14 years since Everquest and ten years since the release of WoW, game designers know a lot more about how to keep people playing and coming back. What follows is a comprehensive discussion of the four major ingredients and how they relate to EVE-Online.
Social Encouragement in a Group of Like-minded Folk
Only interaction with real people can breathe life into a virtual reality. The clan, guild or corp exerts a sense of community, a friendly supportive environment, as well as social pressure but most importantly common goals and ambitions, these goals are often in accord with what designers have in mind.
To put it bluntly, the tool of social isolation among the like minded, is widely used. Anywhere from religious camps to company retreats in serves not to just improve cooperation but to generate a mutual goal that people work towards. Like all tools it can be used to either create something productive, or prepare people for the humiliating experience of missionary work or chain people to their PC desk for 12 hour long stretches at a time.
Progression of Varying Tedium
A virulent pandemic, the progression of points and unlocks, has spread among games. It is the ultimate hook that keeps people coming back and almost needs no explanation. Less well known is the fact that progression not only ought to be well paced, but also has to swing up and down within an amplitude of comfortable tedium: down and up from frustration to a strong feeling of empowerment. As such, frustration is an important part of the game and both required and intended. It is by no means an oversight.
EVE-Online progression is of course the most gruesome, bloody and rusty meat hook imaginable, it would take a player 22 years on average to unlock all available bonuses, (18 years at an unrealistic maximal pace). Even though these points accumulate over time that a player spends subscribed, he is also required to plan and set skills every day or two.
As such EVE-Online demands commitment both to the progression system and to ingame friends. For the first seven Years EVE players had to set their alarm clock, to change their “training” skill in game, or they'd lose out on progress, this was removed and a “gracious” 24 hour queue was implemented, but the progression was slightly slowed down and Tech 3 skills were introduced, that take several days time to train and can now be lost.
Randomized Rewards
This is a very old and well understood form of entertainment known from gambling and also reproducible in animal experiments: Essentially, randomly timed reward elicits compulsive behavior in rats or primates.
EVE, like other MMOs has those kind of dungeons and the kind of loot, which creates the same form of “loot-lust” compulsion like any other RPG, but the main randomness of reward, ultimately comes from PvP!
Because there is no matchmaking or arena combat, the encounters are somewhat random, you either trip over and subsequently thwart a flock of newbies or you fall for a lure, soon being “hot-dropped” by a fleet of capital ships. Sometimes out of the blue you are blown up by a suicide attack as soon as you undock your ship...
EVE players hold PvP as the ultimate goal, the gift that keeps on giving, their “fun” and raison d'être, yet they are oblivious to the fact that it is ultimately the same kind of randomness that sports betting provides. Despite the ridiculously complicated strategy and the deviously, paranoid meta game it often comes down to chance.
PvP in EVE is not a sport, it's a way to randomize triumph and defeat. In EVE combat is also a strong emotionally devastating destruction of the time, money and effort that players put into EVE, or a short satisfying schadenfreude, which then is carried over to forums, kill-boards and gloat-blogs.
Obsession
Since the latency of electrical signal doesn't truly allow a timing, dexterity based game, EVE gameplay is both strategic and openly mathematical. It boils down to problems of optimization, compromise and choice. Without digressing into stereotyping and name-calling. There is one particular attribute to mathematics that lends itself exceptionally well to the addictive nature of MMOs.In the words of Marcus du Sautoy a mathematician and a prominent British popularizer of science, “Maths is an obsessive subject.”
Like a mystery that doesn't let you go, a puzzle that with every solved piece creates more questions, the strategies of EVE can keep people engaged even without actually playing the game. The guides, fully fledged software and politics that comes out of these calculations is very impressive, but the point I'm trying to make is that it is simply impossible to play EVE casually, particularly if you have an imaginative mind.
To all the truckers and their mighty champion Icewind Dave, too. I say: “Steer clear of MMOs.”
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