I'm beginning to see a bifurcation of responses, and an inherent contradiction. So much talk about EVE comes with the assumption that it's a zero-sum game, when it quite obviously is not. But seeing it that way limits what you can see in the game. The contradiction is saying it's a sandbox, then saying you can only play it like a zero-sum game.

Not everyone plays EVE with the pretentious of being antisocial in a way they couldn't muster in real life. Players are also in the game as a distraction from the corrosion of everyday life. Exploring, mining, manufacturing are not zero-sum games.

I want to add that ideologies do NOT need leaders in order to prosper, it is leaders who distort ideologies; one example is Gnosticism, and how the organized church stamped it out.
Eve Online is a competitive single universe sandbox game. Therefore, it is by definition a zero-sum game. My strength comes at your expense and vice-versa. True, Eve is a complex universe-simulator and there is plenty of complex game play that makes game theory choices nuanced and unpredictable. The advantage of allying with (or betraying) an entity is not always clear or obvious, but ultimately strength and power in Eve Online is relative so every bit of ore you mine, or loot you acquire by exploration devalues my ore and loot, and vice-versa.

That of course does not mean the "anti-social" choice is always the correct one to get you ahead, just like it isn't in real life. Two allies are usually more powerful together than the sum of their parts, but Eve is a zero-sum competitive game where the strongest/biggest group of players wins. Now, you can play Eve how you want - it is a sandbox after all - but that doesn't change the fact that might makes right and power, and thus ultimately victory goes to who can bring the most and biggest guns, not who is most "virtuous".

So as to your OP, ideology only has utility as to how many, and how efficiently it can motivate players. The Signal Cartel ideology attracts sufficient bodies to make an impact on New Eden, as does that of James 315 and his Code. Many more players don't connect with a greater purpose and wallow in their individual greed, but their isolation means their activities largely pass unnoticed.

Feel free to espouse whatever ideology you want. With a sufficiently attractive source of meaning, and a charismatic/dedicated leader, you will amass sufficient human effort to make a difference in New Eden. Otherwise, your "ideology" will only be of academic interest. I wish you success in your experiments in our shared living work of science-fiction.
Sasha Nemtsov
Federal Navy Academy
Gallente Federation
#28 - 2017-06-24 20:41:20 UTC
Yves Nat wrote:

THIS is what I think takes the game too seriously.

Sure, EVE is a place where a lot of people find some kind of self-validation by being assholes. But other than showing up at fanfest they have only pseudonymous fame.

It's fair to say that people find self-validation in good acts too—kindness, generosity—if you want to call that greed, that's fine. Greed is good when it produces good (and it's not good if it's at the expense of another), greed is not good when it causes destruction.

I'm beginning to see a bifurcation of responses, and an inherent contradiction. So much talk about EVE comes with the assumption that it's a zero-sum game, when it quite obviously is not. But seeing it that way limits what you can see in the game. The contradiction is saying it's a sandbox, then saying you can only play it like a zero-sum game.

Not everyone plays EVE with the pretentious of being antisocial in a way they couldn't muster in real life. Players are also in the game as a distraction from the corrosion of everyday life. Exploring, mining, manufacturing are not zero-sum games.

I want to add that ideologies do NOT need leaders in order to prosper, it is leaders who distort ideologies; one example is Gnosticism, and how the organized church stamped it out.

Hi Yves, thanks for responding to my post; I found your comments interesting, but not convincing. Perhaps we'll just have to agree to differ.

Except on one point. I presume by 'Gnosticism' you mean the undertaking as it presents itself within the Christian community. The Protestants weren't/aren't too keen, to be sure, but it is quite well represented among the world's Catholics. And, incidentally, among the Jews and Muslims, too. It's good of you to raise the banner for the world's divines - who are flourishing globally, while not at all drawing attention to themselves in that greedy manner championed by recognised leaders.

Which rather neatly dovetails into the 'leadership' question, doesn't it?
Yves Nat
Panda Express Inc.
#29 - 2017-06-25 18:15:18 UTC
Black Pedro wrote:
Yves Nat wrote:

I'm beginning to see a bifurcation of responses, and an inherent contradiction. So much talk about EVE comes with the assumption that it's a zero-sum game, when it quite obviously is not. But seeing it that way limits what you can see in the game. The contradiction is saying it's a sandbox, then saying you can only play it like a zero-sum game.

Not everyone plays EVE with the pretentious of being antisocial in a way they couldn't muster in real life. Players are also in the game as a distraction from the corrosion of everyday life. Exploring, mining, manufacturing are not zero-sum games.

I want to add that ideologies do NOT need leaders in order to prosper, it is leaders who distort ideologies; one example is Gnosticism, and how the organized church stamped it out.
Eve Online is a competitive single universe sandbox game. Therefore, it is by definition a zero-sum game. My strength comes at your expense and vice-versa. True, Eve is a complex universe-simulator and there is plenty of complex game play that makes game theory choices nuanced and unpredictable. The advantage of allying with (or betraying) an entity is not always clear or obvious, but ultimately strength and power in Eve Online is relative so every bit of ore you mine, or loot you acquire by exploration devalues my ore and loot, and vice-versa.

That of course does not mean the "anti-social" choice is always the correct one to get you ahead, just like it isn't in real life. Two allies are usually more powerful together than the sum of their parts, but Eve is a zero-sum competitive game where the strongest/biggest group of players wins. Now, you can play Eve how you want - it is a sandbox after all - but that doesn't change the fact that might makes right and power, and thus ultimately victory goes to who can bring the most and biggest guns, not who is most "virtuous".

So as to your OP, ideology only has utility as to how many, and how efficiently it can motivate players. The Signal Cartel ideology attracts sufficient bodies to make an impact on New Eden, as does that of James 315 and his Code. Many more players don't connect with a greater purpose and wallow in their individual greed, but their isolation means their activities largely pass unnoticed.

Feel free to espouse whatever ideology you want. With a sufficiently attractive source of meaning, and a charismatic/dedicated leader, you will amass sufficient human effort to make a difference in New Eden. Otherwise, your "ideology" will only be of academic interest. I wish you success in your experiments in our shared living work of science-fiction.


But how do you "win" EVE? Seriously, how do you win at the game? Once one player wins, that game is over. How can that happen?

How do you take all the ISK, so no one else has any, so everyone else has zero? Sorry, I don't see how EVE can possibly played to a zero-sum point. If you blow up my ship, you win that engagement, I go back to my hanger and get in another ship, and I keep playing. If the things you lose are replaceable, they aren't really lost.

You also mistake what I'm doing—I espouse no ideology and I'm not interested in any ideology "winning," I'm curious about what's possible, especially because the dangers of monotony are pretty strong.

I don't bother nobody.

Yves Nat
Panda Express Inc.
#30 - 2017-06-25 18:17:48 UTC
Sasha Nemtsov wrote:
Yves Nat wrote:

THIS is what I think takes the game too seriously.

Sure, EVE is a place where a lot of people find some kind of self-validation by being assholes. But other than showing up at fanfest they have only pseudonymous fame.

It's fair to say that people find self-validation in good acts too—kindness, generosity—if you want to call that greed, that's fine. Greed is good when it produces good (and it's not good if it's at the expense of another), greed is not good when it causes destruction.

I'm beginning to see a bifurcation of responses, and an inherent contradiction. So much talk about EVE comes with the assumption that it's a zero-sum game, when it quite obviously is not. But seeing it that way limits what you can see in the game. The contradiction is saying it's a sandbox, then saying you can only play it like a zero-sum game.

Not everyone plays EVE with the pretentious of being antisocial in a way they couldn't muster in real life. Players are also in the game as a distraction from the corrosion of everyday life. Exploring, mining, manufacturing are not zero-sum games.

I want to add that ideologies do NOT need leaders in order to prosper, it is leaders who distort ideologies; one example is Gnosticism, and how the organized church stamped it out.

Hi Yves, thanks for responding to my post; I found your comments interesting, but not convincing. Perhaps we'll just have to agree to differ.

Except on one point. I presume by 'Gnosticism' you mean the undertaking as it presents itself within the Christian community. The Protestants weren't/aren't too keen, to be sure, but it is quite well represented among the world's Catholics. And, incidentally, among the Jews and Muslims, too. It's good of you to raise the banner for the world's divines - who are flourishing globally, while not at all drawing attention to themselves in that greedy manner championed by recognised leaders.

Which rather neatly dovetails into the 'leadership' question, doesn't it?


We do agree on the point, I think. I specifically meant the Gnostic Christian movement prior to the Council of Nicaea, so not Protestantism in any way. That movement, which still has a tiny hold, rejected the idea of priests or anyone who could officially lead worship—everyone could, it was fundamentally leaderlesss.

I don't bother nobody.

Black Pedro
Mine.
#31 - 2017-06-25 19:13:47 UTC
Yves Nat wrote:
But how do you "win" EVE? Seriously, how do you win at the game? Once one player wins, that game is over. How can that happen?
It's a sandbox so you can set your own victory conditions, but classically you "win" at Eve by defeating the other players and securing your objective. Whether that be a Rogue Drone site in highsec, a Faction Warfare complex or claiming sovereignty over a system. The biggest, most powerful, and most competently piloted fleet will win an objective over the smaller, weaker, or more incompetent side.

That is a fundamental truth of Eve Online. Power comes from the barrel of a blaster in space, and the deepest pockets when it comes to economic matters.

Yves Nat wrote:
How do you take all the ISK, so no one else has any, so everyone else has zero? Sorry, I don't see how EVE can possibly played to a zero-sum point. If you blow up my ship, you win that engagement, I go back to my hanger and get in another ship, and I keep playing. If the things you lose are replaceable, they aren't really lost.
You don't need all the ISK (or ore, or ships or whatever), you just need more than the other guy. If you can afford to field X ISK worth of ships on contesting an objective and I 2X, then I most likely will win. You can have 1B ISK, but if I have 1.2B ISK I will get that PLEX on the market and you won't.

Power is relative in this game, both in terms of assets and players that one can call onl. I agree though, if you just want to fly a shuttle around all day and don't care about objectives, well then I can't stop you. But if you want to impose your will on the sandbox, you need to have more than the other groups you are attempting to dominate.

Yves Nat wrote:
You also mistake what I'm doing—I espouse no ideology and I'm not interested in any ideology "winning," I'm curious about what's possible, especially because the dangers of monotony are pretty strong.
I guess anything is possible, if you can convince enough people to join you. Trust is in short supply however in New Eden, and this may limit how far any experiment in ideology can get.
Valdr Auduin
Sebiestor Tribe
Minmatar Republic
#32 - 2017-06-25 22:03:42 UTC
What about a corp that has no in-game corporate structure? I.e. you all use some other method of over-arching command and control of your group's orientation and direction and otherwise each particular asset is controlled by the various individuals in the group and funds are transferred between each other to cover specific costs on an as-needed basis.
Yves Nat
Panda Express Inc.
#33 - 2017-06-26 00:56:36 UTC
Valdr Auduin wrote:
What about a corp that has no in-game corporate structure? I.e. you all use some other method of over-arching command and control of your group's orientation and direction and otherwise each particular asset is controlled by the various individuals in the group and funds are transferred between each other to cover specific costs on an as-needed basis.


There must be some small corps that do this, hang together and share.

Are the mechanics such that a corp must have shares? Can you make a corps without shares?

If you have to have shares, then a corp like this would spread them around equally, right? Anyone who joined would then get shares from all the other members. That seems pretty cool.

I don't bother nobody.

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