Tag Archives: eve

Putting a ding in the MMOverse.

“You can’t just ask customers what they want and then try to give that to them […] by the time you get it built, they’ll want something new.” –Steve Jobs

Which certainly has a ring of truth with respect to World of Warcraft’s success, and is possibly why it is failing to delight its players now.

Like many high achievers, Burrell likes challenges so much that he actually seeks them out and consciously creates them

“Why intentionally ‘make a mess?’ So you can get really good at ‘cleaning up!'”– Burrell Smith, Andy Hertzfeld

Although EVE Online may be the one to have apologised to its user base for losing sight of what makes the game great, it’s still worth any MMO developer remembering why MMO players often become passionate about a game: the truly great moments in MMOs are often not about the challenges you create, but are instead about the challenges that you enable the players to create.

Let your players make a mess, then give them the tools to clean it up.

Hope warps judgment in council, but quickens energy in action.

News that CCP has promoted its Council of Stellar Management – a group of elected player representatives – to a department within the company that has as much influence on development projects as does Marketing, Accounting and Publicity, was followed shortly afterwards by an announcement that the development team had begun immediate work on a new project to re-skin all craft flown in Empire space into giant teddy bears with hearts painted on their chests.

Blizzard responded to the revolutionary development in EVE Online by creating its own player elected council for World of Warcraft. Reports so far indicate that the new department has had a positive boost on developer productivity, with developers doubling output under a barrage of “GO GO GO!”s and “COME ON HURRY UP”s, and the threat of being kicked out of the building should they not produce content fast enough.

Reports that the development team have started work on a giant gnomish mechanical flying penis mount that shoots a deadly shower of golden fire at anyone with a gear score below 6000 before alighting on them with its huge hairy balloon-like rear landing gear, are unfounded at this time.

Reporting live for Oh MMO Emo News, I’m Melmoth Melmothson.

Monsters are real, and ghosts are real too. They live inside us, and sometimes, they win.

If you haven’t heard about the little hoo hah that’s happened recently in EVE Online, where have you been? And do they do package holidays there?

It’s been quite the debacle, and has had That Section of the MMOsphere all a-blather for the past week or so. That Section of the MMOsphere being defined as those people who play EVE Online, along with those people who like watching the aftermath of a relatively catastrophic event; the sort of people who witness a train derailing off of a bridge and landing on a passenger ferry that was sailing beneath. And then, when a 747 crash lands into the resulting wreckage, shout ‘Oh my god! Oh. My. God!’ and ‘Cool!’ and ‘Did you get that on camera? Because we can totally get £250 on You’ve Been Framed!’

Getting the actual story was tricky, first it was a ‘basic’ GoonSwarm Intelligence Agency spy who had infiltrated the BoB organisation at its highest level; then that spy evolved into none other than the Grand Poobah of EVE spydom The Mittani; then it wasn’t The Mittani; then it wasn’t a GIA spy at all, but a BoB director who had defected; then it wasn’t a direct defection, but an inverse semi-defection-tuck with three and a half twists, as the director, having been caught in a minor GoonSwarm scam, had offered up the front door key and back door key to BoB, all the keys in fact, including the one to the big red button labelled ‘Alliance disband button. Do not press. In fact, we’re not even sure why we have a big bastard button for doing something that we’re never going to want to do. Whatever. Just don’t press it’. It was the real world equivalent of scamming some random chap on the street out of twenty quid, only to have him realise the scam for what it was and rather than getting a big stick, all of his mates, and showing you just what he thought of your cheeky chappy hustling, he instead confesses that he’s actually the Chancellor of the Exchequer and would you like access to the content of Her Majesty’s Treasury? And as an added bonus he can pass a law disbanding England and opening up the land to any claim by its Scottish, Welsh and Irish neighbours.

I’ll just pause while all of our Scottish, Welsh and Irish readers salivate at the thought for a bit.

The upside to all of this lies in the future, and not in the future of EVE, although it has generated a wealth of renewed excitement around the game for its fans as the GoonSwarm/BoB stalemate of many years was broken, if only for a short while. No, because of this event I’m now looking forward even more to the future game that will be CCP’s World of Darkness Online.

I’ve been a big fan of the World of Darkness in the past; I have the first edition Vampire and Werewolf source books sitting on my RPG shelf, along with Mage and Changeling. I was drawn into the WoD by my pen and paper RPG group at school, and I fell quickly in love with the dark gothic world that White Wolf created, inhabited by all manner of fantastic supernatural creatures, and the Cthulhu-esque idea of normal humans having to deal with witnessing such unbelievable creatures and events. The one thing that really stuck with me, both from the pen and paper and live action role-playing games, was the political intrigue and machinations that were enabled, nay positively required, for the game to come alive. For me it was what set the series apart from your standard hack’n’slash dungeon runner RPG. The Storyteller system for Vampire (and to a lesser extent Werewolf, more so again with Changeling) had societal structure at its core, and your place in that society defined the essence of your character; yes you were an individual, you created a unique idea of your vampiric self, but you were fundamentally a Nosferatu, a Ventrue, a Toreador within the Camarilla. Caitiff excepted. How you interacted with other players and NPCs was in a large part dictated by your clan. The whole clan structure was set up for political intrigue and infighting: a ruling clan, a clan that thinks it should be ruling, a clan of disfigured spies and informants who hate all the other clans for their ‘normality’, a clan of aesthetes who detest the spying clan for their hideous nature both in form and function. The stage was set for war, for intrigue, back-stabbing and misinformation, and the game never failed to disappoint.

Sound familiar?

If CCP can hold on to the frankly genius level of freedom that they’ve given their player base in EVE Online, whilst perhaps making the World of Darkness slightly more accessible than that of New Eden, they have the making of an absolute classic translation of the White Wolf pen and paper game to the online massively multiplayer space, because when you let people play in any way they want, they always play the part that humanity best knows how: monsters.

Incidentally, for anyone who hasn’t caught Being Human on the BBC yet, and who likes any of those early World of Darkness games, be sure to catch it on repeat, it’ll probably seem awfully familiar in places.