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EVE Online pages

Hello :)

What you're seeing here is the beginning and evolution of a new RTSC games section. These things usually grow and shrink organically, depending on how things play out.


 

EVE-Online is a massive multiplayer online (or MMO) game developed and published by Icelandic developer Crowd Control Productions, (or CCP). In a nutshell: Internet Spaceships. If you're familiar with ye olde 8-bit titles of personal computer gaming, then you'll instantly recognise that old spaceship sim called Elite, reconstituted for the new century as a vast MMO. Like Elite, your character in EVE is secondary to the ships you fly and equip. Character progression is all but non-existent, compared to your capacity to earn an income, access resources and produce your own hardware.

New Eden is a cold, hard universe where the playerbase is pitted against itself. EVE's basic premise is of a bold push by humanity into a a future ruled by space borne corporations and alliances. Everything from benign industry through to ruthless piracy and corporate espionage is perfectly acceptable within the game mechanics. Its dystopian in the sense EVE models a form of hyper-capitalism, with little or no room for compassion or ethics. The central feature of EVE is that most of its space is up for grabs for players, and most of the interest and action takes place between player corporations and alliances vying for control of territory and thus power. And in achieving those objects, anything goes. EVE feels more like a long term social experiment than a roleplaying game sometimes. This is not a world based on the ideals of a Star Trek; this is a world based on the dystopian universe of a Blake's 7.

For a lot of old timer gamers like myself, EVE represents a sort of ultimate game. EVE has in concrete terms what most games usually only hint at or suggest.

There are no aliens in EVE, only humans factions. There's no racial profiling (i.e. no dwarves, elves, hobbits, etc. with unique abilities). Any player can learn any skill and fly any ship, once they've skilled up for it. The market that characterised Elite so much is now a genuine, player driven economy where most of the thousands of different items on the market have been built by players one way or another, from simple ammunition through to vast space vessels called Titans. Most of the time you're staring at your own ship in space or the interior of a hangar, buried under spreadsheets and menus.

World of WarCraft (or WoW) became emblematic of what the general public considered to be an "MMO". Before it was published, there was a lot of uncertainty about the medium: MMO's seemed to be the exclusive domain of hardcore internet nerds, and the problems of trying to fill these vast virtual worlds with enough material to keep the players entertained was burning out art directors, writers and developers alike. When it took years to develop a roleplaying game that might last 40 hours of solo gameplay, trying to fill something that gangs of players were occupying for months at a time (and paying a monthly fee for) was a titanic jump. These games either degenerated into nasty player versus player (or PvP) zones where older (in game time terms) players preyed merciless on "newbs" who had no hope of retaliation - or nothing more than themed chat channels as people ran out of things to do, got bored, and only stayed on because they're friends were there.

WoW managed to enjoyed titanic success and effectively became the template that all other MMO developers strive to emulate; the secret of its success is that it catered to the casual gamer - in spite of a million know-it-all MMO vets views to the contrary - and offered a rich smorgasbord of content for them to roam in. WoW epitomises the seduction of loot, experience levels, slick presentation and polish, and offers about eight styles of gaming, ranging from simple solo missioning, exploration, player trade, crafting, tournament duels and large guild level PvE raids.

By stark contrast, EVE-Online goes the other way. EVE is fundamentally a sandbox: the onus is on the players to set their own objectives and fulfil them. Or rather, try to fulfil them whilst dealing with the restrictions imposed by the presence of other players and player entities. It is possible to lord it over other players like an emperor in this game; EVE player politics is central to the antics of most of the territorial squabbling. There's no leveling system or experience points to lead you by the nose from one encounter to another; a lot of the time its a zoo out there.

Sometimes, I find it hard to shake the feeling that EVE-Online is more of a subtle sociological experiment, - a human ant farm. There's something about the corps in EVE that eclipse the dull pretensions of your typical gamer. If you thought Guilds could be up themselves, then you're going to be shocked at how seriously a lot of EVE Corps take themselves.

Notes: MMO

For the uninitiated: MMO is short for Massive Multiplayer Online game. This is a game that exists on an Internet server somewhere. Players access it by logging in using their game clients (the game file they run off their local hard drive). They enter a game world that is populated by other players, or rather, their avatars, the characters that they've nomiated to represent them in game. The appeal of MMO's is that they are persistent: that is, the changes that happened to the game world persist and continue to change over time.

Avatar - The character onscreen that represents your presence in the game. Often these are three dimension figures that can be extensively customised or dressed.

NPC - Non Player Character. An Avatar generated by the game server to represent parts of the game. NPC's range from simple tutorial characters to monsters to bash or end-level bosses to overcome. In EVE, they're called Rats, short for Pirates. Rats are conjured up around asteroid fields, stargates and populate mission spaces.

PvP - Acronym for Player Versus Player. In MMO circles, PvP duels are half the reason why people log in in the first place. Why bash stupid

PvE - Acronym for Player Versus Environment. This is where players play against the game environment itself. This would include missions, raids and pre-set scnarios.

Grind - the dull, monontous process of playing the same repetitive game mechanic in order to progress in the game. In WoW, grinding levels from 1 to 70 is sometimes seen as a necessary prerequisite before "starting" the game proper. In EVE, most players "grind" for ISK.

placeholder WIP stick-'em-in-as-I-remember-them MMO terms

 

Players role play spaceship "pod pilots", near immortal characters who are forever resurrected by their own clones they die. Unlike most roleplaying games, your avatar's stats are secondary to how you equip your space. There's an elaborate player creation process, but this creature is relegated to little more than an immobile postage stamp in the game interface. You're looking at a flashy spaceship centred on your screen or the interior of a giant hangar buried in menus and cargo manifests.

 

What makes it unique amongst MMO's everywhere is that the entire EVE universe is run on a single shard. What this means is that the entire EVE universe is genuinely persistent in a way that most other online games aren't. Every player, regardless of whether they're helpless newbies, casual mission runners, or hardcore player killers and griefers, all live in the one space called New Eden.

The game makes absolutely no concessions when it comes to casual gaming.

Image right template. If you're familiar with ye olde 8bit days of PC computer gaming, EVE is Elite reconstituted as a massive multiplayer game online. Instead of computer generated ships to shoot, the EVE universe is filled with other players. The market that characterised Elite so much is now a genuine, player driven economy where just about everything you see in it has been built by players one way or another. Its a genuinely persistent world, and unlike most MMO's in the market, is a single sharded game. What this means is that everyone, around the globe, regardless of language or timezones, is playing in the same space at the same time

EVE Template Image: left. If you're familiar with ye olde 8bit days of PC computer gaming, EVE is Elite reconstituted as a massive multiplayer game online. Instead of computer generated ships to shoot, the EVE universe is filled with other players. The market that characterised Elite so much is now a genuine, player driven economy where just about everything you see in it has been built by players one way or another. Its a genuinely persistent world, and unlike most MMO's in the market, is a single sharded game. What this means is that everyone, around the globe, regardless of language or timezones, is playing in the same space at the same time.For people outside MMO gaming, this may not seem that significant, or at least, sound vaguely . Well, I imagine an MMO to be a single persistent world where nerds lose themselves online... but Most MMO's aren't really that singular, and a lot aren't really "persistent" in the way that EVE tends to be.

Notes: TEMPLATE

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EVE-Online TEMPLATE LINKS/TABLE
Version & Install

Current Version: Trinity 2 v1.2

Unlike WoW, you only pay approximately $15/month to maintain an account. All patches and expansions are free of charge.

Demo

EVE-Online is a downloadable client. One of the nice things about EVE is that you can opt for a 14 day trial.

FAQ's

Hells bells where do i start

Networks

Its all online, like all good massive multiplayer environments. There's no such thing as a single player game.

EVE is a single shard game.

There's no speration of PvP or roleplaying; apart from security rated star systems, everyone, from carebears to slavering griefers all live in the one space.

Maps

A single, mini-galaxy with 5000+ stars in it.

Systems are rated by security, which is patrolled by CONCORD NPC's. Security ratings got from 1.0 to 0.0. In high security zones, responses are swift and termination of offending players' ships is immediate and total.

High-sec is also known as Empire space.

Low-sec is

0.0 space is completely lawless, and all players make their own rules pretty much.

Cultures

Amarr: a theocracy. They fly golden, mitre shaped spaceships.

Caldari: a highly efficient, ruthless corporate culture. They fly blocky, armoured ships.

Gallente: libertarian free thinkers. They fly organic, almost muscular looking vessels.

Minmatar: former slaves to the Amarr, now freed and determined to fight for and preserve their freedom. They're the ones with the fast rustbuckets.

Units

Spaceships, of course.

Ships are divided into four main sizes: small (Frigate), medium (Cruiser), large (Battleship) and extra-large (Capital). You could say there's also a Supercapital size with Motherships and Titans.

There a number of "in-between" sizes as well: Destroyer (frigate-cruiser), BattleCruiser (cruiser-battleship) and...

A few miscellaneous classes: Shuttles, Mining Barges, Industrials, Transports, and so on.
Not to mention the advanced, Tech II versions of course:

Interceptors, Assault Ships, Covop Frigates, Stealth Bombers, Electronic Attack Frigates, Interdictors, Heavy Assault Ships, Force Recons, Command Ships, Support Cruisers, Marauders, Black Ops, etc.

POS's: Player Owned Stations are space stations "anchored" in space and surrounded by an impenetrable force field bubble and a field of floating structures: hangars, moon mining equipment, refineries, turrets, etc.

Resources

ISK: The currency of EVE. Short for InterStellar Kredits - this is a play on Icelandic Kroner.

Minerals: The fundamental components of most basic goods. Minerals are mined from asteroids. They range from the gravel like Trtianium through to gem-like Megacyte and exotic Morphite.

Moon Mining: the advanced level raw materials for veteran corporations and alliances. Moon mining is only possible from a POS (Player Owned Structure - i.e. a space station). Moon minerals is the "wheat" of EVE moon mining.

Advanced Materials: by products of Moon Mining. Advanced materials are the "flour" of EVE moon mining.

Ship Coponents: essential high-tech components used in the production of Tech 2 shipping and modules.

 

 

Research

Research is really about reverse engineering existing technologies, found in Blueprints.

Tech levels are broadly split into two levels: Tech I (basic stuff, made from minerals) and Tech II (advanced stuff, made from basic stuff and Advanced materials and components derived from Moon Mining)


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Page started Sat, Aug 16 2008 by Lindsay Fleay