By Jim Rossignol on October 19th, 2007 at 5:00 pm.
Following on from this thread, some MMO theory gibber.
So here’s the thing: Eve Online is a better model for making an MMO than World Of Warcraft. If someone, right now, was looking for a way to create an interesting MMO they should take Eve as their mechanical gameplay model, and not WoW.

Now that doesn’t necessarily mean that Eve Online is a better MMO than World Of Warcraft. Eve is messed up and broken in all kinds of outrageous ways, and the PvP-heavy spaceship-centric world design puts most people off the idea completely. What it does mean is that there’s the potential for a better MMO to be built using the principles that Eve has pioneered. So forget what you know, or think you know, about Eve Online and imagine instead what World Of Warcraft would be like if it were designed with the same principles as Eve Online.
This is a thought experiment. It requires that you try to imagine what the most successful MMO in the world would be like if its design principles were quite different. (Less successful, probably, but still…) It would look similar on the surface, and have the same fantasy-world design that we all know and love, but its innards, its workings and functions, and the experience of playing it, would be rather different.
First and foremost:
There would be no levels. You would not level up, you would simply collect skills over time.
Eve does not have a level system. Instead it has a huge range of skills that allow you to use a range of equipment proficiently. You train these up over time. Easy ones take a few minutes, advanced ones take days or weeks. You cannot grind skills, only money.
So if you were, say, a World Of Evecraft paladin, you’d slowly master a huge range of paladin-relevant skills with perhaps some crafting skills thrown in for good measure. Older paladins would be slightly more proficient in combat than younger ones, but their true value would be in their versatility. A paladin character created just a few weeks ago might be able to fight with a one-handed sword at the same level as his older friend, but he would not be proficient with heavier armour, or horses, or axes, and so on. The older character would also have some crafting skills under his belt, making him wealthier, and some magic, making him handy in a tight spot. He’d probably be able to afford better equipment, and there would be nothing stopping him giving a decent sword to his poor and lowly newbie friend. He couldn’t give him a giant warhorse, of course, because the newbie wouldn’t have trained to handle it.
This has some other ramifications, the most significant of which is that there’s no gulf between low level and high level characters, and they are not separated by an artificial vertical barrier. You’d never need to ‘catch up’ with a friend who had leveled beyond you. He’d simply be better at dealing with the problems you tackled together.
This means that if an experienced character is going out to kill a tough dragon then younger, weaker characters can still tag along to help. He might “LFG” and settle for a couple of younger healers instead of one older, richer one with good kit. Because there are no levels for characters, there are no levels for monsters, they are simply tougher, or weaker. Tougher challenges require teamwork.
This means there’s broad scope for PvP too. If you’re going out to fight other players then the younger, weaker characters can still contribute to the overall potential of your group – an older character might mince the newbies with his greater range of skills, but he’ll still be vulnerable to their attacks once the fight starts. In a level-based system it would be almost impossible for a bunch of level 3 characters to take down a level 60 character. In a flat, skill-based system, a wide range of weaker characters could indeed kill a lone, powerful older character. It’s not only more realistic, but it breaks down the kind of weird, artificial structures that are formed by PvP in a level-based game.
This means there has to be teamwork, and there has to be co-operation between older and newer players.
Money would be the main driving force in the game, not XP.
Because there’s no level-grind, money becomes ever more important. It can buy you the rare weapons and the decent armour. If there is real loss and destruction of property – as there is in Eve – the need for money becomes ever greater. The drive for money also creates some immediate and important goals, ie: securing resources. While World Of Warcraft’s PvP servers do see some fights over resources, they’re nothing compared to Eve’s vast territorial conflicts. In our imaginary Evecraft game you’d be riding out from the safe regions of Ironforge and Ogrimmar to try to secure mining resources, or lumber, or alchemical ingredients. You’d fortifying, driving off raiders, and exploiting the resources while you controlled them. The places where these things appeared would be fought over by players in long, drawn-out wars. Mutual-interest alliances would form naturally among the players (as they have in Eve) who would in turn spend on infrastructure to defend their investments. Evecraft creates conflicts that far outweigh the arbitrary Horde vs Alliance struggle. This is a struggle for livelihood, and the ability to craft magic hats.
The lack of levels would mean that WoW’s many regions would not be off-limits to anyone (as they are now if you’re not the appropriate level), and your safety in a particular area would depend entirely whether you were likely to fall foul of local player alliances, or whether you were canny enough avoid the gangs of player-brigands who would no doubt appear on the roads between important resources centres. Of course there would be safe areas, instanced dungeons, missions and crafting you could do without risking your neck – but heading out into the big bad wilderness would be where the real rewards could be reaped.
Suddenly, with some rather different design principles, the traditional fantasy MMO starts to look a little more like a palpable, “real” world. No longer is there level 35 cake you can’t eat because you’re only level 30 (which must be one of the weirdest things in WoW), simply some more expensive cake that you can’t afford unless you’ve managed to hook up with the guilds who control more lucrative areas, or you’ve managed to corner the market in crafting charmed socks.
This is how the principles of Eve create a compelling world that people can’t leave alone: by supplying them with the tools to create goals they can set for themselves – something beyond simply completing quests or repeatedly defeating dungeons. It’s a world where you can follow the quest arc, but it it always points to a big bad world of risk and adventure beyond the horizon. (Eve players call this 0.0 space.)
What Eve doesn’t do, of course, is create a world that is as compelling and immediate as World Of Warcraft. And this ties in to my final point.
You might respond to all this and say: “but levelling up gives us something to aim for, the skilling in Eve is so much more nebulous, so to speak. It’s better to have quests and a magic horse at level 40 I can aim for. That is why WoW has some many millions of people playing it.” This is correct, and it’s another reason why the principles, rather than the execution, of Eve Online are worthy of copying. If you were to base your game on Eve you’d make skills, items, and equipment both aspiration-worthy and customisation-friendly. It’s about presentation as much as mechanics. Many of Eve’s skills are little more than percentage stat increases, so any game wanting Warcraftian appeal needs to make more of these skills have direct and obvious ramifications on characters – pets, mounts and transport, even player owned structures and one-off items. One of Eve’s failures is the obscurity of its aspirational targets – any game wanting wider appeal needs to present this more clearly.
Of course I don’t actually give two hoots whether a game is appealing to a wider audience – my criteria is whether it’d be fun to play: and a “flat”, open world in which players can feel like the are able to set their own goals and surmount significant challenges is the kind of game I want to play. I don’t want to be cut off from older players or newbies by the level-divide, and I don’t want to feel like the world resets no matter what I do it. I want to see real change. I already play that kind of game in Eve, but I know that the game I’m playing is far from perfect. Nevertheless it’s an admirable set in the right direction and one that I’d like to see mimicked and perfected, just as the games that followed Everquest did for the linear level model.
There’s a load more stuff about Eve’s semi-real time combat, trade and politicking I should add in here too, but actually I’ve got to play TF2 and then head to the pub. More on this subject, I suspect, later on.



19/10/2007 at 17:07 Fat Zombie says:
Actually, that I would like.
19/10/2007 at 17:18 Kast says:
This… sounds perfect to me. Delicious, moist MMO cake.
Who do we need to [beg/kill/give foot rubs to - delete as appropriate] to get this game made?
19/10/2007 at 17:22 MPK says:
As an EVE player who ditched WoW mainly because of that level 35 cake, I endorse this idea.
19/10/2007 at 17:28 Heartless_ says:
Take note as well, EVE’s developers take the game way too seriously and it trickles into the player base at such a rate that it alienates almost any new players. The idea that you need a “thick skin” to play EVE is another failure in execution.
But that brings up the question of whether it is really execution or the basic principles that EVE is built on? Talking about the need to fight over resources, whether it is mining nodes or NPCs to kill for cash, it definitely alienates players that can’t compete. And those players very often just give up and leave the game.
If I had the time and skills, I would throw up my own personal WoW server and give some ideas a spin. I have seen some servers (shotdown now) that have tried to just start everyone at level 60 and every NPC to level 60 and then start everyone at 0 skill and cap the number of skill points you could get. It was killed fast unfortunately with a cease and desist order.
19/10/2007 at 18:10 feffrey says:
I tried to get into eve with the 15 day trial, and started to like it. I ended up not getting is the subscription cost. Sure it looks like a great game and I would pay 50 maybe 60 one time to play it, but I hate monthly payments for games. If they made a single player version of eve that would be awsome, but as it is I just don’t like monthly games.
19/10/2007 at 19:00 Kelduum says:
For anyone starting Eve, look up Eve University, a 1400+ member corp dedicated to training new players, and showing them the ropes. And yes, those are active members.
19/10/2007 at 19:10 Zell says:
What you have to ask yourself is, why does WoW have a trillion subscribers? You could argue it’s because the great unwashed masses are dumb, and that a good MMO would not cater to their grinding urges. The problem is, that’s A) bad business sense, B) smug enough that it ought to set off some warning bells and C) simply incorrect. I have a large assortment of friends who would agree with your assessment here in the blink of an eye — hell, it’s a very difficult assessment not to agree with — and yet they still go home and raid WoW after work.
I am not saying WoW couldn’t be improved on. But I think I am saying that it satisfies many of us in ways we’re not entirely comfortable acknowledging. I have always been impressed with Eve. I’ve tried three times to start playing it seriously. And each time I leave impressed yet more or less uninterested.
19/10/2007 at 19:25 stark says:
I really admire the EvE-Online folks for their persistent skills-based system, I just can’t seem to stay interested in it past the 14 day trial. 10-20 minutes of intense action followed by 90 minutes of stargate jumping, repeat.
SWG had the skill trees before the dreaded ‘NGE’. They had weapons you couldn’t equip until you learned the skill, etc.. It was a sandbox environment.
I have some hopes for the new generation to implement these types of systems, but people seem to flock to the ‘level’ experience. Nothing compares to a , I suppose.
19/10/2007 at 19:26 stark says:
*…nothing compares to a -DING-, I suppose
19/10/2007 at 19:29 tom says:
Gah i could rant on for years about this sort of stuff. On the whole I totally agree, but there are some points that niggle with me. Eve isnt quite as flat as you suggest, it still suffers from one of the main problems that wow does, the itemcentricity of the MMOG. Essentially a level divide still exists, its just measured in gear rather than level. Even the skillset isnt really flattening because better gear requires higher level skills which require the player to have been training up longer.. At least the skills system does accept that like most MMOGs the main way to improve your character is simply to spend more time with the game. Where most games this might mean killing 200 rats to get that next skill level , Eve admits this is boring and lets you go live in RL while you ding virtually.
In many peoples eyes WoW only begins at 70 anyway, XP is often a long lost memory for many players and the issue becomes gear and money. Eve is different in that gear and money is player controlled, not locked in instance grinds.
I dont think you can ever eliminate some form of levelling and with any sort of levelling there will be inequalities in player level. (I use level here to mean a stage of character progression). People want these equalities anyway, they want to outgear/outlevel/outgold their fellows. GW took and interesting step by only allowing a limited skillset to be taken by players ‘in the wild’, but even here elite skills and better gear control a levelling mentality.
Personally im quite interested to see if a system would work where game mechanic level is as flat as possible and rewards only exist in an RP fluff sort of mode. This kinda works already with some MultiFPSs, online ranking, player titles and fancy outifits. But would it be enough to motivate players to form 40 man raids just for fluff without any statboosts?
anyway as you can tell i could drivel on for days, better get back to farming primals instead :)
19/10/2007 at 19:50 Jim Rossignol says:
Eve’s not as gear-centric as you might imagine. I still regularly use the basic ships it took me a couple of days to train. The point is more about flattening the world and the player interactions within it, rather than removing inequality between players.
19/10/2007 at 19:51 Craig says:
I’ve always wanted something like this. Basically this Evecraft was Ultima Online back in 1997. IT was all skill based and everyone was on an even playing field. no levels, just magic weapons and armor found from killing dragons, and then player made weapons and armor. It was such an awesome system.
I want to see that remade again now but in 3d. Level systems are just so old and been done before that skill systems are the new way to go.
When UO 2 is released, thats the day I quit my job.
19/10/2007 at 20:52 schizoslayer says:
PlanetSide and Eve both launched at around the same time. I remember being in the Eve Beta while Jim was in the Planetside beta and we exchanged stories.
What brings me to Planetside though is that it took a similar route, flatten the playing field and allow progression through increased flexibility rather than betterness. Actual skill and tactical nounce was far more important than what level you were.
Since WoW however it seems developers all collectively turned away from this new avenue of thought and went back to the Diku formula. There was a definite wave of revolution on its way with both of those games. It just crashed into the side of the good ship Warcraft and lost momentum.
However the actual game that starts a revolution is rarely the most polished or well executed. It’s always the game that had the idea and inspired others to explore that idea and learn from it’s mistakes. Eve and Planetside are intrinsically flawed in their execution at some point but a badly executed idea doesn’t make it a bad idea.
19/10/2007 at 20:53 Aimless says:
I’ve been playing a lot of Final Fantasy Tactics on the PSP recently, and I think the Job system in that could be very interesting in an MMO.
Basically your characters can change Jobs (read: Classes) at any point in the game bar during combat. With each action they gain Job Points, or JP, and these have the dual purpose of being the currency with which to ‘buy’ new abilities and levelling up that particular Job when your JP reaches certain lifetime totals.
Generally new characters only have the two starting jobs available, Squire and Chemist, but they quickly gain access to new classes by reaching certain level requirements in the previously mentioned Jobs: a level 2 Squire can switch to being an Archer, a Chemist to a White or Black Mage. To be able to train in the more advanced Jobs you would need several different level prerequisities in lower tier positions; the Ninja Job requires players to be a Squire (lvl. 2), Archer (lvl. 4), Thief (lvl. 5), Knight (lvl. 3), Monk (lvl. 4), and a Geomancer (lvl. 2), for instance.
The part that makes it ideal for an MMO is that you are not constrained in what you learn, so if you had gone down the melee route but fancy giving casting a go, you can simply go back and unlock the magic orientated Jobs with the same character, forfitting none of your previous abilities and not having to reroll as a seperate entity.
Furthermore, whilst a character can only have one active Job at a time they are also allowed to access to one other’s skill set. So if my character was a Knight, for instance, I would be able to use any of that Job’s abilities and would have the option of being able to also cast White Magic so I could heal myself and others. Now I wouldn’t be a great healer, partly because the active Job affects a characters statistics and because I would be wearing caster-unfriendly plate, but it allows players to essentially create their own classes.
Sorry, I know that was long and I probably didn’t describe it very coherently, but I think a similar system would fit perfectly with Jim’s EveCraft idea. There is obvious character progression as you gradually unlock the abilities of different Jobs and indeed new Jobs themselves, but at the same time you aren’t becoming a one-hit wonder, so to speak, just a player with a far greater roster of abilities.
19/10/2007 at 21:00 MPK says:
To be honest that exists in EVE already – each ship has bonii that multiply the effects of various mods and skills, and the tech 2 variants of each have even more. An EVE pilot can use remote shield reppers in a Gallente cruiser, but their effects will be multiplied in an Osprey, and even more so in a Basilisk.
19/10/2007 at 21:05 MPK says:
“In many peoples eyes WoW only begins at 70 anyway”
I always took great offense at this. If life begins at 70, what am I doing for the rest of the time? What’s the worth in playing to 70 if the self-confessed “best bits” are after I hit that and can no longer progress as a character (at least until the next expansion). Why can’t I just start at 70, get the best bits straight away and do all the rubbish 1-69 bits at my leisure?
At least, before I quit, I took a character to 40 solo. That’s quite an achievement, I feel, in a game that tends to punish the lone player. I’m not saying I didn’t spend time in PUGs, but I was never interested in being in a guild and being locked into the respawn cycle of the higher level instances.
19/10/2007 at 21:20 Aimless says:
“To be honest that exists in EVE already – each ship has bonii that multiply the effects of various mods and skills, and the tech 2 variants of each have even more.”
All I got out of that was the mental image of a ship manned by multiple Bono clones.
I’m not having a go, I just think it shows EVE to be ostensibly impenetrable for those unfamiliar with it. Now I’m sure my description of the Job system was probably a bit esoteric, but the problem I had with EVE when playing the trial was that it seemed to mainly be about rafts of stats that I didn’t understand. I’m not saying that it’s bad, just that the thing that appeals to me about MMOs as a concept is that of a virtual world. With EVE it sometimes felt I wasn’t moving, let alone exploring, and there’s something about being able to walk around a spaceport and explore every nook and cranny that will always be more appealing to me than a rather static loadout screen.
I suppose what I’m getting at is that the fewer stats clouding MMOs the better, in my opinion. I imagine that’s partly the reason why an ability-centric system appeals to me.
19/10/2007 at 21:34 Zell says:
“If life begins at 70, what am I doing for the rest of the time?”
The people who say this have most likely played the game for a long time, probably seen the early content more than once, and are more interested in the social aspect of doing multi-player content with a reliable group of people. They would also, perhaps, argue that 1-69 is when you learn how to play your character.
Note that “The game begins at 70″ is another way of saying “The most interesting portion of the game doesn’t have levels.” At 70, the game is indeed flat; anybody can play with anybody else usefully.
19/10/2007 at 22:02 Garth says:
I think my hugest problem with WoW is actually it’s most touted features.
You can see many of the greatest villains in Warcraft history, and then fight them! You can see the battles of Mount Hyjal, the massive dragon Onyxia! … and so on.
The reality? I’ve never seen Molten Core. I’ve never been to Blackwing Lair, or AQ 40. I’ve never seen Naxxramas, Hellfire Citadel, Sethekk Halls, Coilfang Reservoir. I’ve never seen the opening of the Dark Portal, the battle of Mount Hyjal, or Lady Vashj in Serpentshrine Cavern. I haven’t fought in Karazhan, Gruul’s Lair, Tempest Keeps Botanica or The Eye. I will, and I say this with certainty, never see The Black Temple.
You see, WoW has the most ludicrous requirements in history just to do these raids that require 20 people or whatever. So even if you get 20 people together, you all have to have done a huge prerequisite of quests and instances and other raids to even start it.
People say there’s a whole new game at 70. That new game, for me, is losing to the same epic-ly geared people in Battlegrounds every day. If I try to join a raid guild (even though I’d pretty much rather break my own leg than sit for 6 hours in a cave pressing ’2′ over and over,) I won’t be let in, because I don’t have (wait for it) epic gear.
Yeah, great game design.
19/10/2007 at 23:16 Kast says:
Ditto everything Garth said.
I hate groups. I hate guilds. I hate raids. I hate battlegrounds. I’m not quite sure WHY I play MMOs, except that perhaps they’re the only games out there that offer the ‘epic’ scope I’m looking for. Other players mix things up and give a world life, but I’d never actually want to play with them. Eww.
20/10/2007 at 00:39 Alexander says:
Interesting point about the instant gratification of ‘achievement’ (skills DO something), in defence of Eve I could say that most skills directly relate to flying specific ships, but on the other hand most of them are just marginal increases of mining yield etc. so this is really a valid point besides the interface and learning curve problems (should never be underestimated).
So immediacy is really important. We want instant ramification, instant achievement, instant everything; (but) a good game designer (Valve is getting good at it) knows when to dish out the rewards, and when the player should be drifting around (here a comparison with the age old Dungeon master comes to mind). It’s like having a good relationship.
To me Warcraft is only interesting up to a certain point (in the sense of gamedesign), the game mechanics are pretty much arcade-like and the game is mostly tetris. There is hardly any derived complexity to be found (implying a game shouldn’t be complex by appearance, but by consequence), as long as the game mechanics are correct hardcore gamers will have their share.
I love Eve simply for the fact that there’s a ‘story to be told’. That I relate to the game through tales of the destruction of a Titan, tales about a guiding hand social club and so forth. The fact that a game allows for a superreal adventure, void of any item surrogates to stimulate masculine pack ranking comparison behaviour or female supererogatory sexual prestige. [insert sharp comment about massive multiplayer tetris with fantasy looks]
20/10/2007 at 01:08 malkav11 says:
FFXI implements a job system that’s very similar to the Tactics job system and somehow manages to make an MMO using that idea really terrible. Go figure.
I have to say, I’m not convinced. EVE’s biggest problem for me was not that the skills didn’t give out visible benefits. It’s that the learning system completely disconnected my advancement from my doing things in game. It made the game intrinsically all about money and loot and that’s exactly what doesn’t compel me in a game. Now, the player-generated content (i.e., the trading and politicking and so on), that part of EVE is really neat. But I’d have to have a bunch of friends already playing for that sort of thing to keep me in the game without compelling developer-generated content. Or maybe no monthly fee.
20/10/2007 at 05:33 Matt says:
The way you describe EVE is the way WoW felt to me at endgame. After you get to endgame in WoW its all about items and money, much like how you describe EVE online to be.
I have tried EVE and could not get into it, similarly I very much disliked the endgame of WoW. I did however enjoy the leveling process in WoW, what with the questing with others, getting new abilities (not merely higher ranked ones mind you) and getting a story.
I think the leveling process is good for most people because it helps them break easily into the mechanics of the game. EVE would be daunting for most because the mechanics are all there for them but they get little to no direction on how to use the mechanics. WoW is successful I think because of the ease of learning the mechanics and the slow buildup of skills and depth that makes the game accessible. I can understand if people would rather just jump into endgame and not have to deal with grinding or questing, but it really does help players become better at understanding the game they are playing.
20/10/2007 at 09:26 Martin says:
A very interesting read, Jim, and I agree to a great extent.
Please revisit this topic again.
20/10/2007 at 10:22 dartt says:
The level 35 cake is a lie!
Nice read.
20/10/2007 at 10:49 Pete says:
Disagree. They’re my two favourite MMOs, in fact I’ve tried and quickly hated most other MMOs. However EVE and WoW are utterly different and should never be compared or conceptually merged.
How about comparing it the other way – imagine EVE but with imaginative and varied missions instead of mind numbing courier or kill missions. Imagine EVE without this stark divide between carebear-land/Empire and the deadly wild west/0.0. Imagine EVE but without the steep learning curve and pratical REQUIREMENT to join a gang/guild to get anywhere. Imagine a game where the fun is around every corner rather than having to be found in a vast emptyness. Sounds great at first, but if you think about it it just wouldn’t be EVE anymore and said “improvements” would have damaging knock on consequences to the gameplay.
It’s like, I don’t know, comparing a giant funfair to paintballing for cash, then trying to borrow good bits from both.
Now granted – skills over time, the superb economy, territory control, fleet warfare… all brilliant, and I love both games. EVE is also the first and only MMO to truly break the mould and I cannot wait to see their WoD game. However both have their place and audience due to their almost entirely opposed designs. I really don’t think World of EVECraft would be that interesting, however all credit for kicking off a bloody interesting discussion.
I may have slightly missed the point here. I can definitely say that now WoW has, arguably, just about perfected the first generation, traditional EQ-style MMO that we really should see more companies REALLY break the mould like EVE did. Not just giving us WoW with cars, or lasers, and then tweaking some peripheral details like PvP/RvR/leveling etc. It’s like all these MMO designers have spent so long playing in these other MMos that they don’t even know how to think any differently or take risks, just how to improve slightly.
20/10/2007 at 13:35 Nuyan says:
Hmm. Personally I think the future of MMO’s should (and will end up taking) the whole sandbox principle of Eve Online. I do however fear that many people need to be put in a direction, are unable to create their own fun and have to walk hand in hand with a game like it’s their mommy. Games like WoW/LOTRO/EQ (and WAR AoC too) etc all place the player on a rollercoaster track, force them to follow quests, level up and then just grind for more and more items. Eve however doesn’t have a track, players need to create their own fun, they have to set their own goals and find out for themself what gives them satisfaction.
A lot of MMO’s like WoW followed the Diablo2 route and are full of little psychological tricks to continue people playing and have fun, levelling up for a few skills, items, reputation-grinds. All that kind of things. And I fear many players just need those things to enjoy a MMO, personally I see ‘through’ it, when I see a game now that has all these items and levels it directly puts me off the game and the chance I’ll be playing it will be a lot lower. But you know, I think many people need these kind of things and that’s perhaps the reason why many developers think sandbox games aren’t commercially attractive.
I do however still think it’s the future and that it will just need some time for people to adapt. A good sandbox’ish game could be a lot more easier to get into than Eve Online currently is. Also, sandbox games will have a more ‘stable’ playerbase. People don’t have to wait for new content as instances and items to be added and old content won’t be skipped like the lvl 60 content in WoW when TBC came out.
And perhaps Darkfall Online will be “it”:
http://www.youtube.com/watch?v=_bYYT6Wg3Gg
http://www.lordsofdeath.com/www/?p=12
20/10/2007 at 16:58 Martin says:
Ok, a somewhat longer rambling about why I think World of Evecraft is a great thing. I’d especially like to reply to Pete who I also feel has missed the point slightly.
The reason why World of Evecraft would work is because it borrows the free-form, skill based gameplay from Eve while using WoW’s (in many ways excellent) presentation.
Imagine a world where you have a plethora of quests – as in WoW – that do have prerequsites, only not based on levels. In order to be able to take out that band of thugs you need to be a good fighter, that is, have a high skill in melee or ranged.
If you don’t meet this requirement you train, or take on other quests, until you do. This is what Eve can learn from WoW, how to give players goals and guide them when needed.
What WoW can learn from Eve is how to allow players to achieve these goals on their own, without forcing them to level up per se. Sure, a skill might be seen as a level but if you have designed your skill tree good enough this is a moot point.
WoW could be just as fun or, in my opinion, more fun than it is now even though it was based on a skill tree system instead of levels.
Let my thief, whom I’ve played for 10 hours, group up with my brothers paladin whom he has played for 100 hours. Of course he will be better at chopping up bad guys and he might have a means of transportation that I can’t afford or even know how to use but we can still be able to go out and have fun together.
I would *love* to see a game like this, especially if it’s as polished as WoW is.
20/10/2007 at 18:51 Iain says:
MPK Says: “At least, before I quit, I took a character to 40 solo. That’s quite an achievement, I feel, in a game that tends to punish the lone player.”
I’ve taken a character to 70 pretty much solo – and I think it’s a misconception that the game “punishes” a solo player. There are a lot of quests that do require you to play in groups, but there’s a whole lot of other content that you can do solo – albeit maybe a couple of levels behind other people playing in groups – but then there’s so much content in the game that you’d be hard pressed to run out of quests at any level of the game. It’s perfectly feasible to play WoW almost exclusively solo – it will just take you a lot longer to reach the level cap than people playing in guilds, and you will have to skip quite a few of the instances – though I’ve taken to going back and doing the lower level ones solo, so I can get nice gear for my alts.
The biggest problem with WoW isn’t the grind, it’s the being able to find a group of players that aren’t complete bum-holes, and that’s just as big a problem in other MMOs as well.
The reason I’ve put nearly 1000 hours in on WoW and around 10 in on EVE is because EVE feels like a job while WoW feels like escapism. Most of it is probably just presentation, but WoW is Kobold Bashing 101 and in truth never gets much more complicated than that, while EVE is MSc Advanced Economic Theory with Stellar Cartography and Quantum Gravity.
I can see the appeal, but whereas you can get a character up to level 70 in WoW in a couple of hundred hours if you really know what you’re doing, the time taken to train skills up to genuinely useful levels in EVE and make enough money to buy a ship that will last longer than 5 seconds the moment you step out of 1.0 space is so prohibitive you might as well install an intravenous drip of caffeine and forget about sleeping for a couple of years.
The problem with “flat” MMOs is that when you just have “skills” instead of levels is that there’s an even bigger penalty for not getting in with the first wave of players – because you can’t catch up that time on someone who’s been playing the game for three years before you started.
Neither system is ideal, in truth – but when you artificially cap a player’s progress, it can level the playing field (if you’ll forgive the pun). Though that does bring it’s own set of problems when a server gets top heavy with the majority of the population at the level cap… It’s a curious design problem, when you think about it, because if you make an MMORPG where character progression is genuinely based on the skill of the player and not some arcane skills or levelling system, the least skilled players will always remain at the bottom of the pile, get frustrated and stop handing over the money fee. Which is why MMO mechanics currently reward persistence and repetition, rather than genuine player skill.
So yeah. MMORPGs. Big, fat waste of time, really…
20/10/2007 at 19:18 Zell says:
“Eve however doesn’t have a track, players need to create their own fun, they have to set their own goals and find out for themself what gives them satisfaction.”
I’d say this pretty much summarizes one of the big questions in our field. To what degree do we take the player through a linear plot, usually as the protagonist — vs merely presenting them with a world, with a set of laws (physical, social, heuristic) and initial conditions? I’ve seen endless discussion threads on this matter, and they are usually good reading.
In my opinion, neither extreme is desirable. We grudgingly accept Half Life’s complete lack of interest in triggering the next plot step until you’ve accomplished a precise and usually obvious objective (only the physics puzzles help you feel like the world matters much). The same degree of linearity in WoW chafes even worse; especially since you’re surrounded by other people supposedly going through the same epic storyline as you are.
But too much simulation isn’t desirable either, especially in a graphical setting where you need to worry about things like art budgets. You really do need players to stumble upon the lost ruins of Zub because you spent a lot of bloody effort on it. It’s incredibly difficult to write a captivating plot without the players feeling herded through it.
The thing is, I love content. I will even accept WoW’s ridiculous quest lines, because as shallow and forced as they may be, they are still fiction; there is prose, there is a story arc. Eve doesn’t manage very much of that. Yes, it’s a player-driven universe, but you know, truth be told, the average player is bloody boring. They just don’t do that many epic things.
20/10/2007 at 19:48 Redd says:
Craig hit the nail on the head. You have just described the pre-Renaissance expansion world of Ultima Online. We were not looking for a renaissance, nor a dilution of environment. We played to recapture the primal that was, and again now is, missing from our lives. If you weren’t there, you missed your dream. Sadly, the zeit is now a zeitgeist.
20/10/2007 at 21:24 Aimless says:
“The problem with “flat” MMOs is that when you just have “skills” instead of levels is that there’s an even bigger penalty for not getting in with the first wave of players – because you can’t catch up that time on someone who’s been playing the game for three years before you started.”
I disagree. If someone can start a character and have a few hours of training quests that explain the basic mechanics of the game and upgrade their stock skills a bit, and then be able to jump straight into helping their friends that might have been playing for months already then players are at least useful from the get go.
In WoW you won’t be able to take down a creature 10 levels higher than you no matter how good you are at playing your class; players are always hampered by level disparity. Now if a 2-hour-old character is fairly proficient in their basic sword swipe, at least they can contribute to any group even if their contribution would be meagre to that of a player that had maxed out every ability. They might not be sought after players by randoms, but they’d be able to join up with their friends questing straight away.
Furthermore you could have it so that there is a fast-track system for those grouping with their more experienced friends. For instance if a new swordsman joined with a friend that was a master of the blade, the lower skilled player could passively gain skill advancements simply by fighting along side and ‘observing’.
But all talk of character progression aside, I think the easiest way to keep people playing is to simply make the game enjoyable. WoW is very compulsive and constantly dangles the carrot of progression in front of the players nose to keep them going, but so long as something is entertaining people will play it anyway; I don’t play Team Fortress 2 to become the best in the world at it, I load it up to have a good time.
Now maybe I’m just naive, but I think a bit of imagination and trickery can go a long way to transforming a chore into something enjoyable. As an example of the latter, you could have player actions be ‘remembered’ by NPCs. So, perhaps when you first meet a quest giver they’re pretty cold toward you, but after you’ve done a few tasks for them they start using your first name and being a lot warmer. I’m sure it wouldn’t be that much of a technical jump to have them name drop you to other players as well: if you did something particularly quickly a NPC might mention your good example to other players that want to try their hand at it. It’s great to leave your mark on the world, even if it as a soluble one.
Imagination is also very valuable. Imagine Portal without GLaDOS or the personification of the WCC: it would still be a good game, certainly, but I doubt we’d see so much heartfelt enthusiasm and goodwill surrounding it. These periphery elements, whilst not essential to the game mechanics themselves, are often what makes a game. So, to give yet another example, perhaps there is a minstrel that wanders about town that will compose ballads about players for a donation, with the contents based on character variables such as their reputations with certain factions, or proficiency with certain skills, and the overall tone being more positive the larger the donation.
And don’t even get me started on how moribund MMO quests are and how easy it would be to tweak them.
Anyway, sorry for wittering on again; this is a subject I have rather strong opinions on.
21/10/2007 at 03:07 Jae Armstrong says:
First of all, any discussion about MMORPG design needs a link to Musashi’s now-6-year-old-but-still-awesome “Unbelievably Long and Disjointed Ramblings About RPG Design” (http://mu.ranter.net/theory/index.html) – partially because it’s absurdly insightful and detailed, but mostly because everybody deserves to hear about Radioactive Polkadot Dragons and +329 cheese-based weapons.
And remember, this was built when Asheron’s Call (the first one) was one of the “big three” of MMOs, along with UO and EQ. And the genre still hasn’t gone anywhere. It’s almost distressing.
Secondly;
“So, perhaps when you first meet a quest giver they’re pretty cold toward you, but after you’ve done a few tasks for them they start using your first name and being a lot warmer.”
EVE actually does this. With a standing (basically a measure of how highly the “agent” thinks of you) of ~1.0, you’ll get treated like dirt. I think the actual text is “Unless you’re here for a mission, get out of my office”. Get that up to the mid ranges and they’ll mellow, start calling by name, etc. At the high end they transform into amusingly servile lickspittles, lauding you with hyperbolic praise whenever you deign to open a conversation with them.
The mission system in EVE is another thing worth comparing to WoW, I think, and not in the way most of you might imagine. Missions in EVE have trivial premises; hauling cargo (thankfully avoidable, if you know what you’re about), shooting pirates, hunting down spies. Trivial, tiny little things with no impact on the wider world and designed to be as repeatable as possible. And they’re more immersive for it.
Let me try to explain that, with a contrasting example from WoW. There’s an early mission for the Blood Elves, about level 20, if memory serves, where you’re charged with liberating an abandoned town from marauding Nerubians (the spider people), by charging up there, ganking a few soldier types and bringing back the head of their leader.
On the surface, that’s a damn sight more engaging than “we think there might be a few pirate types floating around the system; go eyeball this place and shoot anyone suspicious looking”. The problem is that this is an MMO, and no matter how many spiders you kill, they’ll respawn. If you kill the head spider, he’ll respawn. The quest won’t care; you’ll still get kudos for doing your part to reclaim the elvish homelands no matter that, when you get right down to it, you haven’t done a damn thing. The spiders are still there. The town is still overrun. Because that quest has to serve the next ten, twenty, hundred players to spawn themselves a Blood Elf. And all the hundreds after that.
And I still haven’t touched on the most heart-rendingly immersion-breaking aspect of this quest: that when fighting the spider-general-thing, you can see his subordinates wandering around the town in the background, minding their own business while you put holes in their leader. Not even particularly far away.
Thirdly, going off on a tangent to the whole EVE/WoW hybridisation discussion (moreso, at least), I’ve had a few thoughts of my own about MMO design.
Permadeath.
Not permadeath as in, “You know what would fix MMORPGs? Permadeath,” but more, “I wonder what an MMORPG with permadeath would be like.”
Even a cursory examination of the concept leads to the conclusion that it has- HAS- to be the sort of mechanic to build around. You can’t simply take WoW, for instance, and drop permadeath into it.
My solution? Make the content base wide, not tall. I.e. severely limit character growth and vastly increase the quantity of content for each level. And the severely in there means that high level characters, while being in no danger of death unless they completely screw up, should not be able to annihilate low level monsters with an idle back hand, and newbies should not face instant death at the hands of high end monsters (though by no means should they be able to make it to the end of end game dungeons). Essentially the game would not only be built to work around permadeath, but to expect it. Eventually, your character is supposed to die, and sooner rather than later. You make a character, grow it, lose it, then get another one and go off and do something different with it.
But most of all to make it work the game has to be fun at every point. I think Mr Gillen makes this point in an EQ2 piece (http://www.eurogamer.net/article.php?article_id=57193) where he talks about quests to kill rats and fauns and strangely cunning centipedes: low level is not an excuse for boring. “You have to grind to get to the good stuff” is NEVER a valid argument.
I had a fourth point, but I’ve forgotten what it was. Nevermind.
So, Nethack Online anyone?
21/10/2007 at 03:37 Eschatos says:
I normally hate MMO’s, but this week, I’ve been feeling in a mood for them, so I started up WoW on a private server I know of. The game feels fun, but it’s completely broken by the fact that there’s almost no one on the server and that there’s an insane XP and gold multiplier. Maybe I’ll try paying for it, see what it’s like.
21/10/2007 at 08:29 Starflyer says:
The biggest part of EVE is the risk, If your ship gets destroyed its destroyed and even non pvp players can lose valuable ships and equipment if you put a foot wrong in a mission so you have incentives to get more cash and looks after your assets. Regarding some of the comments that EVE is overcomplicated I would argue EVE is what you make it, If you want to be a fiscal genius and play the markets and investments you can or be fleet commander and mastermind epic clashes of huge space fleets you can (aptitude is needed ofc) or you can totally ignore these aspects and do other things entirely.
Game play wise I would say combat leans heavily towards an RTS type of game play of knowing tactics and strategy and the best ways of using them.
21/10/2007 at 08:53 Galan Amarias says:
There was a player above who made the mistake a lot of us EVE players fall into calling the WOW loving comunity dumb or stupid. The games are different. About as different as possible while still both being MMO. For my part I played WOW to 60, mostly solo, before there was level 70 content. I loved it intensly as it was everything I’d ever wanted EQ to be and all that SWG had failed so very, very horribly at. Then I hit 60 and I ran out of things to do, there was no compelling casual content left.
Some time later I saw a banner add on an online comic for EVE. It had space ships exploding and I’ll tell you I was hooked right there. When I realized that I would be able to skill offline and the only grind was money, I loved it even more. I poured over the forums to learn how to fit my ships, where to go what to look out for. I was in geek heaven. However this is why EVE wonderful as it is, is a nitch game. Bless it for not trying to apeal to everyone.
That being said the notion of a skill system and especially learning over time rather than by squishing monsters could work well in a fantasy game, a car game or whatever. The notion of compition for resources and threat and compition generated by other players and not by the NPC could also go well in a fantasy game. However these things do not seem to apeal to the majority of mmo players. For me, they are now a requirement I won’t be leaving EVE anytime soon and I’ve already stayed longer than any other MMO. Still an MMO like all games is ment to be recreation, people will do what is consistantly fun and it’s tough to be new in EVE. So, while I’d love to see a game like the OP described, for my money I’m already playing one and I’ll not be quick to trade my lasers for a sword and horse.
Finally, a note on the skill sysem and younger players competing. It is true, young players will never be able to do all the things that an older player can do. They will not have access to the bigest ships or the best guns. However with very little time in game they can match an older players skill in the initial ships. For EVE that’s the Frigates, Cruisers and Battlecruisers. Those “lower skill point ships” are always useful. A young player can join in and participate usefully in nearly any activity with less than a week of skilling. More preciously, five three day old players working in a team can kill any player in any battleship if that poor older sod tries to fight them alone. You just don’t get that newer player usefuless in a level based game.
Also thugh an additional 5% incriment in tracking speed or dammage may not seem like much when you put it into pratice and see just how much more dangerous/profitable you’ve become you get a reward much nicer than hearing the bell and setpping up a level.
-Galan
21/10/2007 at 09:19 baron says:
The reason I used to play WoW is because it was a simple game. I used to raid BWL, MC, Onyxia’s Lair etc. And all I had to do was watch some bars and hit a load of buttons. If my bar went over the tanks I just deagroed. It was too simple. And then there was the fact doing that bored me to tears, but if I wanted to be able to kill people in PvP I needed the gear so I could comepete with the other guilds that raided and had all the high level sets.
Thats why I moved to EvE, yes the skill based system won’t allow you to catch up with a 2003 player, but thats why you can specialise in certain ships and equipment. The 03 player will have better skills and be able to fly more ships, but if you were to train for an heavy assuly cruiser and then train all the related skills you can fight the guy and win. And a 1 week old player can still be useful as a tackler or a electronic warfare guy. You can’t say that of WoW, you will never see a 1 week old char running around BWL.
I will admit that EvE’s tutorial does suck, thats why a group of player formed EvE uni, they will show you what you can do, and gice you experience you wouldn’t otherwise gain, they also explain everything quite effectively. And anyone can go anywhere, people who say that if you aren’t in 1 of the big player alliances you won’t get access to any of the good stuff is basically lying. You can run missions in High Security space which are very profitable. Or join a small corp that lives in the 0.0 NPC regions, which have station you can sit at and some high rewards fo living there.
EvE is what you make it.
21/10/2007 at 10:43 Gargy says:
I’m a longtime player of both eve and wow, but i’m currently only playing eve.
I dont think that world of evecraft will work for the masses the way world of warcraft does. In world of evecraft pvp with real losses in terms of equipment would be necessary, but for the large majority of casual mmo players this is problematic.
In wow you can happily kill npc’s all day and level up without any real understanding of the game, yet never loose anything. In eve that can get you killed with significant financial loss. That does not appeal to everyone. Wow is mainly a PVE game with some pvp tacked on, while EVE is mainly a pvp game with some pve tacked on. Even playing the markets in eve is pvp.
Your wish for a world of evecraft game may come true with CCP’s next project. They are developing a world of darkness mmo.
21/10/2007 at 10:47 Duoae says:
Interesting though not the ultimate concept in MMO design (IMO).
I haven’t read through all the comments so i don’t know if this has been addressed or not but there are some serious shortfalls of the “time to research” grind – it is a grind, just different.
The main problem is that new players will not be able to compete with the advanced players like you suggest in the article. I played Eve in the beta (unfrotunately couldn’t spare time to play after release) but the grind to be able to get any equipment and those “powers” you refer to in the article effectively meant that there was just as tangible a gap between the lower and the higher level characters as in WoW. You could hit a player with your measly lvl 1 laser but his long range 2nd lvl rockets would destroy you – perhaps if you even got to any point near him.
I think that the next really successful MMOG will combine casual (i hate using that term) and hardcore (i hate using that term even more) players. i.e. it will be more like traditional combat games (fighters, Quake, Unreal Tournament) in the way that characters interact in battle but the game around that will be the part that’s built up into a complex trading/learning/crafting/etc game.
Thanks for the article.
21/10/2007 at 10:54 Ghiest says:
Sounds allot like UO, rather in UO the skills are trained by using them rather than just setting them to learn over time. Not that I liked UO that much really, I still think EQ was far superior. But then again that is another topic.
21/10/2007 at 11:16 FaceOmeter says:
Jim, total agreement with everything you just said… can I just add that I think someone has already had ago at making World of Evecraft, but they changed the title to “Guild Wars”…
Don’t get me wrong, I don’t think GW exactly fulfils your requirements, but given the low level “endgame”, the use of EXP to gain skills rather than stat enhancements after level 20, the focus on team play, and the way the economy works (it needs an auction house really badly, but otherwise) it’s well on the way.
Of course, it’s a CMO rather than M, relies on instances, and has diabolically awful (?so bad they’re actually genius?) cutscenes, but I think your business model is still closer to reality than you allow…
21/10/2007 at 12:30 Jim Rossignol says:
Yes, GW does do some excellent stuff in that area. It’s just a shame the game itself has some many design foibles that I take issue with. I think my main issue with GW, aside from the fact that I don’t really get on with its overall fantasy presentation, is that it lacks ‘worldy-ness’. Both Eve and WoW have a strong shared world with only minor instancing aspects. The general instance-based character of GW kind of puts me off even really thinking of it as an MMO.
21/10/2007 at 14:54 Marshall says:
It’s already been said, but the proposed model is very similar to SWG before the “New Game Experience.” SWG was the first MMO that I played, and after SOE went and undersupported the game and cocked everything up, I haven’t been able to find a game (except EVE and maybe A Tale in the Desert) with anything near as satisfying of an economic model, or a PVP model.
In SWG we actually engaged in PvP over both tangible resources or access to them, as well as legitimate faction rewards. Items, even “super-magic legendary ones” were subject to the same rules of decay, and were destroyed through combat (although not as decisively as in EVE). Areas of territory were controlled by players of the opposing faction in an organized and sensible fashion, not in the random “invisible noob-killing rouge” model that makes WoW so annoying. Lastly, the game was skill based, and with a cap – an advantage over EVE in some ways, since newer players could skill up quickly and build successful characters.
21/10/2007 at 15:47 Nick says:
GW is closer to a single player game with multiplayer options in it’s feel. Which I like. It’s the only “mmo” with a pre-written story your character is actually part of rather than hero number x standing in line to kill big boss y, which is a commendable effort I think as there are no real heroes in standard MMOs. Things like EVE make their own stories however, which is also a good thing, a proper living world.
The Problem with SWG is that it was a bit clunky and it wasn’t Star Wars, it had the skins, models and whatnot, but it was just all wrong. It was quite fun and certainly had some great ideas (until they destroyed all of them in the NGE).
21/10/2007 at 16:33 Kim says:
I have been playing WoW for 2 years now and you can’t help but notice the amount of people not playing anymore. WoW in my opinion is dying, alot of people that used to raid the pre-TBC 40 man instances at least 3 times a week have left because once the TWLK is out all the hard work put in to get gear will be wasted. On my server there is only 6-8 guilds actually do well with 25 man raids. Pre-TBC there it was atlease double.
I have given up raiding like most and I’m enjoying my freedom.
I also tried EVE online, I couldn’t get in to it personally. I do think if Blizzard was to make another MMORPG with a space setting it would probably World of Starcraft.
21/10/2007 at 16:40 Tr00jg says:
Although your idea of such an MMO sounds just too good to be true, it could work.
Something I don’t think you took into account is why WoW’s leveling system is so friendly. It IS because of the “proverbial” dangling carrot in the form of knowing that when you reach a level, you WILL get a new spell or that mount everyone is running around with.
But it is also because it IS structured and more concise. If you give a player too many options and less structure (like EvE), the player gets lost in doubt… What is this? What is that? Should I train this or that? Will I regret making this choice?
In WoW, there is only one way, so the player don’t have to worry about making decisions that will cost him time and money (if it doesn’t turn out the right way).
It is simplicity that makes a good game. It is twisted logic. The more rules and constrictions there are the more people will play and find it fun.
Look at Tetris/pacman/chess and board games. It has simple and concise rules that make it good.
21/10/2007 at 17:16 dood says:
it’s already been done, it’s called ultima online and it was the best MMORPG ever
21/10/2007 at 17:32 Jens Arnesen says:
Kim, how can you argue WoW is dying? It’s got more subscriptions running than ever, several times of what the original Everquest had, and that’s still alive. Not as many people do endgame raiding any more, but that’s because it’s no longer a requisite to be able to mash things in PvP, with the arena sets introduced. Old servers are dying, not the game. I think we can safely say WoW will not die until at least another five years has passed.
21/10/2007 at 19:51 Shafty Corkstopper says:
EQ: 1 year
Motor City Online: 1.5 years
SWG: 6 Months
WOW: 2.5 years
I agree with the article. The type of MMO he is describing would be far suprior to the current level based system for a lot of people. There will however be those people who will stick to the old ways because that is how it has been done for generations with Dungeons and Dragons and such.
The thing about WOW is that the game really isn’t about lots of factions fighting for dominance over resources. It’s about a really epic storyline and many epic sub-storylines that paint a beautiful picture. For some it is about the fat loots, and having mountains to climb. They want to see if they can beat what the devs have thrown at em using teamwork and strategy.
So Evecraft is really out of the question. Blizzard’s formula works near flawlessly for the world they wanted to design.
So yes this new MMO idea is great, but the truth is that it has already been tried. The first MMO that I played without levels, and even without skills, was Motor City Online. In this game you had to build a car and race it for money. You could make money by just doing the noob races over and over, but where you made real money was by betting pink slips and large sums of cash against other players when you raced directly against them. In addition, there were weekly time trials that you could compete in as individuals or as a team (racing club). You would spend hours finding better parts to put in your car and adjusting them just right to get a little extra juice or cut your weight down a bit. New tracks were added, new cars, and new parts. It was really a compelling game for those of us who love cars and design and engineering, but then EA decided to pull the plug on the servers and that was it. The dream was over. It wasn’t a perfect game because EA really didn’t put a lot of effort into it, but by far it was the best damn racing game ever built, and probably my 2nd favorite MMO ever.
The other game that really tried hard to do what was mentioned in the article was Star Wars Galaxies. The gave players a set of worlds, each with different resourses of different qualities, and let them go at it. Crafters could gather materials and try and build higher quality goods than others while at the same time being competitive in prices. As time progressed people would devote themselves to production while others would focus on resource gathering. Sometimes producers would contract out with resource gatherers for large quantities of goods. Eventually factories and mining machines and powermills and all sorts of building would pop up across the planet (a square planet) along with player built cities (made from the resources and production of houses). There was no “XP” but each skill had a level up type of “XP” individual to just that skill set. If you leveled your pistols you could put a skill point into a certain section of the “pistol” tree, and so on. Engineers and miners would slowly improve their skills to create a character as well. It was loads of fun… until. You reached the end game. Each character was limited to 255 skills so that nobody could master all of the skills. But when this happened you were left with… “now what?” If you were a miner or engineer you could keep making money, but if you were a combat class then making money was kinda dull. Basicly being maxed out as a combat class meant you could kill the noobs and fight for either the rebels or imperials in “battles” that were more like cat fights. There were some battles that cropped up between factions, but for the most part there was no great amount of property loss. Buildings for the most part couldn’t be destroyed and there really was no incentive to attach the enemy base other than to “see if you could beat them.” One really good thing about SWG was the character customization. Although the graphics had no love put into them as far as artistic immersiveness (WOW’s graphics are low tech but look gorgeous because of the time put into them) you could customize your character with all sorts of clothes, coats, skin tones and hair styles. A clothing store was a fun place to go and meet people for buisness. Selling clothes and running your own buisness was loads of fun as well.
I hit max skill in SWG after 4 months of playing and then spent a couple months doing the crafting and mining. I thought it was lots of fun to sell goods to other players and haggle for deals. Sadly after WOW became a big hit (well after I quit SWG) they completely re-did the game with a patch that changed it to be exactly like WOW with classes and levels. They completely ruined what little they did have in their favor.
Eve was fun when I played the 14 day trial. I spent most of my time mining resources which got really repetitive. There really was no depth to the game at any of the low levels other than avoiding enemies and trying to find good mining spots. There was no sense of community. I felt like I was almost by myself in the game until someone sent me a message.
So it has been done before. It just wasn’t executed properly. I’m looking at the MMOs that are coming out today and they all look horible because they try to emulate what WOW did. Only Blizzard entertainment could do what they did and get a subscriber base of 9million. I quit wow about 8 months ago now and although I think about returning now and again, I’m not seeing much incentive anymore. TF2 is way too much fun.
All that aside. If some developer (anybody) can get the forumla right for the type of game described in the article, I would definately play it and probably stick with it as long as I stuck with WOW if not longer. The game needs to be fun even after reaching the end level, and you need to be able to interact with the community easily and often.
22/10/2007 at 00:19 Doug says:
It’s strange how all MMO’s have some kind of grind which must be completed before you can access the rest of the game. Why is that the case? In every other genre, this process is simply called playing the game. When I play Half Life, I don’t think to myself that the time spent in the first stages was wasted, or somehow boring, just there to put some subscription time between me and the fun stuff. It’s actually engaging and fun.
In WoW, the game starts of fun, then there about 200-300 hours of boring (levels 20-70 are pretty much unnecessary time wasting), then you hit the level cap and you can start having fun again by doing proper PvP, or by raiding, whatever floats your boat. My point is that the process of going from 1-70 needs to (a) take less time, and (b) be more engaging. If exploration of the world and helping PCs and NPCs in meaningful ways were the focus, rather then slaying millions of stupid, unchallenging wandering enemies, the word ‘grind’ would not exist, because you would have to pay attention to actually play.
Now I love WoW myself, but you’d have to be stupid not to see it’s faults. The infinite grind has made me quit a few times now, but I keep coming back to PvP. Other MMO’s take note – the play experience of WoW PvP is a nearly perfect implementation (provided you picked a good class for it, of course. Referring to class differences in PvP as ‘balance’ is a fun little joke players like to have with each other, because we’re all aware thats entirely the wrong word to use).
22/10/2007 at 01:08 Jens Arnesen says:
Doug: It’s because you’re paying a monthly fee, and making a MMO with the gameplay and consistent storyline of Half-Life 2 that people would pay more than one month for is impossible. It’s really the only way to keep people playing. What you do at 70 is a grind as well, PvP to gain honour, raid to get epics, grind for your epic mount etc.
22/10/2007 at 04:28 Coherent says:
This guy is an idiot. If money, not XP, is the driving force in the game, then goldselling becomes a dominant force in the MMO! It’s hard enough to stop goldselling in WoW… Imagine if money were the only way to get ahead in the game?
Apparently this guy hasn’t thought that deeply about the criticisms of EVE’s no-level model. IT’S INCREDIBLY BORING. Time spent maintaining an account is the only thing that matters in the game! You get ahead better when you’re NOT playing than if you are!
I quit EVE because it would be years before I could do anything I was really interested in. Compare and contrast that to WoW, where anyone can make a character and three months later be running an endgame guild. The whole POINT to WoW is that you progress as fast as you want to. If you want to power to 70, you can do it in a month, nothing holding you back.
So, yeah: “EVE’s collecting skills over time” = MASSIVE FAIL
I terminated my account rather than participate in a system that artificially limited my progress. When I play a game, I want to reap skill increases commensurate with the effort that I put into the game.
22/10/2007 at 07:46 Solomon says:
The point to levels and XP is to simplify the player’s understanding of the world and their place within it. It gives the player context and helps them understand the experience that the game is providing.
By opening up the entire world and everything in it to a new player, the chances are great that they will be overwhelmed.
Think of it as the difference between a flat and nested directory structure. If you have a dozen files to keep track of, it’s not a problem. But once you get into hundreds or thousands of files, it becomes overwhelming without a directory structure to order the information.
Doing away with levels, XP and player limitations would alienate the majority of players from the word go. The remaining community would be almost exclusively hard core… much like EVE’s.
22/10/2007 at 08:23 Kieron Gillen says:
Re: Solomon. Depends, really. I’m not a designer, and can think of a few simple ways you could get it to work – say, not having all the skills available from traders near the starting locations, or some other grouping of skills you should learn (e.g. All Warrior skills from a Warrior trader. Grade them according to time it takes to learn by colour – so, in other words, people will – normally – buy the low level skills first, etc). Even if skills are all learnable, doesn’t mean that you have to dump them on the player.
Also, with 200k subscribers, Eve – while clearly a fairly hardcore MMO – isn’t exactly a niche or unprofitable one. There’s a lot of straight WoW clone MMOs out there which would kill for those sort of numbers.
Point being, it’s a thought exercise and trying to work out alternate ways to make a game work. Assuming that a straight WoW-esque DikuMUD is the only way to go when there’s provenly successful other models which possibly could be adapted into a very different settings with interesting results… well, it’s self-defeating. Blizzard have more money than you and an ridiculously sized audience. To get an audience, you have to offer people something that they can’t get over there.
KG
22/10/2007 at 10:36 Aikowan says:
EVE is a game for the wargamer, for people who enjoy building communities, who want to make a long term investment in gaming. This will always be a niche market (which doesn’t mean its not profitable). But there is no chance that a realtime based skill system will ever appeal to the console gamer community who basically want to log in, have fun and make clear progress in one session.
The EVE model certainly creates a better persistent world, but that’s not what the average WoW gamer wants.
22/10/2007 at 10:56 madhaha says:
Its interesting that people often bring up Planetside and EVE in the same discussion. Planetside and EVE are my two biggest disappointments when I’ve taken PCG/RPS advice. Planetside is far from flat. It takes a big time investment to level up to a competitive level. Otherwise you’re doing half the damage of everyone else and taking twice as much. Every battle was a logistics exercise to fill more of the pop^n cap than the other side. Not so much “our commanders used superior tactics that lead us to out manuver and out fight the enemy so we won an area” but “our foul mouthed command channel spammer warned us earlier than yours so now we outnumber you 3:1″. Big lousy deal. I would take Tribes or a Battlefield game over Planetside any given day and I won’t be paying a monthly fee for the priveledge. A 300 play battle should be truly epic in scope but it never really gets more frantic than Unreal 2 except half your team are busy trying to stockpile enemy equipment.
EVE is fun in that there’s a lot of risk involved. With the right contacts and friends, you can be well on your way to dying horribly and losing everything in a week. But where it falls short is a serious lack of depth. The combat system while theoretically complex, basically devolves into “show up with what you can afford to lose and make sure we’re all shooting the same guy”. Combat is generally decided more by the coffers of those involved and the ability to use exploits than any real skill. Was the first Titan (ridiculously time and expense heavy “ships”) taken down by a mob of people forcing the ship to stay online after the pilot had logged off? How’s that for anticlimatic. Sure good scouting and outfitting have a role, but for the vast majority of players its a simple case of “this is what I could afford at the time”. Mining is a joke. If you’re paying a monthly fee to go read a book while waiting for any alarm bells to go off in order to reach your goal of spreadsheet calculated perfection then maybe you’re better off with the new champ manager. “Exploration” is paying to roll a dice with low rewards. Piracy is not really profitable and bounty hunting is basically non-existant since the devs heavily support the use of alts. Set a high enough bounty and someone will deliberately kill themselves and collect the cash. How rewarding. Trading, manufacturing and being a courier are fun in principle but you’re fighting the terrible auto-pilot and slow travel times every step of the way and essentially doing the same job over and over again. Mission running? The missions are more or less the same and barely worth doing. The writing is incomplete and the game mechanics are often broken (this gate isn’t working because they haven’t fixed this mission yet? No drops again?) Everything seems to be in varying states of broken. So this week salvaging is redundant and I should spend 5 days retraining for something else? Something has just been nerfed and my inventory has just halved in price? This isn’t a beautiful player ecology I’ve been lead to believe! This isn’t an epic storyline I’ve been invited the participate in. Its all a poorly staged sham.
The underlying principles behind the games are sound. But the game designers themselves haven’t really found how to make it fun yet.
22/10/2007 at 15:41 arqueturus says:
@madhaha
You be wrong, not completely but mostly.
I nominate Jim to tell you why because he’s better at word shooting than I am.
22/10/2007 at 20:09 Coherent says:
Madhaha says it better than I have the patience to. He is exactly right. I experienced the exact same issues when I was playing. EVE is a pathetic excuse for a game.
But the real issue is that the “accumulating skills slowly over account lifetime” artificially limits your progression in the game. When you fall in love with a game, you want to throw effort into it and see measurable gains. But when the game can not reward you with achievement progress on a daily basis…
You might as well try to get entertainment value out of being an office drone, it’s exactly the same. You don’t see progress on a daily basis, but if you spend years at your job, you will eventually gain new responsibilities. EVE’s skill model is basically the same reward system as real life. Real life is boring and unrewarding, which is why we’re all playing WoW.
As for the idea of using monetary gain as a motivation system to substitute for experience rewards, again the comparison to real life is completely apt. I don’t suppose you’ve noticed: MAKING MONEY IS BORING – THE MOST PROFITABLE ACTIVITIES ARE THE ONES THAT NOBODY WANTS TO DO – WHICH IS WHY THEY’RE SO PROFITABLE.
That’s why it’s called “farming for gold”, genius.
I think Jim Rossignol just fell in love with the “ideal model”, the same seductive concept under which communism is a viable economic system that can “bury” capitalism in goods and services. Nuh uh. In the real world, things don’t work like you think they would when you came up with the idea that a piddly ass game (30k subscribers, OMG it’s a WoW-killer!) like EVE contains the gameplay future of MMO’s. It just don’t work that way boy.
The skills-over-time model sucks, it is the antithesis of fun, and nobody* wants to play it.
*statistically speaking, of course.
22/10/2007 at 21:09 Galan Amarias says:
I feel bad for madhaha and even more for Coherent. RL is fun and making money there can be engaging. Still it’s the other things that RL offers that make it even better. EVE unlike WOW has those other things, but you need to find your own fun. There is no magic fairy princess with an exclamation point over her head to point you in the right direction.
EVE lets you do whatever you want in space. If you want to find fun it’s there in droves. If you want your fun found for you, well there are wow clones a plenty.
Neither is wrong or “epic fail” as you so quaintly put it but 200k, not 30k of us love the game dearly. After skill over time, real loss, danger from other players, and not some mindless NPC and best of all one server where you can meet anyone else who plays, WOW will never see me again.
Though while we are enjoying comparisons, Ask yourself why, with Millions of subscribers, does Blizzard charge you $40+ for the new content while CCP brings us three free content patches per year. Heck even Play NC with their tiny COH/V subscriber base can provide free new content.
Will EVE kill WOW? Nah too many of you like how WOW is, and they did perfect the EQ model. However EVE did nicely kill WOW for me.
A new game to beat WOW can’t use WOW’s model. WOW is using wow’s modle and doing it too well. The new game will have to be different and looking to what EVE does right isn’t a bad place to start.
22/10/2007 at 21:33 Coherent says:
@Galan Amarias; to address your question about why Blizzard charges $40 for their content while EVE introduces new content for free: economics. Blizzard’s new content is more in demand, so they are able to charge $40 for it, while EVE must release new content just to maintain their existing subscriber base.
Besides which, Blizz does have free content – Patch 2.3 brings Zul’Amon into the game, along with a host of improvements to old areas. And 2.4 has the Sunwell instances and quests. So there.
BUT this discussion isn’t WoW versus EVE. WoW and EVE serve only as examples of the relative to-date success of the various models. The real questions here are about whether the incremental XP approach (where you can complete quests and level up on a daily basis) or the continuous time-based skill accumulation model is more rewarding for players.
And I disarm your argument that RL _IS_ sufficiently rewarding by posing the question, if RL is sufficiently rewarding, why are we paying $15/month to participate in the artificial conflict-and-reward system of an MMO? RL has plenty of conflict and reward. If you maintain that RL has an engaging reward system, I question your logic in discussing the merits of MMO’s because you’re defeating your own point by being interested in them.
22/10/2007 at 22:08 Whorfin says:
Coherent, you’re a fucking idiot.
22/10/2007 at 22:19 Coherent says:
Ahh yes, such a cogent response. Surely my arguments are completely undone! If that was from the EVE fanbase, then I see your reputation is well-deserved. :)
Thank you for the amusement you have just provided me. :)
22/10/2007 at 22:19 Thelps says:
Whorfin’s words make baby Jesus cry.
22/10/2007 at 22:20 drunkymonkey says:
Mmm, I’ve always seen RPS as the kind of place we get less that sort of thing.
22/10/2007 at 22:46 Alec Meer says:
Insults – to RPS readers and writers alike – end here please, or we’ll simply turn the patented Rock, Paper, Shotgun Corrective Reality Gun on selected comments.
22/10/2007 at 23:07 Evorath says:
Just answer me whats the different between levels in wow and having an MMO based on having tons of skills, armor, credits that the newbie doesnt have? Rather than having a number of shame hovering over your head to quickly give a way to size you up, you instead have an invisible factor being the amount of money you have accumulated. This exists in other mmos, but to solely base your mmo on money just means a great day for the mega-guilds and gold farmers.
Are you really saying in your MMO that a new level 1 guy has any chance at all against a guy that has tons of skills armor, etc? Sure you may not have levels, but I am pretty sure if you’ve been working months to buy the “EVE photons torpedos” or “paladin armor of I never die” that the “level one” guy doesnt have have a chance of competing in pvp or pve. They are a major disadvantage (just like a level 20 player compared to the level 1 player).
If the skills are meaningless and dont give you an unfair advantage as you imply then whats the reward in earning them? Why would I want all of these skills that don’t help me beat the mob or newbie into submission (ie the guy with no skills/items/whatnot).
Grinds are core to mmos. Whether you grind levels or items or money or skills it’s all roughly the same.
While removing the level limits on grouping and such sounds really good and I’ve seen it done well in a few games, in practice you’ll still end up being power leveling the guys with no skills (ie the level 1 guys). They are still just level one, are are just under the delusion that they dont have that number of shame over their heads.
I do like some of the aspects of non-level barriers and I’m looking at any reason to leave WOW. Hopefully Warhammer Online will handle this better, but time will tell. One of my biggest hesitations on joinging a game like EVE now is being so far behind the curve and joining the game late with roaming bands of people with too much time and wealth built into their avatars.
Good post on the major problem I see with mmos, though I think it’s not an easy problem to solve.
23/10/2007 at 00:07 arqueturus says:
Really Evorath, don’t let your worry about being behind the curve stop you playing. It really is not a handicap at all.
@coherant
When CCP release an expansion it’s adds content to the game, new tactical options to the pvp, new balances. Depending on skills these come easily or have to be worked towards but they’re pretty much available to all. The main reason why expansions aren’t charged for is the fact that everyone is on a single server so everyone needs the update.
The next major eve update is adding in new ships and balances. Oh, and a brand new graphics engine (new from the ground up) , all for free. Although I don’t think I’m alone when I say I would pay for it if required.
I played WoW for a short while and while I found it very slick and easy to access, I also found it shallow and restrictive. It may open up later but I really don’t want to grind to level 20 or 40, I want the game to come from the environment and other players.
One last thing about the grind in Eve, once you get to certain level of ISK and skill you can pretty much self sustain and do what you like within your means, the grind dissipates.
23/10/2007 at 00:26 Coherent says:
As far as WoW being shallow and restrictive and not wanting to grind to 20 or 40, it’s hard to believe that EVE would be an acceptable alternative. EVE has nothing but grinding. There are no meaningful quests at all (meaningful = being a part of a deep and engaging storyline) and while playing it you will often run the exact same mission 30-50 times before you outgrow it. IF you outgrow it.
Also as far as expansion packs go, WoW’s patches also contain game balance adjustments and often contain new weapons or areas or quests. So it’s hard to say who wins out on the free vs paid content scale. But that’s okay, since it’s irrelevant. I don’t mind paying $40 for an entire new continent full of new quests and themes and PVP options.
But EVE was ALL grind. The times I tried PVP after six months of playing, I got my ass handed to me more often than not. The game is absolutely dominated and controlled by established accounts. You will ALWAYS be at the mercy of older accounts.
If that appeals to you – endless weeks of mining or running mindless missions or burning money and ships in pvp for absolutely no reward – then it’s clear that we have a completely incompatible sense of fun. Or, perhaps, you _are_ one of all-powerful older accounts trying to temp new victims into your world. :)
23/10/2007 at 07:32 Aikowan says:
EVE is about meeting the right people, Coherent. If you think along the lines of WoW solo gameplay it has little to offer. You need to socialize, make decisions, suffer from wrong decisions, enjoy the good ones. Even as a low skill player you can have loads of fun if you form up with others, Goonswarm have proven that.
But the usual WoW attitude of beeing an egocentric hermite who just does things with other people when its convenient, that is reserved to the high skilled and rich players in EVE.
Its not a game for everyone, but its a game that everyone should give a try to see what its like.
23/10/2007 at 08:52 Galan Amarias says:
Coherent: Briefly on free content. CCP content upgrades are nearly always free. The only content they have charged for is the EVE Voice feature. This feature is irelavant if you have friends with TS or Vent. EVE releases balance patches and bug fixes regularly. In addition there are three, count them three, free major content upgrades every year. Tell me if I am wrong but I beleive that BC was the only major content addition to WOW; and they hit you for the cost of an entire game or three months of play. Yes they are able to charge for it. That doesn’t mean they ought to.
I think you are misplaced in your assement of the real argument. It is not the debate betwen skill over time or level bassed skilling. The OP was postulating that the next big MMO will likely be some blend of the mechanics in EVE with the play style of WOW. His main reasoning was that a WOW clone can not beat WOW. Therefore the next big MMO won’t be a WOW clone. If they make a WOW II instead of upgrading the origional I suppose he could be wrong but he has a point. To beat the champ you have to break the mold.
As for your “disarming” my argument that real life is sufficently rewarding. That was not an argument. My statement was that RL is rewarding. That making money there can be great fun and that aspects of it are vastly better than any video game. I stand by those words. That dosn’t mean that I can’t have fun with a videogame as well; anymore than it means I can’t enjoy a lively debate here. Saying that you can’t enjoy RL and play a MMO is like saying if pizza is your favorite food you can never enjoy a steak.
Evorath: There are two differences between the Skillpoints gained in EVE and the Levels gained WOW. The most obvious is points/items gained in realtime vs the same gained by playing the game. This could be done with a skill system or a level system. SWG had a skill based system which required ingame play to advance. They even rewarded active players with faster pet development. I don’t know of any MMO where you gained levels by ammount of realtime the character was live but such a thing would be possible.
The argument for a gain from “time played” is that time online should be rewarded more than time subscribed. This allows players who can devote 8+ hours a day to advance vastly faster than more casual players. Many people feel that they should be rewarded by the game for spending their time there. Others feel that they spend the same monthly fee as the highly active players and that they should not be penalized for not being able to dedicate five or more hours to a game in a single sitting. They can further argue that since they spend less time online they are a lesser drain on system reasources (expense) for the same gain to the company (income).
WOW adresses the casual player with the Rest system which allows casual players to gain more EXP per kill than hardcore players. They also address this with the battlefields loyalty points which allow max level casual players to advance in gear with quick pickup groups as opposed to spending five or more hours on a raid.
EVE adresses the hardcore player with income. An active player will be able to make significantly more money than a casual player. It is possible to make fantastic sums of money by activly playing the comodties market and moving items from where they are cheap to where they are expensive. This can be done with very low skill points. Additionally skill learning time in EVE is bassed on character attributes. These attributes can be raised with skill gain over time and they can be raised instantly by spending money on “implants”. The casual player will not have the money to buy implants until later in the game where they have a higher base income available; however they will still be pleased to be gaining skill points no matter how they are occupied IRL. Finally it is legal by EVE’s EULA to purchase an ingame time card from another player using ingame money. A hardcore player can thusly reduce the subscription cost for multiple accounts to zero real world dollars.
The bigger difference though isn’t the method the skill points are aquired in. It is the result of obtaining those points. In the level bassed system a young player, level 15, has put a significant time investment into the game. Possibly several weeks depending on success, advice recieved and time online. This character has litterally zero chance of defeating a level 30 character in any form of combat, even if the level 30 character makes no agressive action and removes several defensive items.
In EVE the skills are designed to offer incrimental but significant advances in stats which aply to the ships flown. They also open up larger and more complicated vessels. I say more complicated because they are not necessarily better. It is a fact that any five brand new characters, 1 week or less of skill point accumulation, flying frigates, the smallest combat ship class, can defeat any single player, reguardless of that single players age or total accumulated skill points, flying any non-capitol vessel. Capitol vessels are part of the late endgame, require over a year to skill into and can still be defeated by a small number of battleships. Battleships are the largest of the non capitol vessels and can be skilled into within three months if the player is focused on obtaining them.
So if new players can kill you why bother getting skills? Because the ships and abilities the skills give you are very useful and fun for other aspets of the game. New tatics are also opened with skill points. A young player may have to rely on speed and firepower. An older one can use electronic warfare and a host of specialized toys. They will also be individually more dangerous than younger players, just not enough to offset overwhelming numerical supirority.
Groups of players young and old can use younger players for many useful things. The two most common are tackeling and bait however those are just the tip of the iceberg. The difference comes down to this. Young players can be useful to old players, not exp hogs but genuinely useful, in a skill based system like EVE. In a level bassed system like WOW young players can not assist older ones in any meaningful way and in the case of both young and old gaining exp the older players gain is hampered by the presence of the younger ones. (If you don’t believe me feel free to convo me in game. This is the name of my main character)
Coherent: (Your seccond post) “Meaningful quests” The NPC content of EVE is lacking. This is intentional. In EVE, or an EVE style game, it is the player base with whom you are ment to work with and against. I never took the NPC mission content past level 2. (For those of you not familiar with EVE missions have levels 1-5 with level 1 being absurdly easy for any player and level 5 requiring the co-operation of many players experienced in game mechanics with excelent communication.) On the other hand my Alliance (A collection of Corporations “guilds” working togeather) owns a sizable chunk of space. (It belongs to us, if you visit you will see our name on your display.)
Recently our neighboring alliance, who had split from our group and with whom we had significant animosity, decided that we were weak and tried to counquer our teritory. Over the course of the next week they were completely routed. We destroyed large quantities of their assets, siezed their space station and all the space it used to control and sent them packing to safer space. What NPC quest could possibly be as epic as that? Moreover the engagement was minor on the scale of some of the wars which have raged between player groups. EVE allows player actions to significantly alter the game’s virtual landscape. You can not tell me that running the same battleground/dungeon over and over can compare to that.
You said you could not win after six months of playing. I have to ask how were you skilled and how did you choose your fights? If you spent that six months focusing on a single race, combat skills and a specific class of ship you should have been able to be very dangerous. Of course you would also have to know how to fit the ship, what tatics work well with it and what targets you can expect to be able to beat. Especially if you worked solo. In EVE numbers mean more than nearly any other factor in combat. Skill can offset them but it has to be both ingame skillpoints and skill at playing the game. The later comes only with pratice.
It is true that the game is dominated by established Alliances and that these alliances contain many players with established accounts. Many of the corporations which make up those alliances have skill point requirements which are beyond newer playes. However the game is not “totally dominated” by the oldest players. If a group of younger players learns to play, focuses their skill point aquisition and works togeather they can, and often do, challenge even the oldest of Alliances. Furthermore if they form a corporation and establish a name for themselves they can join the old alliances, or the new ones fighting them and contribute significantly to the conflict. This allows newer players to join in the fun while still giving the older players some advantages which keep both the low end and the high end rewarding and fun.
PVP is best learned young and in cheap t1 ships. These ships are useful to groups and can be dangerous on their own. They are also easily replaced. Not everyone in the pvp regions is a combat monster and there is good money to be made attacking the industrial characters, or just attacking the NPC and having a good time playing cat and mouse with the more dangerous combat speced characters.
In sumation, (and thanks for reading this far) WOW style games provide frewquent tangable reward, “ding”, for time played online. They also guide your online time showing you exactly where the fun is to be had. This is relaxing and entertaining to many people. EVE style games provide a place and tools and expect the player to find his own fun. Hours must be spent learning the nuances of the game and how to use the assets available to you. This information is presented in the online forrums and help doccuments but it is a lot to absorb and turns off many players who want to jump in and don’t want to have to think too much about it.
Wow style lets you keep whatever you have gotten with no chance to lose powerful ingame items, but prevents you from claiming real estate. EVE style makes ingame posessions fleeting and easily lost, but allows for the aquisition of teritory and for meaningful player conflict. This provides a sense of risk that many players find they can no longer play without.
A new generation MMO will probably be some terribly clever blend of both, while finding a genre which appeals to millions. It will be interesting, perhaps a marvel of it’s time but it probably won’t get me away from my space ships.
-Galan
23/10/2007 at 08:55 arqueturus says:
@Coherent
I did missions back when they were far more profitable than they are now, pretty much as a means to end but don’t do them for direct ISK anymore, if at all. I suppose in some respects I am an older and established player/account but I’m not one of the super rich ones that are part of the major alliances, I have double, triple and quadruple skillpoints that some of my other corpmates but I don’t really rank myself ‘better’ at pvp than they are as it’s not just about raw numbers – it’s about frame of mind and flexibilty.
One way or another I do just about everything in Eve – Pvp, research at a starbase I maintain and fuel, Invention, Production, Exploration and (occaisonaly) mining. I fly a capital ship, fly most ships in fact but I’m a generalist by nature.
The real way to get ahead in Eve is to grab a feel for the game, join in with other players, set yourself goals and specialise. Achieving self imposed goals is reward beyond in game measure. Eventually I may get bored but then I can set a long skill training, cancel my subscription and take a break. I’ve done this once and didn’t fall behind any of my other peers in the game due to the ability to ‘level’ whilst not playing.
Do I think Eve is a better game than WoW? Yes, personally but that’s subjective as I prefer Eve for many different reasons but I do think Eve has a better model for MMO’s , although it’s far from perfect. The one striking thing I remember about playing WoW was the way it felt like a single player game initially, the social aspect seemed sorely lacking. As a leap on leap off game I loved it but I’d find my mind wandering back to Eve and what I could be doing.
Expansion wise, I already mentioned why they’re most likely free (the one server aspect). As far as I know (please feel to correct me) there’s only been one major expansion to WoW? There have been about 6 or 7 with Eve so far, so much so that the way the game plays and what you can do in it is infinitely more complex than 4 years ago. Eve is a much more organic animal than WoW, it constantly evolves, possibly down to the fact it’s not based on levelling like WoW is.
23/10/2007 at 09:20 arqueturus says:
Has anyone seen the legend on some First Person Shooters like UT2004/BF1942? The one that says:
WARNING! Player experience may change during online play. (or somesuch)
Never has that applied to any game more than Eve.
@coherent
I seems that Galen has said it far better than I ever could.
@Galen
Very well said there.
23/10/2007 at 09:57 Zappapapa says:
As far as EVE goes, if all you’re doing is grinding then you’re doing something wrong. EVE is a PvP game and is much more focused on actually playing with other people. If all you do is sit around solo and run missions, then yes, it’s boring.
At the same time though, can WoW compare in terms of real storylines? Does WoW have factions made up of thousands of people fighting over and holding space. Does WoW have groups forming, disbanding, allying, and betraying each other?
Coherent, you say that EVE has no “meaningful” quest, but can you say WoW has “meaningful” PvP? And are WoW quests actually meaningful or does it just say that they’re meaningful? In EVE you can actually shape the very course of the game through your own individual actions. The world of EVE is pretty much 100% made up of players’ actions. You’re as meaningful in this world as you want to be. If you want to be a grunt missioning away in empire then of course you’re not going to do anything meaningful. Would you really the game lie to you and tell you that you’re saving the universe from some horrible treat, just like thousands of other players?
Also, on the needing tons of skills to survive, that’s just plain wrong. Yes having more skills is nice, but groups such as Goonfleet and Agony Unleashed take on a good number of brand new players and do very well in pvp. The people most in demand by pvp alliances aren’t capital ship pilots, or highly skilled battleship pilots, they’re fleet commanders, logistic managers, and alliance leaders. None of these require character skills, they all require PLAYER skills, and motivation.
If you expect your game to lead you, then yes EVE sucks. If you’re motivated and want to make all you can out of a game then EVE is perfect for you. In WoW you’re told that you change the world, in EVE you actually can.
23/10/2007 at 18:28 Trooper6 says:
So Eve is to WoW as D&D is to GURPS.
I love GURPS.
Eve has been sounding very interesting for quite some time to me. Unfortunately, Eve is currently PC only (though I’ve been told this is going to change sometime soon). And for me, the thing that most makes me happy about WoW, is that I can play it on my Mac. Once Eve comes out for Mac, then I’ll immediately pick it up, and if I like it, recommend it to all of my Mac pals. Until then, I’ll have to put it out of my mind and get back to Azeroth.
23/10/2007 at 18:55 mujadaddy says:
@Jae re: Permadeath
In order for Permadeath to be an embraceable-by-players concept, a game will have to have its conflict resolution (ie, ‘combat’) based on _SKILL_. Not ‘TWITCH’ but skill. Something like competitive Tetris, but obviously different.
In such a game, combat would be something to AVOID because of its potential penalty, but when so engaged, rewards would be worthwhile. But the rewards themselves wouldn’t be “combat buffs” or anything like that…
This game would be a true RPG —- the character interactions would frame and give meaning to the conflicts. The rewards would be of status, property, wealth, position, employees, etc. etc., not an axe that mysteriously makes me better at swinging an axe… Shinier, perhaps, more durable, probably, but the axe is just a tool —– you still have to _skillfully_ swing it.
For me, the simulation aspect of multiplayer gaming (ie, modeling of realistic systems) far outweighs the “chase” of hitting the next level/equipment upgrade/etc. I can be quite pleased running around with no levels/equipment, as long as there are good interactions in the environment.
This game has not been made yet, to my knowledge.
23/10/2007 at 19:45 Jayad says:
Comparisons between EVE and WOW is risky,
Ive seen many magazine reviewers size eve using wow yard sticks and end up publishing a string of useless arguments of why eve fails. In respect, eve players often size up wow unfairly highlighting its trivial and shallow gameplay. There is disagreement of what a game should provide and specifically the validity of ‘virtual’ competition in this instance. Just how seriously can you take virtual actions? is it all meaningless? CCP doesn’t think so and neither do the universities studying Eve-online’s complex market.
The sandbox MMO is still an emerging concept really and the idea is not yet mainstream. Players migrate from well understood gaming formats to eve and get confused. Questions like “So what do i do now?” and “whats the point of all this?” get asked too many times. This sandbox stuff is at odds with the pick-up-and-drop disposition of gamers that dont want video games to be their hobby (or maybe feel a video game is not socially acceptable as a hobby).
Where fun is directed and organized in wow, eve staunchly resists with only token support. Its a situation where traditional gold farming wont get you anywhere in eve, you have to approach it in a more human more opportunistic way to ‘get’ it. Somehow this point gets lost in translation for many but this will change as awareness increases. I partly blame CCP (eve developers) for their poor introduction to the game concept.
So If you want to show off your organizational skills, have the ability to manage and lead people, find business fun, your’ll love eve. Of course its becomes alot more personal, its interlectual warfare and can get extremely harsh.
24/10/2007 at 00:58 Scott says:
The first point:
“There would be no levels. You would not level up, you would simply collect skills over time.”
That is exactly like star wars galaxies was pre-nge.
It was a much better game back then for sure, why dont more MMO’s see that idea and run with it?
24/10/2007 at 01:30 Chulo says:
“We destroyed large quantities of their assets, siezed their space station and all the space it used to control and sent them packing to safer space. What NPC quest could possibly be as epic as that?”
So there is a bit of a grind before we get to the fun part in Eve, huh?
“You’re as meaningful in this world as you want to be.”
Sounds like the lies military recruiters tell under-privileged kids in high school. You wouldn’t perchance be in need of noobs to fill out the lower ranks of your corporation, would you?
Here is the defining argument in this Eve vs all others thread:
“Where fun is directed and organized in wow, eve staunchly resists with only token support.
Actually, in Eve the fun is directed and organized by other players meaning new players have to be someone’s bitch to get by. And those that remain part of a gang can progress to the more fun parts while those that go independent are marginalized. Surely you can see why many players choose the individualism and egalitarianism of a game like WoW vs. the hierarchical organisation of Eve?
24/10/2007 at 04:54 Jayad says:
Quoting Chulo: Actually, in eve the fun is directed and organized by other players meaning new players have to be someone’s bitch to get by. And those that remain part of a gang can progress to the more fun parts while those that go independent are marginalized. Surely you can see why many players choose the individualism and egalitarianism of a game like wow vs the hierarchical organization of eve.
—————————————————————
Your not wrong, many people in eve are effectively playing the slave. I don’t consider this to be such a bad state of affairs but welcome it as an interesting social experiment. If you want to break into the player empires you have to start somewhere and working for an entity gets your name on their books.
Thats what my group of friends did, we rented a mineral rich solar system (progress was much faster than npc controled space) and to cut a story short, we eventually got accepted as a firm member of the regional power. We played our cards right, got involved in the political/social arena (kissing ass basically), now the new guys kiss our ass! Its highly engaging and the cycle continues.
As eve-centric as i am, i do however agree that this is not everyones idea of fun. If sampling all aspects of a game independently from other players is desirable, you would get a much fuller experience in wow than in eve. There is plenty of room for independents in eve though: fighters for hire, traders, pirates, logisic runners… but the highest game content would be unreachable. Collecting the materials for a mothership with a handful of people could take years for example. The games in question simply designed for different levels of involvement and i certainly recognize the strengths and weaknesses of both.
To conclude, im not convinced a merger of both styles can work so easily. Players take comfort in the belief they can achieve the highest status in a game doing what they like doing. Unfortunately the petulant child in the sandbox will throw a tantrum if you provide all the kids with toys… and all the kids will cry “bully” if their toys are taken from them.
24/10/2007 at 07:46 Galan Amarias says:
Scott: I think your memory is flawed. I played SWG from day one. Actually day two since on day one the login server tanked and no one could play. There were a lot of things that were unique and good about SWG, but two that were trumped massivly by EVE. First to get your skills up in SWG you had to “use them” it ment that if you wanted to be good at grenade throwing you had to throw grenades. Shooting the monster wouldn’t do it. Want to be good at baking? Now you needed baking exp. They didn’t even use “gun” exp it was “pistol, rifle flamethrower…” Seccond SWG capped you at a maximum number of skill points, I believe 250, and forced you through trees. If you wanted to try out something else you had to forget what you already knew and if you wanted to go back you had to relearn it all again. Once you have a skill in EVE it’s yours, unless you die w/o an updated clone. Even then you lose points not the entire skill. Though the effect can be quite punishing to older players.
Chulo: To rout another alliance yes you would need to be past day one. Not necessarily as far as you seem to be suggesting though. Newer players were involved in the fighting. If you read the entire post instead of just selecting a few lines you’d see where I make the case that younger players in groups can be more than a match for experienced players. However there is some end game content that requires you to gain skill points. Flying the capitol and supercapitol class vessels would be a good example. Mind you this dosn’t prevent you from flying along side one of those giants and helping in a fight. In fleet battles the carriers (Huge ships capable of launcging fighter drones) are very weak to enemy counter attack, thus they often sit several thousand kilometers from an engagment and assign their drones to be controlled by other players who can get into the middle of the fight. It is possible for a 1 day old player to control up to five of those drones, the same as any more experienced non-capitol player.
More importantly the time spent between your youth and the endgame is not a grind. Certainly there are things that you can’t do but there are far more things that you can engage in and they are often as rewarding an experience. In EVE the game dosn’t start at 70 as people say of wow, it starts at day one. New experiences open with time but you can have a rocking good time right on day one, and you can do it, usefully helping your friends who have played for years.
You do not need to be subserviant to old players to be allowed into the fun. You do need to be working in a group though. The “high end” content where you are contesting space is not something a single player can engage in. A single player can play in the high end regions solo but they will not be able to compete with alliances who can count their members in the hundreds or sometimes thousands. Would you want to play a game where one player can dominate hundreds? Remember you probably won’t be that one player.
Finally, even in it’s endgame WOW requires that you spend time ingame to advance. You stop grinding exp and begin to truly grind instances or battlefields.There aren’t that many of them which means you are doing exactly the same thing over and over and over in the same place over and over, and if you get tired of your role, you can’t simply begin skilling for another class the way an EVE character can skill into a new profession, you have to completely re-roll, regrind to 70 and regrind instances for gear. This is why WOW lost me at 60. I enjoyed the leveling and exploring to get there, hit the wall and realized there was no more engaging casual content.
24/10/2007 at 09:37 Winterborn says:
“The thing is, I love content. I will even accept WoW’s ridiculous quest lines, because as shallow and forced as they may be, they are still fiction; there is prose, there is a story arc. Eve doesn’t manage very much of that. Yes, it’s a player-driven universe, but you know, truth be told, the average player is bloody boring. They just don’t do that many epic things.”
I think CoX does this better than any game out now, every story arc you do has a real sense of narrative and discovering more about the world. It even has fair replayability, at any given level you could have up to four different contacts no char is going to have time to do all story arcs in any given level range, so levelling an alt with new contacts gives you a new story.
You can also look back at your history through ‘souvenirs’ which you can look at to read about the story they’re associated with.
City of Heroes/Villains is a really interesting game, I wish more people wrote about it.
25/10/2007 at 07:40 Galan Amarias says:
@ Winterborn
I loved CoH/V while I played it. They have bar none the best character gen system ever. They have one of the only level bassed games which allows younger players to come along and be useful with the older ones. They have player owned and decorated structure.
Sadly they have terribly ballanced PVP and when it comes down to it all they have is splat the monster, over and over and over.
Excellent game, I’ve spent hours just enjoying bouncing arround on skyscrapers. But when it comes right down to it, the best 1player content on a game comes from RPG not MMORPG. I like my MMO because it’s got people and I find interacting with them to be the best part of the game.
Mind you a lot of that “interaction” is me hunting them or them hunting me. A really good small engagment in EVE is more fun than any other game I have played. Ever.
25/10/2007 at 18:32 FireFrenzy says:
I KNEW I WASN’T THE ONLY ONE TO THINK THIS!!!
This is the ONE MAIN reason i prefer the old skool vampire the masquarade rules to any other system out there… Fuck levels!!! fuck classes!!!MORE ROLEPLAYING! LESS CRAP!
25/10/2007 at 19:07 Thaliost says:
I think this article defines pretty much a dream MMORPG (which I expect Age of Conan to provide at least partialy).
Eve is complex, interesting and compelling. It bases itself on human interactions, and these ofc are never ending. But it is sometimes too slow to provide fun.
Wow provides instant fun, but it is dull (imo) after a while. It deprives a player of any impact on the game, and makes him do things over and over again.
Eve’s complexity and dynamic environment allied with Wow’s more instant gratification, would therefore probably make a very good game (makes me think of UO).
People however, don’t always want complex things. Maybe they just seek a simple distraction that lets them enjoy the little free time they may have.
What is weird in all of this, is that the share of players that want an evecraft should be far sufficient for game developing companies to invest in such mmorpgs.
I blame it on the risk of such an endeavour. Making a game like that is far more harder than to make a linear game, where the content is defined by the devs; instead of providing tools to allow the players to create their own destinies.
Hope some day a company will be brave enough to invest in such a project and realize there is an avid segment of players waiting for it.
Nice article btw :)
27/10/2007 at 04:48 Celestian says:
The only thing EVE did that was half-innovative was the single server idea. That being said AO did the same thing at the first as well.
Other than that EVE is a terrible game, PVP, PVE, casual and every other aspect. Future MMOs would do well to avoid what EVE does and focus more on what WoW has done well and that’s casual gameplay.
27/10/2007 at 12:58 Santa says:
The game described in this article has existed. It is called Star Wars Galaxies.
When the game was launched, we can only train skills, but from all the professions, without restrictions. There was no level. We were able to harvest in the wild in order to build stuff usefull to other players.
Unfortunately, when they introduced the NGE (New Game Experience), they added level, meaning that I cannot anymore go on mission with my mates (as being a crafter, you were a level 1). And the stuff that crafter were making were less effective than what you can have as loot in the new expansions.
And so I resigned and went to EVE where I’m still on.
27/10/2007 at 16:26 kano says:
the cool thing about eve is even the noob gear ie tech 1 frigates and the like are still used by the older players on a regular basis for pvp .. in games like wow a level 70 has no use whatsoever for a lvl 2 item..
28/10/2007 at 07:02 Rienholt says:
I became greatly annoyed with WoW when I found that I “saved the world” by killing a dragon and then finding I needed to go kill it 10 more times to get loot so I could advance. The overall idea of hundreds of people “saving the world” by killing some arch enemy every few minutes was the heart of the matter.
In EVE the missions are along the lines of “pick us up supplies,” then “get us these supplies,” “oh look we need more of the first supplies,” etc. That makes sense.
I also like EVE because of the excellent points mentioned above.
28/10/2007 at 16:51 Neil says:
I love eve. The gameplay, politics, alliance stuff, graphics and pvp are fantastic. However, it requires a _lot_ of online time if you are in an alliance and pvp using anything larger than cruisers fitted with tech II gear.
It’s not a game for someone that has a job and family since the alliance fleet commanders want lots of battleships in their gangs and want them fitted out in tech II gear so you can meet a specified range.
It took me an average of 2 weeks of grinding money to refit a tech II fitted battleship, then an average of 1-2 days of pvp before I lost it and needed to start over. That ratio of mind numbing grinding to actual pvp fun, just wasn’t for me. I already have a job thank you very much…
I play mmorpgs for the pvp, so this just didn’t work out for me. I’d rather pull my thumbnails off with pliers than grind money in a game.
The rest of the game is excellent, I just like the grind to be over eventually so I can focus on the fun part, and that doesn’t happen in eve. I just like the big fights. I could care less how meaningful they are. To me winning or losing is enough.
-Neil
28/10/2007 at 17:13 Matt says:
The makers of EVE just bought into White Wolf and are planning an mmo using the World of Darkness setting.
World of Darkness doesn’t have levels only skills points, as anyone who played the old Vampire Bloodlines game no doubt discovered, so maybe something good will come of that union. It would be nice to think they choose a more sandbox type of route than most current mmo games.
28/10/2007 at 17:33 Jim Rossignol says:
I see I’m going to have to post again about why Eve is an excellent PvP game too.
28/10/2007 at 18:42 Gadzuuks says:
You’ve described very well all the reasons I left Eve. I don’t play for realism, I play for escape.
30/10/2007 at 23:24 Ducky says:
Sorry I’m late to the show, got here from a link from a link from a link and all that.
I’ve played WOW for longer than by bank account would like to remember (It’s not even money any more, it’s a utility bill) but I did spend a month or two playing EVE (Ah yes, another closet expert. Did they ever fix the changing scroll wheel? I recall on some screens it was zoom in/zoom out and others zoom out/zoom in, drove me up a wall).
Ahem. You may as well argue the merits of playing Monopoly vs. anything from Avalon Hill (Yes, I’m old :P) or GURPS vs. Role Master (or Phoenix Command if I’m not the only one who knows about it’s charty goodness). WOW is a game you can jump into without understanding quite what you are getting yourself into (look for threads on Hunters or Rogues) and the penalty for failure is negligible. Screwing up in EVE can be very costly. I took a level 20 warlock into WP on accident (who would put such a high level zone next to a starting area anyway?), it cost me some copper and some pride. I had someone follow me into a red zone in EVE (it was a ‘short cut’, 3 hops instead of 7-8 if memory serves) and nuke me from orbit. I lost my shinny new mining ship and several hours worth of cargo (I forget the cost of the ship but I was not amused as I sold just about everything I had to get it). Both cases where my own fault but I was too inexperienced to know better at the time.
Does WOW have problems? Sure, I’ve been involved with three guilds that imploded under the weight of end game content because they were not large enough for the 20+ man raids. I’ve seen people quit after BC because all the gear they farmed months for became vendor trash.
Could EVE use more polish? A tutorial phase thats actually useful? Yes but you have to pick your poison.
EVE in its current form will not become the end all be all of MMOs and those of you who play should be thankful for that.
Wait, this wasn’t a WOW vs. EVE post was it? Just ignore me then….
05/11/2007 at 05:17 Rich says:
I started playing Eve ONline day 3 after it’s release. 6-months after I was “hooked” and bought 2 additional accounts.
I would alt-tab between these 3 accounts and built up a reputation within my corp as the “uber” miner and industrialist. I forged out on my own after a rift in the corp and started my own corp. This corp grew to over 100 characters, then I started and authored a website and forums for my corp – and then eventually the alliance in which our corp joined.
By that time I was playing 8-10 hours a day. Being self-employed I could handle it, but over the next year my real-life business suffered and I was eventually evicted from my apartment and had to look for a “real job” again.
It consumed my life – I had a problem.
I decided to quit – gave alot of my valuables to corp members and sold my accounts on e-Bay. 2/3 of my accounts sold for $2000 combined, my main characted for for $3500 (was #12 in the game for over all skill points) but the GMs caught me before the character transfer and I had to return that money.
MORAL: If you have self control and plenty of time, Eve is definately THE BEST game out there – so good that it will pull you away from real-life if you are not careful.
05/11/2007 at 17:08 rocka says:
if u want to compare eve to wow think about it like this u have a lvl 70 character with full epic gear then someone comes and kills u. normally u would just have to repair the gear but if it was eve u would loose all your gear the guy taht killed u would loot 50% of it and then maby he would also be able to kill your soul and if u would forget to upgrade your soul :) ( hard to compare this part) u would maby loose 10 lvl´s
05/11/2007 at 17:09 VJ Metal says:
The thing about EvE that is both most appealing to some and repulsive to others is its utter brutality and lack of compassion for the weak. And by “weak” I don’t mean the new players. I mean the weak-minded players. You absolutely need a thick skin and nerves of steel to play this game well. It attracts a certain breed of MMO player. That’s why I feel at home in EvE like I never did in WoW.
05/11/2007 at 17:21 JohnDoe says:
Eve is on a completely seperate level from WoW. If you want go to smashy smashy with no thought, and a lot of immature youngsters, then WoW is for you. If you want a Game that you have to actually use your brain to get somewhere and a mature group to play with, then EVE is for you. If you have not tried EVE, give it a go. Yes, its overwhelming at first, but stick with it and see the beauty of it all.
05/11/2007 at 17:22 Sumo says:
lol@those who complain they’ll never see wow endgame (lvl70) … lol@those who want to play SOLO… it’s a MMO damnit, not baldurs gate.
i’ve raid and guild lead in wow for over 2 years. a guild that raiding 4 days a week 3-4hours each day has been in every single instance that exists so far and killed most of all the bosses (still progressing)
now i play eve for last 6 month. i have to say the mechanics are the best i’ve ever seen: manufacture, trade, skill… but while in wow you can perfectly fine lvl to 70 solo or in group, in eve you are DOOMED if you try to solo… not only will you get killed and lose your beloved ship, but it also gets insanely BORING. most of my gametime i have grinded the same missions over and over and over, to afford ships for pvp i lost in fights that didn’t even last 3 minutes. ofc i win fights too, but the reward is much less than what you lose when you get killed. most of the time i just log in to switch a skill, then log off again.
eve is like playing diablo2 in hardcore mode. and as the subscription proves (eve 250K active accounts, wow over 8M.) it’s not the favourite type.
yes, wow is a grind fest at the end of the day, but at least you grind in different locations with a nice background, different NPCs or whatever… eve is a grindfest with a total of 4 different background pictures, loads of stars in heaven and no backstory whatsoever (except the 2 lines of yadda yadda from the intro)
we should not really compare eve to wow… but i can clearly say that i have had fun much more fun playing wow than i had playing eve so far, and the only reason i keep playing eve is because once my character is good enough, i want to try 0.0 space and see if i finally get fun.
what good is a game with superb mechanics like eve, if it’s “poorly sold” to the new players.
05/11/2007 at 17:36 Max says:
Interesting article, but I think the author misses 2 important points.
1. Eve is a single server – I really like this above WoW. 30,000 people playing at a given time and you can always play with your friends. This is nice.
2. Limited alts. In Eve, you are your character. If you choose to be evil and steal from other players, you will get a reputation for that and people will shun and/or kill you. It really immerses you into the game.
Also, I think the author kind of glosses over the sandbox nature of Eve a little. Imagine this Evecraft games with players creating quests – ‘bring me 10 pieces of thick leather’ or whatever, there would be some great possibilities.
05/11/2007 at 17:37 Sumo says:
oh, wanted to add this:
- in eve even a noob counts in pvp, in wow not: WRONG. the lowest lvl rogue can sap the highest level . in wow spells are lvl difference limited, but not totally capped. a lowby affliction lock can course of exhaustion a lvl70. besides, in wow are many protected areas where pvp can NOT happen and newbs can play there savely. in eve, you can get screwed over even in high-sec areas (and u know why? coz veteran players get so bored of whatever they’re doing in 0.0 that they come over to other system to scrwe noobs)
- 40$ for a patch… LOL what? please learn difference between PATCHES and EXPANSIONS. and as some1 said: if blizzard can charge 40$ to 8M people, it’s because they have a good game… while CCP has to give free content if they dont want to lose the miserably small playerbase they have. and this comes from some1 who’s playing both games.
05/11/2007 at 18:11 Stumpy says:
Funny thing was a few days ago I was imagining myself what if there was a fantasy game like this. I would instantly subscribe!
I play eve myself and also played a few level based MMORPG’s and tbh I found level grinding sucked alot, it turned into a “lets see who can get the highest thaco(hehe I miss dnd 2nd edition :) / Ab and AC” which made you completely unhittable by new players.
Eve did it differently where skills came with time and you needed to grind money to afford to buy new items (more realistic imo) and new players could still hit and dmg the oldest of veterens.
I do of course miss playing my drunken dwarfen character :) so if I game was developed using eves skill system overlayed on a fantasy world where death meant complete item loss and we could fight over teratory and build our own outposts and colonies I would be there in a flash :)
05/11/2007 at 18:46 Kieron Gillen says:
You know, I find myself thinking how things change.
Pre-WoW, people would think that 250,000 subscribers was an incredible achievement – only Everquest had that 500K in the western world, and everyone was noting how rich THEY must be. Now, with the ceiling raised by WoW, people think that somehow the same figures of hundreds of thousands of people giving a monthly cheque are somehow… well, not important.
Just because Blizzard have redefined how much money you can make from an MMO doesn’t mean that somehow people who *aren’t* Blizzard aren’t making an impressive profit.
I digress.
KG
05/11/2007 at 18:47 meihdron says:
Sumo, i quite often pack my trusty vexor and roam low sec, u can do a hell of a lot of stuff solo in eve. Keep in mind, that with 6 months of playing eve, chances are very very high, u havent seen everything that you can do in this game.
And i would really like to see how in WoW youd take down a lvl70 char while beeing maybe lvl20 yourself, in eve, thats very possible. Got ship setups go a long way, and nothing cant be counterd and beaten.
The real beauty of eve is however, it does hurt you when you die. And thats a good thing. While in WoW you get your top tier armor set, fine, whats next ?
In eve you may get your top tier stuff, and its omfg expensive, but you risk it each time you undock, you die its gone. While in WoW you get punished by walking to your body from the next graveyard.
Danger makes a Game intresting, and more fun on the long therm, at least to most of the eve players.
Oh and pvp is a lot more fun when beeing able to loot your opponet *fg*
On a side not, i was 3 weeks old and moved with a great bunch of guys into 0.0, died countless times, but i learnd and saw more than empire huggers see in 2 years. And im today fighting big war in the south, which includes 10´s of thousends of players. You can form your own world in eve, and you personally can make the games story, u take part, you create it.
btw, i think anyone has complained about repetitive missions in eve… errr …. yeah, “go there, kill 50 and bring me their !” is a lot more creative and non repetative eh ?
06/11/2007 at 01:05 madd0g11 says:
Eve is great because its all about what you make of it. If you carebear around empire grinding for cash for some ships to run missions and sit around mining all day, yeah its going to be boring. If you get into a good corp, jump into 0.0 and get in on the action right away you have a completely different experience. With a good group of players to help you when you start its such a different game. Far more hardcore than anything else since when shit happens, your fucked, you need new ships, more gear, you learn quick what to do and not to do when you throw yourself in the fire. Plus its the kind of game where a 2 day old character can have a positive role in the game providing assistance to 2 year old characters tacking or scouting, doing their part till they can fly around in a battleship and fuck things up.
Once you get past the curve if your with a good crew its a great time, even the boring parts and the grind can be fun with a good group on your side.
06/11/2007 at 02:37 Harle says:
As a person who isn’t really that interested in MMOs, EVE was one MMO that I played and enjoyed and had a lot of respect for. I only played for a couple of months, and then I stopped for the same reason I stop playing any game; a lack of a desire to play the same kind of gameplay repeatedly for months.
But in that time I did learn a fair bit about EVE, and about why it appealed to me when other MMOs failed to.
EVE is more of a shared sandbox game than anything. It provides the players with a world and allows them to essentially do whatever they like with that world, with few exceptions. While virtually all MMOs play like single player RPGs where the NPCs are mostly played by humans, and the story is unchangeable and the world is unchangeable, EVE allows people to change the face of the EVE world.
The economy, the world, it all revolves around the players. The vast majority of your enemies and your allies are, in fact, people. And even aside from the lack of leveling which you mentioned, this is where online games need to go.
In a standard MMO, you are largely playing a single player RPG; you are out there doing set quests, killing set NPCs, reading the same set stories over and over again. When you introduce another player with the ability to kill you, or help you, they become kind of an artificially necessary element of the game. It doesn’t feel like it fits in. But with EVE, the importance of the players around you makes conflict and mutual reliance with them a far more appreciable feature.
EVE elevates the importance of your fellow players, by making them both more threatening and more valuable as allies. EVE as a concept doesn’t even exist without that factor, and that’s why other games need to think about emulating some of what EVE has done.
Remove arbitrary levels. Add real, tangible risk: as in the loss of valuable resources(this really eliminates the ‘griefer’ problem of MMOs rather effectively), and forces people to play more intelligently. And give people a good reason to band together that doesn’t just amount to a people having someone to talk to and ask for help with quests. Give people the opportunity to work together toward goals that a single individual could never achieve within the game, and you will create an environment of players who are largely serious, mature, and involved in the world.
06/11/2007 at 02:45 Harle says:
And yes, the skill system is vital. In EVE, once you become great with, say, Frigates, then you will always be great with frigates. You reach a plateau with that particular skillset, and with a few exceptions, you could be able to fly a Titan into combat and still not really be better with Frigates than someone who just finished their last relevant Frigate skill.
In essence, you are both equal Frigate pilots; one of you just also happens to have more advanced, unrelated skillsets.
And because EVE is set up so that Frigates on their own are always a viable ship to fly(they have uses that larger ships are not as useful for), a really great Frigate pilot is still valuable to a fleet, even if someone else in the fleet is flying a battleship. And that’s important, because it gives all players a valuable position within a group, regardless of how long they’ve been playing.
06/11/2007 at 04:08 ChulhuDestroyer says:
EvE is what you make it. WOW makes you play a specific path every time.
The differences in both games are so extensive and basic that it is really a bad idea to try and compare the two, and god forbid someone try to combine them. I’ll take my hardcore EvE 100% hardcore thank you.
The great thing about EvE is that a 1 day old player can have a decisive influence on the battlefield against a three-year-old player, due to the way that EvE skill training works. Yes, the three-year-old player will fly a faster, stronger, more damaging ship – but a handful of 1 day old players can easily take down the older player if they know what they are doing.
In WOW, a level 10 player can literally NOT DAMAGE a level 60 or 70 player. To get to level 70 and join the “endgame” requires hundreds of hours of mindless grinding, and longer if you like to play solo. Even after you hit level cap and run around killing other people, there is no tangible risk or benefit. If you die, you lose nothing, if you kill your enemy you gain nothing.
In EvE, if you blow up a big expensive ship flown by an older player, you are permanently destroying that ship and some of the equipment put on that ship – and you can then loot the remains for anything that survived and sell it or use it. Conversely, if you get blown up your ship and all equipment on it is GONE (unless you have friends to chase away the other player before he loots your flaming wreckage).
I tried WOW and hated the linear, repetitive, unrewarding grind. After playing EvE for one week, I got blown up by an older player who declared war on my small corporation and ripped us apart. Seeking revenge, I enrolled in a PVP Class run by the great crew at (www.agony-unleashed.com) and had more fun and a stronger adrenaline rush than I have ever experienced in any game I have played. It’s been pretty close to two years since I started playing, and I still learn some new tactic or detail about the game nearly every day.
EvE has ruined any other level-based grindfest MMO for me, I cannot play them anymore when I know I can’t gain or lose anything, cause any lasting effect in the game world, or just run around causing havoc because it’s fun.
I hope that future game development will lean toward the incredibly rich and rewarding “sandbox” approach that EvE has mostly pioneered.
EvE = hardcore, player defined gaming experience
WOW = more casual, NPC defined player experience
to each his own
06/11/2007 at 05:47 pie-rat says:
Sumo said, “but while in wow you can perfectly fine lvl to 70 solo or in group, in eve you are DOOMED if you try to solo…”
Oh, really? I’ve been DOOMED this whole time in my Vaga and didn’t even know it! And the Rapier. DOOMED, I say. Nobody told me. I thought I was doing rather well, too!
And then he said, “most of my gametime i have grinded the same missions over and over and over, to afford ships for pvp i lost in fights that didn’t even last 3 minutes.”
You know how in WoW, you don’t sit around grinding the same NPCs over and over for tiny bits of experience, but you go do the quests and get much better experience and, thus, faster levels? Grinding the same missions over and over in Eve is like grinding those same NPCs over and over. Sure, you’ll eventually get where you’re going, but it’s slow and boring and a common newbie mistake. I’d tell you how you should be going, but… competition sucks.
06/11/2007 at 11:00 Chaosgabe says:
I just wanted to say a few words about PlanetSide, because someone claimed that it aint “flat”.
If PS aint flat nothing is. In this game you can kill a 4 year veteran with a char that has just been rolled. Someone stated that older players do twice the damage and tank two times better: That is plain wrong. The 4 year vet will have exactly the same amount of armor on his heavy suit as the new guy, and he will do exactly the same amount of damage with the assault rifle.
So everything is down to your FPS skills.
Granted, as a vet i can summon a phat orbital laser, but that is every 3h. And it doesnt help me in pvp, its only usefull for the rvr aspect. And also granted, as a vet i can choose from a wider variety of weapons to be more flexible, but thats something everyone can achieve in a short time.
As for World of Evecraft: I dont think something like that would work. The completly different aproches of those games wouldnt fit together very well. It has been said many times and it shows where you really cant combine these 2 games: EvE is what you make it. WOW makes you play a specific path every time.
An aspect that might be interesting for future mmos though might be the “One Server(cluster)” concept of eve, as it makes the world much more authentic.
Just my 2c.
06/11/2007 at 18:33 Naurhir says:
I rather like the idea.
I am a veteran of the mmo genre, from ultima online and meridian days till now, I have played almost all the mmorpgs that have come out. If I had to associate myself with just one of them i’m an everquest nerd.
I did the wow thing, beta and release up to farming Ragnaros a bit. I am an elitist powergamer type, to give you an idea i was the Tauren Shaman with maxed engineering that used grenades and all sorts of toys and broken abilities at the time to curb-stomp multiple people at the same time.
I quit WoW because I was in full molten core / onyxia gear (best available at the time) and the no-loss pvp was really getting to me. I would find 3-5 people 55+ and fight them, by the time I was done killing the 5th person, the first would already be respawned and I would essentially be bindrushed to death.
In comes EVE. I hate sci fi and space and all that jazz. The game felt boring, and the old tutorial system was horrendous when I started playing (fall 2005). I stuck with it because I had a roommate who played at the time, and it looked like a lot of fun when you got into it. Now, I have 4 accounts and do just about every kind of gameplay it has to offer, from 0.0 politics and pvp to mining, killing npcs, and playing the trade and stock markets.
While EVE is all about the community, and it is a huge sandbox where almost everything is player driven, I still find it a bit hard to relate to random people I meet. In games like EQ or DAOC it was easy to just walk up to someone and practically befriend them. The environment of EVE just feels too cold and sterile. Maybe it is because I am a D&D nerd and love my elves and dwarves, and this isn’t a problem for sci fi fans. Still, I forced some friends to stick out the first month or two of training learning to up their attributes, and they all love the game as well.
I would never go back to WoW, but I would still lower my eve down to one account if something else came out that was worth playing.
06/11/2007 at 19:20 Anonymous says:
In WoW getting to 70 can’t really be called a mindless grindfest as some of the EVE preferring players seem to think. The incredible amount of quests in WoW can get you to 70 in a month, or three months if you’re completely new to MMORPGs. At the same time the quests tell a story and take you around one of the most impressive worlds I’ve seen online.
Now I wouldn’t agree with the WoW begins at 70 bullshit because what really starts then is the grind. You can choose to grind battlegrounds, arena, money, reputation or just the high end pve. But in the end it all aims for getting the best gear possible. So apart for a couple of nice moments capturing the enemy flag in WSG or killing Kael’thas the first time, there’s really nothing much than grinding after you’ve dinged 70. Now some might argue that PvP isn’t grinding but after almost totally dominating WSG with random guildmates over 2 years ago the PvP experience in WoW got dull and repeating. All the other battlegrounds have not convinced me, AV being a PvE battle, AB being a total rape with randoms vs team or often a boring and long survival battle, EOS I don’t even want to talk about. Besides, what else is getting reputation, the old honor ranks, or the new honor and arena points besides grind?
Following my friends recommendations I started the EVE trial period last week and I’ve get to know the game and the direction it has taken. There are many good things that EVE does well (including the economics and the space control) but I’m really not quite convinced by the real time based skill system. After 15 months of active hardcore WoW’ing and 18 months of on and off playing I got really used to the idea that time invested in gaming will equal character progression. In EVE this is only true money and knowledge wise, but not “level” or should I say skill wise.
In WoW you can begin at lvl 1, and be at the same level as high end players in just a month. Of course you won’t have the top notch gear that the raiding people or top arena teams have amassed but Blizzard has made acquiring epic items very easy in TBC and with a month of active PvP’ing you could have very good gear. That’s just two months to get decent gear and not be that far from people who have played the game for three years.
The time based skill system in EVE I see as a way to let people experience other gameplay styles without the need to create alts, just start training a few different skills. This has obvious benefits to having to spend another month or so leveling your alt to 70 and realizing you need to gear another character but it comes at the cost of the existance of top players which can buy any ship and hop onto it, knowing how to use the specific guns, or just getting that capital ship going and changing the outcome of the battle.
The leveling from 1 to 70 in WoW serves as an excellent tutorial to the game world, skills and even professions (which are badly implemented tho). It also let’s the player know what he is doing and what is happening in the world (even if this really doesn’t happen). Unfortunately EVE seems to be too noob unfriendly (not saying this is a particularly bad thing) for the developers to include a similar system to EVE. Gaining the starting skillpoints in a week of very different quests wouldn’t hurt the game at all. The quests could range anywhere from mining, production and ratting missions to PvP.
As it stands now, I’m not sure if I’m going to continue EVE after my trial ends, or if I’m going to renew my WoW account at some point. WoW has all the friends I’ve made over the 2,5 years and a familiar world of constant grind, which I once enjoyed. EVE on the other hand has chosen to rely more on PvP and player relations, but doesn’t have the magnificent world to enjoy (all that space is dull, walking around stations will definitely be an improvement). Perhaps Darkfall will turn out to be more than just vaporware so I don’t have to choose between WoW and EVE.
08/11/2007 at 01:32 Superbeast says:
There is an element here that has been overlooked, I think; community. It is one of the main reasons I didn’t manage six months in WoW, but have just racked up my second year in EVE.
In WoW, a level 70 player is almost useless to a level 1 player, and vice versa. The +/- 5 level xp block means that WoW players are funnelled by necessity into grouping with players only of similar XP levels.
If a lvl 10 and lvl 70 player were able to group together to do instances and kill NPC’s (for argument’s sake, VS. level 45 NPC’s), the level 70 player gains virtually nothing, whilst the level 10 player would be impotent.
WoW instils a mild form of elitism in it’s playerbase because of this.
In EVE, this is not the case.
As an example, my corp is actively recruiting ‘newbs’.
A 3 week old player can gang up with a 2-year veteran, head out and run level 4 missions.
The vet can handle aggro and dish out the majority of the punishment, as you would expect. But the newb can still assist in this, as well as providing a faster ship to hunt down distant foes and loot.
The benefits of this are two-fold; the team can get through missions and loot them fully far faster than the vet could do on his own, so more money is earnt.
Secondly, the newb makes more money in a few hours than he could have managed solo in a month with the same type of activity.
This pays off – the newb ‘advances’ far faster, and it creates inter-player relationships.
As for the vet v newb pvp aspect; one of my friends, many moons ago, had been playing for 4 months when we got wardecced by a ‘griefer’ corp of 8 players, all over two years old. In one encounter, he took on two of them in his brand new battleship that he had acquired the skills for only the previous week.. His opponents were flying a battleship and an electronic warfare cruiser. (In general MMO terms, a warrior/tank and a rogue/de-buff combo).
Both opponents were ‘tech 2′ fitted versus his tech 1 fit.
So they had sextuple his skill points EACH, greater numbers, and better equipment.
5 minutes later, the opposition limped off. The fact they weren’t destroyed was simply down to his lack of experience at the time.
This is a story that repeats itself across EVE regularly.
More SP =/= better player.
True, being an older character usually weights things in your favour; but luck, forward thinking and tactics from a younger player can ruin your day at any time.
I’m not saying this means WoW is worse or that EVE is better.
But to me, it’s what makes EVE shine. It’s got greater depth and almost limitless possibilities when compared to the vast majority of other MMOs.
08/11/2007 at 08:20 malkav11 says:
WoW does make it unfortunately difficult to stick with your friends, especially if you don’t start all as a group on the same server at the same time. But it seems to me that City of Heroes has a better answer to that problem than EVE’s divorcement of progress from gameplay in their sidekicking system. It’s not that WoW could coopt that mechanism given their current game design, but I think it’s something future competition should definitely keep in mind.
I really have a hard time seeing a decent PvE WoW/EVE fusion given how intrinsic open PvP is to EVE’s world setup, and I have absolutely zero interest in PvP (which is why I quit EVE), so that’s one reason I wouldn’t want such a thing. Another is that while I definitely prefer to group in MMOs, I don’t want to have to have an extensive social support network (such as a guild or, in EVE terminology, corporation) to enjoy the game because chances are I won’t. That’s why EVE’s players-make-the-fun philosophy doesn’t work for me. I prefer to rely on developers who get paid lots of money to do that professionally. If I do happen to be able to bring friends along, they’ll still enhance the experience. Always do.
As an aside, I’m more than a little puzzled by the assertion that the potential for real loss of game possessions eliminates griefers. If anything I’ve found that it acts like a powerful lure.
09/11/2007 at 09:11 Ant says:
Your logic is broken. Saying that there is tough monsters and less tough monsters is exactly like putting a “level” on them, may be less levels (low medium high) but still a level.
Same thing goes for the abilities.
09/11/2007 at 15:50 R0ot says:
I started eve a little over a year ago, I did the tutorial and started doing the missions, for 6 hours I bought skillbooks and left them in my hanger, not realising you were ment to “right click” and train them >_> . I did discover later what to do thankfully and i’m still in game now with 4 accounts.
Best Advice I can give to anyone thinking of starting eve is start with a friend or a group of friends, that way you’ll discover alot of things you wouldn’t have discovered on your own. I was lucky to bring a few clan mates from bf2 with me =)
10/11/2007 at 00:30 pikatos says:
Nice article … it’s like you are describing … Monster Hunter (the capcom game) …
11/11/2007 at 23:07 Kassie says:
@Trooper6
Just a quick fyi on Eve Online, they’ve brought out clients for the Mac and Linux os.
12/11/2007 at 16:22 AW_MOE says:
Thanks for the very interesting read; I too have played both WoW and Eve; I enjoyed each one in a different way but I ended up getting tired of both.
There’s an MMO being developed right now which might fill in some of the gaps that have been discussed here but which also adds another layer to the MMO formula which is the removal of the Auto-Attack button.
The game is called Jumpgate: Evolution and its a space combat MMO. The game is a re-write of the original Jumpgate MMO (http://en.wikipedia.org/wiki/Jumpgate:_The_Reconstruction_Initiative) that was released around the same time as Eve-Online and contains a lot of the features that made Eve succesful but it has a twist, you fly your ship with a joystick.
The skills you learn in the game improve your ship, weapons, armor, etc but the actual combat is decided by the skills of the player.
A system like this can easily kill the gap between noob and veteran that has been discussed so much.
14/11/2007 at 20:46 Maxel Rackrose says:
Great idea.
The difference between Eve & WoW, and why WoW has more customers?
WoW caters to the lowest common denominator, which is to say, the younger player.
Eve does not. It is far more complicated and in-depth than WoW and therefore takes a lot longer to ‘get’, you have to think more.
People who play Eve like that fact. I suspect Wow players also like that fact. Oopps did I give away which I play ;)
Is Fantasy more popular than Sci/Fi? Probably, but I suspect, debatable.
The main reason that WoW is more popular than Eve is that you don’t have to think.
You can just log in, run around and kill s**t.
You can, indeed, do this in Eve, but not in the same ‘instant’ way.
The main problem with Eve is once you become immersed in it it is difficult to do anything else, even if it lets you back to RL whilst you ‘skill up’. There is so much depth to what is going on in Eve that if you are only a ‘bit player’ you instantly miss out on much that transpires. This is also one of the biggest hooks as far as Eve gos.
Skilling in Eve is far more exciting than WoW. Ok you have the ‘Ding’ factor in WoW but when you read through all the skills in Eve, of which there are many, (and believe me, once you ‘get’ Eve you will want to read through all of them) you will find that pretty much all of the skills will appear essential for your characters development. Can you have them all, maybe but you really have to specialise to get anywhere. Once you have the skills you want/need suddenly a load more are produced as new ships and mods apear on the market.
In WoW if you are not playing you are not leveling. If you are unable to play due to RL intervention then it has to go on the back burner as it were. With Eve, if you are unable to play you can still be skilling and this is the single biggest hook.
Admittedly a lot of Eve players do take the game far to seriously but i suspect that is because they like to play games that way.
At the end of the day both Eve and Wow have been sitting at the top of their genre’s for quite some time now and need some competition out there to rival/out do them so that the games will evolve to, cater to and please us, the public.
15/11/2007 at 01:42 Anthony Damiani says:
The absence of a level system is a detriment, not an asset. I couldn’t play Eve, because my primary play experience was logging in to punch a clock and selecting the next skill to pursue. Even when I was playing actively, my experience was largely idleing for long periods while my ship flew somewhere. The monetary, pvp-focus (and relatively strict death penatly) made me feel always vulnerable to loss.
As to staying with friends of different levels of progression, I think a much more profitable model to follow would be City of Heroes, with its Sidekick systems– the real trick is figuring out how to apply that to a setting which has a more gear-intensive component to player capabilities.
There is real brilliance in Eve, in the player generated economy and the sheer openness of the world– but it’s a poor model to base the next generation of MMOs on.
21/11/2007 at 06:55 John says:
so basically what you want is “monster hunter” MMO because that would be awsome as cake if they did that without all the loading screens and small areas.
01/12/2007 at 06:00 7thSign says:
Eve has the most brilliant models yet seen in an MMO. To reach the end game content doesnt require you to play 25+ hours a week. And while the Eve model has some definite drawbacks and failures (like initially spending a week training learning skills, lack of a ‘twitch’ control mode, extreme complexity) the model itself has too much potential to ignore. It’s a real (and working) player economy with political entities, a reality based system controlled by the players with a few grounding exceptions and set in a sci-fi universe. And while the real lack of popularity might be just as much due to the setting as the initial difficulty of getting the game moving, I think that Eve is the a very large first step in the evolution of MMO. The Eve model is the future for MMO’s.
What is the life cycle of an MMO? Already WoW is experiencing symptoms of what many of us experienced MMORPGrs recognize as the beginning of the decline phase of an MMO. Ultima Online, Everquest, Dark Age of Camelot, and others have been examples of the traditional lifecycle of an MMO. A big, highly advertised and anticipated release, then growth as the bugs are worked out and players rush towards the finish line. Then there is a period of stability as the game grows and the community develops. After some time though all the artificial level barriers are overcome and the majority of the player base is involved to some extent or another in the ‘end game’ content. At this point an expansion is released giving the players ( and thus the game’s lifespan) a little more mousewheel to run in. Inevitably the process is repeated multiple times until even back to back expansion releases cannot keep the community interested and servers are combined, clustered and eventually closed. WoW released in late 2004 and released its first expansion in early 2007, seven months later they are announcing another planned expansion and servers are experiencing population loss. It would appear to be the beginning of a decline.
While Eve has not rushed to millions of players it is continually growing and will probably outlast any traditional MMO. The Eve game model has inspired a highly dedicated community. But among other things I think it is worthy to note that CCP seems to have extended it’s own lifespan by implementing a system of advancement that not only allows both newer and older players to collaborate but also serves to keep player progression from outpacing the developers and their plans for the game. Less of a population explosion, but potentially longer game life and stability.
Probably the most important thing CCP did with Eve, is designing a successful advancement system that allows players to keep the pace without requiring those players to dedicate all their time to playing a game.
02/12/2007 at 20:34 Wautd says:
“Money would be the main driving force in the game, not XP.”
Nothing wrong with that, but then you also need a money sink (destructable property). If not, inflation will go trough the roof
17/12/2007 at 17:05 DM says:
Doesn’t get any easier that this. Time invested is all it takes
19/12/2007 at 23:28 d0k0nite says:
I think many of you who don’t like WoW, don’t like RPGS either. What is a MMORPG?
Think back to the old-school Japanese RPGS. I’ll take the Dragon Quest series as an example. It had a simple storyline, but a TON of the progression is completely around grinding. And grinding. And more grinding. If you were level 1, you had no stone’s throw in hell of beating a level 5 monster, and quite frankly you’d have to venture out way further than you should have – with many warnings abound which tell you NOT to unless you were strong enough. If you died you knew exactly why. Because you’re not strong enough.
The Dragon quest games required an insane amount of grinding to get anywhere near where you needed to be in order to progress. WoW’s grinding is paltry by comparison. That’s why many of us old-school RPG’ers don’t mind the grinding at all. Because as mind numbing as it is, we’ve been through far, far worse in the old days. Then after all that grinding, you grew strong enough to a dungeon, and finally strong enough to kill the boss. It was immensely enjoyable, so much so for many Japanese gamers that these types of games were a sure sell in Japan, every time. The Japanese “get” it. As for many of you? I’m not so sure.
I get the sense from many of you that you hate the grind. The grind is what you don’t like. But that makes me question whether you even enjoy the “RPG” aspect of it, never mind the MMO aspect. One of the joys of an RPG is witnessing your character grow stronger, little by little, in extremely incremental amounts, until one day you step back and see what a huge difference 3 levels truly made.
Maybe the traditional RPG just isn’t for you, never mind MMORPG.
01/01/2008 at 08:57 LanMandragon says:
As some of the above posters have stated, http://www.darkfallonline.com is pretty much exactly what you have described.
It could be a beautiful thing.
10/02/2008 at 02:08 Grendel says:
EVE’s somewhat challenging entry requirements are what makes it such a great game.
MMOs are social games. Warcraft, being accessible to all, is full of idiots. Sorting the wheat from the chaff is a nightmare.
Remove the IQ barrier to entry and EVE would lose a lot of it’s charm.
26/02/2008 at 02:28 kalaway says:
“Eve doesn’t manage very much of that. Yes, it’s a player-driven universe, but you know, truth be told, the average player is bloody boring. They just don’t do that many epic things.”
Great Northern War?
GHSC Heist?
http://vids.myspace.com/index.cfm?fuseaction=vids.individual&VideoID=9026939
^ address links to a changeable video of eve’s political map, that has changed throughout the years – ownership of region is *entirely* player driven through war and diplomacy.
And yes, in terms of individual events or roleplay stories there’s probably few and far between that could be called epic. But I think it’s more about the whole – and having something so player controlled, is, I think, more epic than kill this, collect this, deliver this… (which eve also does in it’s ‘missions’, eves answer to quests, which I think is a mistake – eve does not deliver on the pve)
I’d agree with what people have said – conceptually your world of evecraft is similar to ye olde UO…in the non linear approach and customisable skill system rather than levels (though these skills were accumulated by using them, rather than passively, so there is still the ‘grind’ aspect)
The odd thing is, world of evecraft is what I had initially expected from world of warcraft, (though *my* world of evecraft rather than yours – I had different aspect in mind I think, though definately the ‘flat’ openess) and what got me excited about it…well sort of. I was concerned in my first WoW pvp encounter that my stuff would be stolen from my corpse if I died, after being reassured it wouldn’t my first thought was “oh good.” followed by “oh, whats the point then?”
The idea of actually owning territory, physically, with many wars and skirmishes between the horde and alliance over these territories appealed to me – the splitting of the areas to ‘contested’ on the pvp server seemed to suggest this. But it never developed; there is no ‘effect’ the player can have on the gameworld.
I think that’s ultimately what I’d like to see – a fantasy game which has a wide scope, is player driven, and players can have an effect on the devopment of the world (and the other players they interact with, in terms of pvp) – a call for ‘realness’ I suppose, or at least depth. That’s the combination of eve and WoW that I’d like to see.
Other than that, what eve brings to the table (and some smaller niche MMOS) is innovation – the willingness to explore, and sometimes fail, but to explore different formulas and come up with something different to break the mould. I’d like to see that in future games rather than WoW being repeated consistantly under different themes, simply because it’s a successful business model.
30/04/2008 at 13:46 Blankchild says:
On a side note, the 14 day trial isn’t really a good way to get introduced into Eve simply because the game is tremendously deep, and often times overwhelming to a new player.
This was certainly the case for me, but all things said, I’m very happy I stuck it through with EvE Online.
07/08/2008 at 02:28 Chap says:
The reason so many people can’t get into Eve is the learning curve. The tutorial was beefed up some time ago but you need a brain to really figure it out. I had a buddy that couldn’t get into it 3 times. Finally I sat him down and explained things to him, trained him the basics and then answered questions he had along the way. He is now at around 3mil SP and is heavy into PvP. So much so that he is on just about every kill we have in gangs. Not to mention, by explaining that Eve is so vast and he can do anything, he has a second account that he started training to do industrial and trade with to support his PvP habit. He told me the other day he had canceled all his accounts with other MMO’s he tried and wished he would have just started with Eve. So the lesson here is, join up with a good corp such as Eve University and learn the ropes. They have lots of instructors for anything you want to do in game.
09/08/2008 at 14:27 Paul says:
The real problem is RPGs are hampered by arbitrary systems like skills with percentages or levels with numbers. The only reason statistics exist in RPGs is because for so many of the abilities they wish to represent no satisfactory control system currently exists in computer gaming – take melee combat for an example. No game has even come close to representing what an actual close-quarters ruckus is like, to do that the player would need absolute freedom of movement and control over their entire avatars body – then it would be about mental ability and skill through ‘real’ experience of previous in-game (or even real world) fights on how to attack someone so they leave themselves open for a follow up attack. Furthermore the physics of a game would need to be immense, it would need to be able to calculate the physics behind what makes a sword or an axe effective in terms of its mass, the shape of its offensive edge, the physical force put behind it and the properties of the material it comes into contact with (ie: how they react to those combined properties of the weapon and attack type). An in-game character would then be better than another in-game character because one player is actually more skilled than the other and their equipment might be of better quality or design, or better suited to the way they play. This would absolutely work. How do I know this? Well we already have such an approach to other in-game systems that are more plausible with current computer technology; it is present in first person shooters. People are quite happy with people being better than others in online FPS because they play more or have a better understanding of tactics, or are so well versed with a particular set of equipment through using it repeatedly.
RPG means Role-Playing-Game and it means it regardless of the game mechanics. If you can take on a certain role and be immersed then it has succeeded. Lets stop thinking of it as meaning ‘Statistic-Based-Game’, (unless we want to start calling them SBG instead) and perhaps think of better ways for people to take on those roles through better control systems that allow them to have skill as players rather than skill by numbers. That would kill the level grind, remove a stat-based level divide and allow better open-ended gameplay by taking what EvE does to the nth degree.
The reason I stopped playing MMOs is that combat in them is generally boring and other systems within the game were made secondary so they are less than satisfactory. If combat is boring then I need a damn good reason to do it, like player-driven politics and resource competition rather than to get a level up. Outside EvE there are no MMOs which allow the same scope for player-driven elements as motivation for competition.
15/09/2008 at 12:14 myname says:
I wholeheartdely agree that the arbitrarity of current MMO’s needs to be eliminated. I like teh EVE skill-system, and just left wow and LOTO because of the skill grinding: “no lvl 35 potion for you lousy lvl 34 gnome!”
26/11/2008 at 14:38 Busby SEO Test says:
I also agree that the arbitrarity of current MMO’s needs to be eliminated
23/05/2009 at 12:16 David says:
I think this is a great idea for an MMO and I would like to add a few thoughts.
If gold or in game money is going to be the only grind why not make an in game option to sell gold legal? That way the gold sellers would have a lot of competition from players so it wouldn’t be as lucrative for them. They could do it in an auction house/currency exchange where players could sell other players gold or items for real money or even game time. This would give players a safe and reliable way to make these transactions and reduce spamming.
Another option I would like to see in this game is passive experience and active experience. Passive experience would be skill training and active experience would be time spent. They could affect different things to even out extremes. In other words you might have a character with a lot of passive experience in sword fighting. This would give him access to different and better techniques and abilities with swords. On the other hand you would have a player that is constantly in game fighting pvp or pve this would give him battle experience that improves his survivability and offensive capabilities in a much more general way like making him able to attack faster and do more/take less damage than someone with the same skills and gear but less experience using them in actual combat. This would also allow players to feel progression weather they are online or off. This could be added to crafting skills too. You could have the passive skill weaponsmithing. Trianing this would give you the option of making different and better types of weapons. Then as you make more and more weapons their quality goes up.
One of the most important aspects of eve that they should add to an MMO is the enourmouse amounts of gear options and having those options come with bonuses and drawbacks. They also need to learn from eve how to make top end gear nice to have without making the lower end stuff useless.
They need an in depth crafting and market system that makes a difference in the world. I think this is an area that eve has done better than anyone else. It allows people who like to play different noncombat roles just as important as people who excell in combat.
Even though I don’t really like WoW it has a better interface and it’s world is more alive than Eve’s. Eve does look like a screen saver a lot of the time. If I could remake Eve I would have made the interface look like a cockpit with all the little crosses, squares and numbers in a smaller heads up display type thing with the ships targets shown on the viewscreen so that you could watch the ships take damage and play with different camera settings. I would have added a ships communications interface where npc/pc quests would come up in space and you could set quests for the system you were in without having to constantly redock and travel to different systems unless you wanted to. A WSAD or arrow plus mouse control option for manuvering your ship would have made EVE much more fun. An open nonmission deadspace for ratting, pirating, mining and exploring in would have been more fun especially for high sec areas. An outside alien threat that forces all Empires to work together to fend off would also make Eve more fun.
I think most MMOs are flawed in very serious ways especially WoW, but the one good thing about WoW is that it shows that MMOs are capable of making huge sums of money and that means that they will be making bigger and better ones for a long time.
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