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Do players accept EVE's flaws or are CCP over-reliant on "the social engine"?

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Author
adopt
Brutor Tribe
Minmatar Republic
#21 - 2012-09-20 02:26:21 UTC
Jax Bederen wrote:
From my perspective a mere 4 months playing. I think the vets are utterly insaneBig smile .My main gripe is with character development, it's so damn archaic. Sure 10 years ago it was refreshing, all mmo's were grinders, slow progress to get more money out of the player was priority. Enter Eve with passive skill training, great idea, putting everyone on a more even footing, however still putting up the roadblocks character development wise(seriously, training skills, so you can train skills?). That was 10 years ago before companies realized that this turned a hell of a lot of people off from mmo's. Say what you will about WoW but they got it right with progression(at least in 2004, it's likely in hyper-drive now), not to fast not to slow, always feeling like you are getting something new, be it stats, gear or strength.

When I calculate a certain T3 ship training duration it turns me right off, because it's not just the training for the ship, then it's the mods, then the ability to actually fit the mods, couple months for that? See, told you vets were insane.
I know to most of you this is blasphemy and you walked to school barefoot uphill both ways and liked it and so should everyone else(never mind the nice eternal edge you have) but honestly after 4 months of play this is not something I get all hot and bothered over. It shouldn't feel like a tedium, but a smooth progression.

Anyway to the point. Vet's you are not insane, the system is however, I would say the social aspect allows you to tolerate this.


You think T3s are bad? You have much to learn grasshopper.
Eugene Kerner
TunDraGon
Goonswarm Federation
#22 - 2012-09-20 08:03:13 UTC  |  Edited by: Eugene Kerner
Jax Bederen wrote:
From my perspective a mere 4 months playing. I think the vets are utterly insaneBig smile .My main gripe is with character development, it's so damn archaic. Sure 10 years ago it was refreshing, all mmo's were grinders, slow progress to get more money out of the player was priority. Enter Eve with passive skill training, great idea, putting everyone on a more even footing, however still putting up the roadblocks character development wise(seriously, training skills, so you can train skills?). That was 10 years ago before companies realized that this turned a hell of a lot of people off from mmo's. Say what you will about WoW but they got it right with progression(at least in 2004, it's likely in hyper-drive now), not to fast not to slow, always feeling like you are getting something new, be it stats, gear or strength.

When I calculate a certain T3 ship training duration it turns me right off, because it's not just the training for the ship, then it's the mods, then the ability to actually fit the mods, couple months for that? See, told you vets were insane.
I know to most of you this is blasphemy and you walked to school barefoot uphill both ways and liked it and so should everyone else(never mind the nice eternal edge you have) but honestly after 4 months of play this is not something I get all hot and bothered over. It shouldn't feel like a tedium, but a smooth progression.

Anyway to the point. Vet's you are not insane, the system is however, I would say the social aspect allows you to tolerate this.

I have over 25 mio SP and I have not even maxed out T1 frigates...htfu.

TunDraGon is recruiting! "Also, your boobs [:o] "   CCP Eterne, 2012 "When in doubt...make a diȼk joke." Robin Williams - RIP

Shani Zera
Jin-Mei Mercantile Club
#23 - 2012-09-20 09:08:05 UTC
Seismic Stan wrote:
Has a culture developed where CCP has started to take player effort for granted - expecting "the social engine" to fulfil tasks that might otherwise be CCP's responsibility? Or should this culture be embraced as part of "emergent gameplay" with these quirks accepted as the catalyst for interaction?


This is a good question, and opens up a broader discussion about player-driven content in general, I think.

Speaking briefly about it, I think globally, across many different industries there is a change blowing through. It's moved quicker in some areas, and very slow in others. That change is, for want of a better phrase, the "democratization of creation". Crowdsourcing is a common word to describe what I'm talking about too, although it's a bit buzzwordy and I dunno if it applies to everything.

Anyways, instead of traditional top-down models of creation (content creation, business creation, all sorts of creation) we are seeing interesting new models where the "masses" get an unprecedented level of access and input into the creation of a product.

A few examples:

Wikipedia: Compare the old top-down traditional method of consolidating knowledge: the encyclopedia. Now with wiki, we have something very different. The content is created by the people, resulting in orders of magnitude more knowledge being consolidated. There's a host of other bonuses too - it's a free resource, and the contributors are (largely) unpaid.

Another example:

Kickstarter: Instead of the traditional top-down publishing model, the masses have an unprecedented level of control when it comes to funding, and often through that, dictating core aspects of product design. Products that would have never been able to get funding previously are now flush with cash. The impact globally is small for now, but conceptually, kickstarter has turned the world upside down!

Another example:

Scientific research: SETI has been given a processing boost by using people's idle computers, while idle PS3 processors have been turned towards helping cure diseases. The process of discovering new ways to fold proteins has become a sort of massively multiplayer "game" and resulted in fascinating new discoveries. Scientists, of all people, have really harnessed the hell out of crowds. They seem to understand better than most the benefits of tapping into large groups of knowledge and thinking power, artifical or human!

I could go on and on. The point is that there's a change sweeping across the world when it comes to the importance and role of "the crowd" in the creation of stuff.

In the games industry however, that change is still sort of seeping in, in fits and bursts. There are some great games that kickstarter has helped bring about, for example, but giving money is just one thing out of many that people can do.

Content creation? Having your players create your story? That's not really gotten anywhere as far as it can, yet. Eve is fascinating to me because on one hand, it has this amazing player-driven story happening out in nullsec, and on the other hand, it's "official" story is up in the clouds, almost entirely inaccessible and top-down-driven. It's the strangest mix of "getting it" and not.

Speaking more broadly about the industry as a whole, there's a lot of untapped potential there, when it comes to having players of a game help contribute to that game's content and design. Part of the reason we haven't seen big experiments with this idea is that breaking the status quo here is a little more difficult. Companies are leery about letting their players have too much control over their IP. That can be a frightening prospect, and for good reasons.

But should they really be scared of the idea? Maybe these game companies, CCP included, should look around the world at this emerging trend; at things like Wikipedia, and the simply vast amount of content that can be found there, all of it contributed for free by intelligent people who are happy to donate their time and knowledge. They should look long and hard at the enviable quality of these crowd-driven projects.

They should also look at Minecraft. This game...this fuggen game! It is the IDEA of player-created content gamified in the most simple and profound of ways. It is nothing but a player-driven sandbox, in its purest form. Look at its success! Look at how huge the demand for that idea is becoming!

Much like the concept of a leather-bound Britannica seems antiquated now, I think further down the line, the concept of in-house developers as the exclusive (or even primary) source of game content creation and design will be seen as an inefficient and antiquated model.

My personal belief is that in the future we'll see game developers take more of a managerial and catalytic role with the players; letting them develop the content and design of a game more and more, and instead focusing their efforts and time on harnessing, driving, and indeed inspiring player input, rather than developing their own individual stuff. Think of it like a single writer versus a single person managing hundreds of writers - what seems more efficient on the surface of things, and more likely to produce more bang for buck?

So what then, might be possible if they tapped into 300,000 eager players?

Just some thoughts anyhow. It's been interesting to see this change sweeping across various industries, in the many forms it takes, and it'll be interesting to see how the game industry adapts.

I think CCP is doing quite well at this, by the way, and I think they're in a uniquely advantageous position to pioneer things even further. Live events are a good experiment with this, but they're doing other things too. The eve is real marketing campaign was all about players doing the advertising for CCP. Same concept, very different industry/area. They seem to grasp the concept and as such, I think they'll be a leader in this regard.
Jax Bederen
Dark Horse RM
#24 - 2012-09-20 09:45:06 UTC
Eugene Kerner wrote:
Jax Bederen wrote:
From my perspective a mere 4 months playing. I think the vets are utterly insaneBig smile .My main gripe is with character development, it's so damn archaic. Sure 10 years ago it was refreshing, all mmo's were grinders, slow progress to get more money out of the player was priority. Enter Eve with passive skill training, great idea, putting everyone on a more even footing, however still putting up the roadblocks character development wise(seriously, training skills, so you can train skills?). That was 10 years ago before companies realized that this turned a hell of a lot of people off from mmo's. Say what you will about WoW but they got it right with progression(at least in 2004, it's likely in hyper-drive now), not to fast not to slow, always feeling like you are getting something new, be it stats, gear or strength.

When I calculate a certain T3 ship training duration it turns me right off, because it's not just the training for the ship, then it's the mods, then the ability to actually fit the mods, couple months for that? See, told you vets were insane.
I know to most of you this is blasphemy and you walked to school barefoot uphill both ways and liked it and so should everyone else(never mind the nice eternal edge you have) but honestly after 4 months of play this is not something I get all hot and bothered over. It shouldn't feel like a tedium, but a smooth progression.

Anyway to the point. Vet's you are not insane, the system is however, I would say the social aspect allows you to tolerate this.

I have over 25 mio SP and I have not even maxed out T1 frigates...htfu.


Well hmm, htfu? What are you disarming bombs somewhere or sitting on your butt playing a video game.
Eugene Kerner
TunDraGon
Goonswarm Federation
#25 - 2012-09-20 10:10:19 UTC  |  Edited by: Eugene Kerner
Jax Bederen wrote:
Eugene Kerner wrote:
Jax Bederen wrote:
From my perspective a mere 4 months playing. I think the vets are utterly insaneBig smile .My main gripe is with character development, it's so damn archaic. Sure 10 years ago it was refreshing, all mmo's were grinders, slow progress to get more money out of the player was priority. Enter Eve with passive skill training, great idea, putting everyone on a more even footing, however still putting up the roadblocks character development wise(seriously, training skills, so you can train skills?). That was 10 years ago before companies realized that this turned a hell of a lot of people off from mmo's. Say what you will about WoW but they got it right with progression(at least in 2004, it's likely in hyper-drive now), not to fast not to slow, always feeling like you are getting something new, be it stats, gear or strength.

When I calculate a certain T3 ship training duration it turns me right off, because it's not just the training for the ship, then it's the mods, then the ability to actually fit the mods, couple months for that? See, told you vets were insane.
I know to most of you this is blasphemy and you walked to school barefoot uphill both ways and liked it and so should everyone else(never mind the nice eternal edge you have) but honestly after 4 months of play this is not something I get all hot and bothered over. It shouldn't feel like a tedium, but a smooth progression.

Anyway to the point. Vet's you are not insane, the system is however, I would say the social aspect allows you to tolerate this.

I have over 25 mio SP and I have not even maxed out T1 frigates...htfu.


Well hmm, htfu? What are you disarming bombs somewhere or sitting on your butt playing a video game.


Sometimes I blow things up in RL yes...
Was not meant offensive though...

TunDraGon is recruiting! "Also, your boobs [:o] "   CCP Eterne, 2012 "When in doubt...make a diȼk joke." Robin Williams - RIP

Jax Bederen
Dark Horse RM
#26 - 2012-09-20 11:05:28 UTC
Eugene Kerner wrote:
Jax Bederen wrote:
Eugene Kerner wrote:
Jax Bederen wrote:
From my perspective a mere 4 months playing. I think the vets are utterly insaneBig smile .My main gripe is with character development, it's so damn archaic. Sure 10 years ago it was refreshing, all mmo's were grinders, slow progress to get more money out of the player was priority. Enter Eve with passive skill training, great idea, putting everyone on a more even footing, however still putting up the roadblocks character development wise(seriously, training skills, so you can train skills?). That was 10 years ago before companies realized that this turned a hell of a lot of people off from mmo's. Say what you will about WoW but they got it right with progression(at least in 2004, it's likely in hyper-drive now), not to fast not to slow, always feeling like you are getting something new, be it stats, gear or strength.

When I calculate a certain T3 ship training duration it turns me right off, because it's not just the training for the ship, then it's the mods, then the ability to actually fit the mods, couple months for that? See, told you vets were insane.
I know to most of you this is blasphemy and you walked to school barefoot uphill both ways and liked it and so should everyone else(never mind the nice eternal edge you have) but honestly after 4 months of play this is not something I get all hot and bothered over. It shouldn't feel like a tedium, but a smooth progression.

Anyway to the point. Vet's you are not insane, the system is however, I would say the social aspect allows you to tolerate this.

I have over 25 mio SP and I have not even maxed out T1 frigates...htfu.


Well hmm, htfu? What are you disarming bombs somewhere or sitting on your butt playing a video game.


Sometimes I blow things up in RL yes...
Was not meant offensive though...


Gotcha, well be safe, watch those fingers, I hear there the first to go.
Let's Party
Guitar Players of EVE
#27 - 2012-09-20 11:58:33 UTC
CCP Bayesian wrote:

We're also here to mix things up so that the experience doesn't get stale. For example in real wars a lot of strategic fight is in development of technology and tactics and these both go hand in hand. See WW2, the differing experiences of the French and US in Vietnam and in more modern terms the development of IEDs and counters to them in Afghanistan and Iraq. Also drones, a move back from using modern tech for a lot of communications, modifying RPGs to shoot down helicopters etc. etc. Players in EVE don't have the ability to exploit technology development in the same way so the only way to keep things dynamic strategically and tactically is for us to provide it. I actually think how this progresses is an interesting problem!

You guys need to stop nerfing things and instead create new and better counters to them. That is how the real world works, already-existing technologies never get nerfed unless there is a huge dark age or something...but that's really on a time-scale too big for EVE right now, the game has only been out for what, 9 years? And who wants to play through a technological dark age, anyhow? *glares at Amarr capsuleers*
Aineko Macx
#28 - 2012-09-20 16:22:03 UTC
Let's Party wrote:
You guys need to stop nerfing things and instead create new and better counters to them.

No, just no. Putting things into the game that obsoletes everything that was before is how WOW does things. It only works for theme-park games, not sandboxes with emergent gameplay that are meant to stay around for a while. As it is, eve is already suffering from mild mudflation, no need to make it worse. The unbalanced stuff has to be corrected, its as simple as that. Just in CCPs case, they don't do anything about problems for years, then suddenly overdo the correction...
Spurty
#29 - 2012-09-20 16:33:16 UTC
CCP is introducing SPACE PANDAS this Winter.

I'd better train up 'Bamboo chewing' to V ...

There are good ships,

And wood ships,

And ships that sail the sea

But the best ships are Spaceships

Built by CCP

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