Showing posts with label Blog Banter. Show all posts
Showing posts with label Blog Banter. Show all posts

Monday, March 17, 2014

BB54 - Grey Suits Me Better...


Welcome to the continuing monthly EVE Blog Banters and our 54th edition! For more details about what the blog banters are visit the Blog Banter page.

Today's topic comes Diaries of a Space Noob blog and other sources:

"Quick post. I was listening to a song and a question occurred to me. Where are the EVE heroes? Against a dark background surely all we have are anti-heroes? A lot of mockery is aimed at any who attempt to be white knights. EVE is a dark place and yet pretty much all other MMO's try to place the player in the role of some form of hero, boosting the ego and taking the player out of the humdrum 1 in 7 billion that is RL. Why have I fitted into EVE? Did I never want to be that? So I guess my question is:

"Do classic heroes exist in EVE? Is such heroism even possible in EVE? How would you go about being one without opening yourself wide open to scams? Is the nature of the game so dark that heroes can't exist? How do you deal with that irony? What effect does this have on us and the psyche of new players coming in from other MMOs? Is it something special that we don't have classic heroes, or should we? Are our non classic heroes more genuine?"

And I would add to this, who have we elevated to the level of larger than life heroes ourselves in the game, and do they actually deserve it?
Get Writing!
One man’s hero is another man’s villain.
This statement defines Eve.  But let us take a step back.  Most games put the player in the shoes of a protagonist that if not heroic, is at least anti-heroic.  MMOs tend to do this by making each character an empty slate for whatever hero’s journey the writers crafted.  This journey may take the form of a singular bildungsroman, especially in single player games, or paint the player as part a team of heroes, as is often the case in MMOs where some concession is made to the fact that you want or need other heroic and powerful players to help.
Taking this further, the term “avatar”, generally used to refer to player characters, derives from the Sanskrit term for a deity descending into human form, often to accomplish some task.  So our very term for player characters derives from heroic vedas of the Hindu faith.  After all, if you are going to play a character, why not play one of the really important ones?
Eve gives you this illusion then rips it away.  We all play as capsuleers, semi-immortal pilots that have been gifted the boon of free access to clones and pods that, upon receiving the signal that our life is imminently to end, snaps a photo of our brain, jacks some poison into the system, and wakes us up in a fresh new body.  Our price for death is minimal, requiring only some accounting work to ensure that all those skills and implants are safeguarded or replaced.   There are no stakes that matter for our characters.  We do not have skin in the game, pun intended.
While we are told by marketing material that we are a powerful force, in reality it is our ships that provide the power.  Our characters have no innate abilities or powers.  Unlike most MMOs, we do not fight for or against one of the great fictional entities in the lore.  The closest we can get is joining a militia to fight other players, or run missions for the agents on behalf of the four empires.  Even those empires are complicated. There is no clear good or bad empire faction.
The Gallente and Caldari both represent shades of western values that many players will find easy to identify, but both are bogged down in the murky realities of politics where each has committed atrocities and moral slights against the other, for good and evil reasons.  
The Amarr and Minmatar seem easier to identify, with the Amarr as religious slavers bent on domination and the Minmatar as slaves throwing off the yoke of the oppressors.  But the Amarr are in large part responsible for the stargates across much of New Eden, and the Minmatar are ruthless and secretive.  Again, both have shown acts of courage and caring and acts of brutality and betrayal.
All four empires are woven together in a patchwork of intrigue and backstabbing underlined by the shifting of balance sheets and political power.  What if we look beyond empire space?  There are no Reapers or Reavers, no Borg or Cylons.  Some of the pirate factions have complicated back-stories that belie a simple black and white reading of who is the good guy.  Perhaps we can all agree the Serpentis are just… awful at everything?
There is no big bad to strive against.  There are only opportunities and liabilities.  Enter the players.  If we take a very simple view of Eve, there are four main playing fields.  First, High sec, where nothing players do really matters more than increasing balance sheets.  Second, Low sec, where players can nominally fight for one of four factions to gain nerd points, or fight anything that moves for the joy of blood (Perhaps these players are the reavers?).  Third, Null sec, where players fight each other, with no pretense in-game as to why this would matter at all. Fourth, Wormholes, home of Sleepers who we do not truly understand, and who only attack when we encrouch on their space.  Well, we understand that those nano-ribbons and hulls sell for a pretty penny, so we’ll blow up the ships that stand in our way.
Against this backdrop, there is no place for heroes.  If anything, we are often playing the villains or shock troops, committing violence in the name of Empire, Militia or Alliance.  There is no moralizing about our actions.  There is no obvious right or wrong to guide us.  There is only space for personalities that can channel the missiles, beams, and plots of others.  And this is where Eve shines, and why despite admittedly middling mechanics and systems, the game rolls forward and ships explode.
Freed of a moral imperative to do the correct thing, we can choose to do anything.  Absent is the impending doom or oppressive threat of most other games.  We are simply given a universe, step into it as jobbers, and make our way.  The connections we form, when they happen, are with other players and groups, not a fictional band of brothers intent on defeating a lich king or the power of chaos.  Our victories in these self-made conflicts, while not permanent, are at least meaningful because we set the goal, we make the rules and conditions for victory, and we succeed or fail.
This very absence of a shared nemesis and self-driven goal setting are qualities that make Eve unique.  These attributes keep players coming back for more, long after skills are trained, ships are bought, or defeat is suffered.  There is no end-game to conquer, no best in slot gear setup that can be used as a proxy for winning.  When a player accomplishes one goal, a new goal is often already in place.  I know in my time in Eve I have never had one overarching goal, be it for my skill queue, my wallet, or the area of the game I want to engage in.  I have had multiple goals, each of which strives for my attention.  Some are completed, some are abandoned, but the game offers so many venues for participation that I am never lacking a reason to log in.
Can someone be a hero in Eve?  To some players you could be a hero.  You could hunt gankers.  You could lead a coalition.  You could be a great blogger.  But all of these are relative, and you will never be a hero to everyone.  But you do not need to be a hero for everyone.  Look at The Mittani.  I am sure many consider him a hero.  But many more consider him the villain of Eve.  In a game where social status is relative speaking of heroes and villains misses the point.
What effect does this have on new players?  INew players that have a future in Eve grasp the relative nature of social standings in the game rather quickly.  Many players come to the game from other communities, so the narrative is already written for them.  Most players who stick with the game probably decide what they want to accomplish and follow other players as long as it is useful or convenient to do so.
The concept of genuine “heroes” is a wonderful idea in Eve.  If we agree that a hero is a relative thing in Eve, I propose a different question.  Are the personalities in Eve more genuine?  In that light, I think the answer is a wholehearted yes.  When relationships are relative, personalities and shared history are all we have to judge each other.  Even the most sordid betrayals weave an indelible thread into the cloth of Eve’s shared story.
When you think of what defines Eve, do you think of the lore, or do you think of the Great War?  Do you think of the great corporations of the Caldari, or of the Guiding Hand Social Club?  Do you think of Outer Ring Excavations, or of Hulkageddon?  All of those events were created by the personalities in Eve.  Those events, the people who brought them about, and the fact that we are freed of playing heroes are far more memorable than any raid you have conquered in another game.

Tuesday, April 16, 2013

Making NPCs Matter - Blog Banter 46

"EVE Online is a unique piece of science fiction that is ‘participatory’." - CCP Seagull, December 2012
EVE Online is heading into its Second Decade with renewed vigour and a new development strategy. At the CSM Summit in December, Executive Producer CCP Unifex and Development Director CCP Seagull explained how future development and expansions will be broader in scope than recent "collections of features" stating that CCP "want to create something more inspirational, that players aspire to play."
With the return of Live Events such as the Battle for Caldari Prime, clearly the prime fiction of EVE is back in favour as part of this new thematic approach to expansions. However, EVE's story is very much a tale of two playstyles, with an entirely player-driven narrative unfolding daily in parallel to the reinvigorated backstory. Often, they do not mix well. How can these two disparate elements be united or at least comfortably co-exist in a single sandbox universe?

The biggest disconnect between the lore of Eve and the Reality of Eve, in my mind, is that nothing players do has much impact of the NPCs of New Eden, aside from making an endless supply of red crosses explode. The following is a rather fanciful reimagining of how corporations, both player and NPC, could give players tools to influence the continuing narrative of Eve.  What if Eve stock actually had a point besides corporate takeovers? Here are some thoughts:

Player owned stock is, generally speaking, a joke. You use it to hold control of your corp, and you might use it to provide voting rights for corp members and leadership. Although every entity in the game is a “corporation”, there is no real stock market in which players can act., and there are very limited reasons to ever do anything with corporation stock after making a new corp and giving yourself all 1000 sahres to prevent some methods of hostile takeover. Let’s change that!

First change: All military NPC factions become actual militaries instead of corps.

So the FDU, the Amarr Navy, and other such orgs get turned into actual, honest to goodness militaries without a corp ticker. They remain sub-factions of the main Empires, but get removed from the big basket of “corps”. I’m not sure how to handle Pirate corps/factions. I think there could be some interesting room to play with sec status here.

Second change: All NPC corps get a chunk of stock allocated to the public.

Probably less than 50%, and it goes into a stock market much like the normal market. If you buy stock, you get a dividend per share each quarter. You would tie quarterly dividends to a combination of mission completion and market activity in stations owned by each corp. This dividend could be based from the previous quarter. If the combined metric goes up, money gets paid out to shareholders. If the combined metric goes down or is static, nothing gets paid out. Players would determine the relative value of the stock, and market players could find opportunities to game the system, much like the real world.

Third change: Station control via NPC corps becomes dynamic.

NPC corps want to control more, just like players. Industry corps want to spread refining and manufacturing. Security corps want to increase their area of control. Shipping corps want to open up more hubs. Missions completed for each corp allow for a sort of faction-warfare style tug of war for control of station anchor points. This should be a slow, but noticeable process that players influence. It also gives players a say in shaping the universe. If your mining corp really wants to push for a station in their home system, mission for the NPC corp that wants to open up shop there. Hate those stupid carebears? Keeping killing them while they try to complete their missions, and force the station to close. This could also lead to more diversity in missions, allowing mining and targeted security missions to focus on goals besides just isk. Perhaps your mining mission becomes “Refine x ore in station Y”, with a larger LP reward instead of straight isk, and contributes to future station expansion, or flipping control of stations. Pirate players could take PvP-related missions to kill other players while engaged in mission pockets.

Fourth change: Make more diverse rewards for supporting NPC corps.

Let players choose between isk and preferred stock that allows them to vote for target systems. Perhaps preferred stock has better payouts each quarter. Allow turn ins for LP that increase your standing with NPC corps and give special perks, such as reserved station slots for a period of time, or better refining for your corp for a time.

Fifth Change: Player corps can be public, or private.

Public companies have voting and non-voting stock. Public corps would be traded on the open stock market. The directors could choose to pay or not pay dividends. Alliances could work the same way. This would open up a lot of investment options, and some political ones. It would make corporations actually corporations, and not just the de-facto guild or clan structures they are now. Alliances may demand a certain number of shares, or entice members with shares in the alliance to provide some method of input and leadership.

Sixth Change: Let players and player corps align with NPC factions and corps in a meaningful way beyond the current dynamics of FW.

There could be a lot of fun emergent roleplaying mechanics here, especially if NPC corps become dynamic. More militaristic corporations would provide a sort of FW-lite, allowing open conflict between players. Some corporations would be non-profit, non-violent affairs, like the Universities and rookie corps. In this way, players would be able to actively take part in the corporate machinations implied in the lore of Eve, in corps that are actually a part of the lore.

Conclusion

The point of all this is to let players use the corporation framework to interact with NPCs in a dynamic way. It would allow roleplayers, or just savvy manipulators, the tools to change the political map of Eve’s story. You might have to fight to keep your stations going. The NPC lore of Eve would become something players actively engage, influence, and react to. The disconnect between static Empire space and the ever-changing and developing world of null sec, FW, and WH space would be less stark.

Obviously there would need to be ways for CCP to keep their thumb on the scale and make sure a large bloc doesn’t just wipe out Empire. There would need to be limits to how far NPC corps could go, either in gaining or losing space to other NPC corps. But I have a feeling that enough players would contest each other out of desires for isk and fame that the system would find some sort of fluid equilibrium.

Eve has a huge swath of Empire space that just sits there, and nothing we do has any impact on the lore-based conflicts CCP has presented. Let’s change that, and add a little bit of reality to the static spacelanes.

Thursday, April 12, 2012

Growing Up


Now approaching its tenth year, the EVE Online player community has matured into an intricate and multi-faceted society viewed with envy by other game developers, but is frequently regarded with suspicion by the wider gaming community. 
Is this perception deserved? Should "The Nation of EVE" be concerned by its public identity and if so how might that be improved? What influence will the integration of the DUST 514 community have on this culture in the future?

Any discussion of the Eve community is tricky.  When you think of Eve from the inside, there are myriad groups all work with and against each other.  How do you succinctly capture a community that includes the CFC, R & K, Rote Kapelle, Tuskers, Faction Warfare, RP junkies, pirates, miners, inventors, manufacturers, wormholers, carebears, and traders?  Then add the flavors of each in all the various parts of space.  Then look at the meta community, which adds yet another layer. 

I suppose the common theme to all the players who keep coming back is one of involvement.  The only way to succeed in Eve is not play, but if you ignore that, you reach a semblance of success by being involved.  Involved with other players, with the markets, with whatever your chosen niche of the game is.  On to the questions: Is the perception of Eve as a suspect community deserved?  Should the Eve community care about this? Will Dust 514 impact either of these things?

"You will never find a more wretched hive of scum and villainy.  We must be careful."
-Obi-wan Kenobi

The gaming media loves Eve.  It seems the pace of scandals, scams and general player outrage have picked up pace over the last year.  Some of these things were intended by CCP, some… not so much.  But Eve is the juicy steak at the MMO table, the friend who you don’t remember inviting to the party, but always shows up and everyone remembers that one thing he did.  There are two sides to this reputation. 

Almost every person I have talked to who is a gamer says “Hey, I heard about that crazy Guiding Hand thing…” or “Wasn’t there some ship blown up that was worth a lot of money and people made fun of the guy for being stupid?”  If the conversation continues, my companion usually eithers says something along the lines of “That’s awesome!” or “I would never play a game that risky!”.  This is a good thing.  Eve requires a level of devotion not seen in other games, and the people who say “Awesome” are the players we, and CCP, want playing our game.  They add to it, and help create the story that is New Eden.

The other side of the coin is “cyber-bullying”, photo-shopped Tyrano-Dictators, racism, sexism, terms like “spacejews”, and the unsavory RMT/Botting/Espionage events that happen in the client and the meta-game.  Some of those things are good.  Espionage, for example, is a great aspect of the game.  Some of these things, like racism and sexism, are not Eve-centric, but rather afflict gaming as a whole.   I’ve written about some of these habits before. 

The gaming media is more than happy to jump on these events, and often “Our Eve” and what the rest of the world sees as “Eve” can be very different.  Accurately portrayed or not, the gaming media is where a lot of players get information, and informs where players put their paychecks.  Eve thrives on players, and alienating the gaming public at large is not good for growing the subscriber base.

“This speaks to a larger point. We need to revise how we showcase the culture of EVE… …This solemn effort has already begun. Time for us to grow up a bit.”
– CCP Navigator

CCP has acknowledged the power of the media in the wake of Fanfest.  As a company CCP has always taken a very broad view of acceptable behavior in the sandbox they run, but things change.  Creditors are owed money.  Subscription bases need to grow.  Business partners may not have the same attitude towards the perceived behavior of the player base.  When Hilmar fell on his sword last summer, it was done late but well, and contrition was and continues to be delivered to an audience in the hundreds of thousands.  When The Mittani fell on his sword, he did not have any meaningful way to prove his contrition, and his offense happened on a larger stage – the stage of media relations and corporate interests.  CCP responded as harshly as possible without passing a death penalty.

This new approach means that the Eve community does need to care about the perception of Eve to others, because CCP has decided it matters.  A sandbox full of danger can exist without being offensive.  The players have a lot of power in this.  How you carry out an action is often more important than the action itself.  Take piracy as an example.  You can be a cut-throat fiend of the spacelanes without being a douchebag.  It involves not saying things you would never speak to another human in person.  Danger and abuse are not the same things.

“The drink will flow and blood will spill
And if the boys wanna fight, you’d better let ‘em”
-Thin Lizzy

Dust 514’s integration will be very interesting in light of recent CCP’s response to Fanfest.  FPS players are a bit of a different breed, and I hope there is no crouch button in Dust.  The games are still somewhat partitioned, as Dust Bunnies won’t be chatting in space with the Pod Jockeys.  But CCP will have fun with the chat language used in the common console FPS.  If anything, I imagine there will be two standards, one for each game. 

Also, with no PC integration for Dust, the player bases may be different enough, and partitioned enough, to not really have an impact on each other.  The genres are completely different.  FPSs and MMOs tend to draw from very different player groups, as comparing an MMO to an FPS is like comparing French to Russian.  Aside from Sony money, not launching on the same platform as ALL of your existing users is a bold bet that a lot of non-Eve players are going to jump on the New Eden train.

Most of the arguments to which I am party fall somewhat short of being impressive, knowing to the fact that neither I nor my opponent knows what we are talking about.
-Rodney Dangerfield

The short answers to the questions: Eve’s reputation is partially deserved, but only if you consider that all games have the same knobheads in them and Eve just gets the bad press of late.  The players should care about this reputation, both as humans and in regards to keeping Eve and ongoing concern.  And Dust is a wildcard, bringing a completely new player base into contact with serious internet spaceshippers,  As it stands Dust needs to stand on its’ own.  Only if the game is worth playing will the perception of Eve matter.


Oh, and the button on an Eve keyboard.  I would make a special key that tabs only between Eve instances. Call it the "FAIL" key.