Imagine being a space pilot in an immmense galaxy. Imagine if most other ships you encounter are piloted by another player. Imagine a player-driven economy and freeform gameplay. Imagine stunning graphics. Imagine Eve-Online. Yes, Elite fans rejoice, as Eve is the online game you always wanted. The space-based MMORPG (massively multiplayer online role playing game) is out now and we decided to chew the fat with the developers CCP and their marketing manager Sigurdur Olafsson.
Q: What are you aiming for with Eve Online?
A: Our aim for EVE from the very beginning was to utilize the social aspect of the Internet to its fullest extent. Other massively multiplayer games have, in our opinion, failed to use the possibilities offered by the Net for interactivity between people. In EVE players are able not only to co-operate with each other to reach common goals, but they can also compete with each other on various levels. By fostering the community and providing it with the tools to expand and maintain itself we hope to make EVE more than a computer game, but a platform for people to interact with each other in every way imaginable.
Q: Do you feel that the sci-fi setting is underutilised in MMORPGs?
A: Yes, we feel so. At least, from what I've heard from the community a lot of people were attracted to EVE for the sole reason that it was a sci-fi game. I'm not saying that a sci-fi setting is better suited to mmogs, but there definitely was a void there that needed to be filled.
Q: How much time do you have to spend to achieve anything in the game? Will it be like EQ in terms of time needed?
A: Well, it all depends on how you define achievement. In terms of character advancement those two games have a very different approach. EQ is level based but EVE uses skills. In EQ you advance trough in game activity in EVE you can activate a skill pack, log out of the game, and in few hours time you character is "better" than before. As with all mmogs success can be an illusionary thing because you never finish the game, you just keep progressing constantly. In EVE the main goal is to earn money - you need money to advance your character and acquire new and better ship equipment. So the main achievement is finding ways to earn money fast and efficiently. Basically, you start down this path from the moment you step into the game.
On another level, achievement can be measured in your status within a player-run corporation. The ultimate goal in the game is to bring success to your corporation. From the experience we've gleaned since the game launched it takes an assertive and imaginative player a week or two to establish himself as a corp member
Q: What sort of on-going content do you have planned?
A: During the production of EVE, and in the weeks since its launch, we complied a list of dozens of things we wanted to have in EVE, but we decided, for one reason or another, not to include at launch. This ranges from various extra ship equipment with revolutionary new effects to story-based events that can drastically change the EVE world as we know it today. We plan to introduce as many of these features as possible in the next few weeks and months.
Q: Do you have any plans to change/improve the tutorial system and make it easier for new players, as it can be very confusing?
A: Yes, improving the tutorials we have is an ongoing process that is under constant revision by us. We consider it to be one of the most important systems this early in the game.
Q: Are you worried about Star Was Galaxies and EQ2?
A: Not too much. SWG for instance should have the brand power to attract a lot of "new" gamers to the genre, and all MMOG developers will benefit from having a potentially larger audience in the long run. The only thing these games have in common with EVE is that they're also played over the Internet. Even SWG is only sci-fi in name because it's not a space game, at least not at start. Gameplay-wise they're very different and we feel the unique game experience that EVE offers will always make it stand apart from other mmogs, which seem all-to-eager to copy from each other without introducing anything new.
Q: Do you worry that the harsh penalties for dying will put players off?
A: They can, yes. It's very difficult to balance the death penalty. On one hand, if the penalty is too lenient, the game will degenerate into total anarchy, basically Quake in space. And on the other hand, if the penalty is too harsh, then players will become timid and paranoid, plus frustrated and angry when they die. In EVE balancing death is and always will be, one of our top priorities.
Q: Where do you see Eve Online in a years time?
A: Alive and kicking. No, seriously speaking, I think the game will be radically different from the game we have today. It's the nature of mmogs that they must change over time, not only to fix bugs and errors that crop up, but mainly just to keep the game fresh for those that have played it for a long time. The basic gameplay of the game won't change, but there will be new features, new things to do, new sites to explore, etc. In essence, a massively multiplayer game has to re-invent itself every 6 months or so to keep the edge.
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