After looking
at the information that has been released on EVE: The Second
Genesis, we're surprised that the small amount available hasn’t
generated much wider interest. The information that we’ve
seen has convinced us that EVE is perhaps the boldest of the
second generation of Massively Multiplayer Online Games (MMOGs).
We expect EVE to provide tactical space combat combined with
stunning graphics and an incredible emphasis on players interacting
with other players in a system that is designed to support it
from the outset.
To better set the scene, EVE is a game that is set in the
future, among the stars. Following the advancement and expansion
of the human race, a worm hole was discovered, and the technology
and equipment to use it to travel developed. Unfortunately,
a disaster of unknown cause destroyed the EVE gates and closed
the worm hole in a cataclysmic fashion, leaving the pioneers
who had ventured through the gate stranded far from earth
with no way home, and lacking developed infrastructure, many
of the early colonies collapsed and died out. Those that survived
were isolated, and had effectively been thrown back into the
dark ages. Many years of rebuilding followed, leading to the
effective creation of 5 distinct empires among the stars surrounding
the EVE gate.
While each of the races is human, their isolation and the
differences in their culture have caused them all to develop
uniquely. At the start of EVE, there are five races, four
of which will be initially playable, the Jove (or Jovians)
are the fifth, and will only be playable for players that
have completed extensive tasks and earned that reward, which
they will be able to then take advantage of by creating a
new Jovian character in their account. The other four races
(the Amarr, the Gallente, the Caldari and the Minmatar) will
differ between their focus, aesthetics, moral code and ships.
You first get a sense that EVE is part of a newer breed of
computer game when you realise quite how much background work
has gone into it. Getting online and browsing through the
official website, you’ll fine a considerable number
of well written short stories that describe gameplay features,
the history of the universe, the attitudes of the people in
it and technology that they use, all in vivid detail. When
you read through all of this material, you start to realise
that there’s something almost unquantifiable, but more
mature feeling to the game – it’s as if you’ve
been reading books intended for six year olds, and have suddenly
picked up the Lord of the Rings. Details are no longer luminously
colourful, they’re gritty and pleasingly three dimensional.
Where the staple opponent in most of the MMORPGs to date
has been the ‘mob’ or monster, EVE finally makes
the transition to focusing on player interaction – as
much as EVE is about player versus player gaming, it’s
also about player with player gaming. Advancement in EVE principally
comes in the form of money, not experience, and there are
multitudes of ways you can attempt to take advantage of to
make it.
While it will be possible to get by without interacting with
other players, the emphasis that the developers are putting
on the game makes it clear that they’re attempting to
set up the same sort of conditions as exist in the real world
in order to coax a market economy into being. In fact, all
of the best items will only be available from players that
build up the infrastructure to build them and sell them, so
we truly expect that trade skills and trade skill specialists
will play a much more valued place in EVE society than they
have in previous games. Players will even be able to research
new technology and sell the rights to manufacture equipment
based on it.
While players will naturally be able to try and eke out an
existence as pirates, players who have worked to get good
security ratings will be able to apply for government bounty
hunting and customs licences, respectively allowing them to
make money from killing players who have committed enough
crimes to earn a bounty on their heads and from scanning ships
entering controlled space for illicit substances. At the present,
it’s thought that the bounty system (which is distinct
from assassinations paid for by players) will pay a percentage
of the money that the person with the bounty on their heads
will lose to the bounty hunter, to prevent abuse. A person
may also be able to get multiple bounties on their heads,
each one to be collected for a single, unique death.
Law and order in the galaxy is maintained by the DED, an
NPC organisation that is the equivalent of a galaxy wide police
force. The resources of the DED are limited, so each system
in EVE has a security rating that determines how tight the
security provided by the DED is. Higher security systems will
be those nearer to locations of importance, like the centres
of civilisation for each of the large empires, these systems
will also be the ones where new players start, so they are
effectively insulated from the more dangerous members of EVE
society.
Players that repeatedly commit crimes will find that their
personal security rating plummets, and that they’re
denied access to the more secure zones, effectively keeping
them away from new players. On the other hand, the opportunities
for profit are always greater at the fringes of the law, so
the wolves will always prowl at the edges looking for those
tempted by quick profits.
Players will mainly develop their characters with skills
and implants, skills improvements coming in the forms of skill
packs, which can be bought and installed, but take a certain
amount of real time to be activated. This system prevents
people from creating new characters, being given a large amount
of money and instantly having top class characters. Additionally,
certain ship types and weapons systems take certain skill
requisites before you can use them, so just because you own
a small frigate class ship doesn’t mean you’d
be able to fly a battleship.
Ships are the second main source of improvements that you
can make. There are several classes of ship hull, and several
of each in each civilisation, and then there are many different
types of weapon, armour and countermeasure, each of which
will have advantages and disadvantages against each other.
Ships will range in size from small one man frigates to immense
Titans, which are essentially moving stations, with all the
associated docking features for other ships. A player will
never actually leave their ship, even when docked in stations,
and although a player can own several ships, they can only
ever pilot one at once (the others must be left in storage).
The design of the different ship classes is calculated to
promote players working together – larger ships may
mount devastating weapons that smaller ships may have no hope
of mounting on their smaller hulls, but the larger ships may
also be vulnerable to the speed and mobility of smaller foes.
As a ship’s captain, you get basic insurance that guarantees
you a clone of the most basic type that will absorb your consciousness
if you die. On the other hand, the cheaper the clone you have,
the more skills you’ll lose when you die. Insuring yourself
against nasty surprises, like everything else in the game,
will cost you money. Likewise, you’ll need to replace
your ship with all its equipment if you want anything better
than the most basic model when you get back. There’s
also no need to kill someone to part them with their cargo
(or ship, if that’s your aim) – when your ship
is blown up, the pilot is ejected in a pod and to kill you,
the aggressor will specifically need to target your pod, which
will have drastic effects on their reputation and security
ratings.
Combat in EVE isn’t a twitch affair – it won’t
rely on your reactions and connection speed to any large degree.
Rather, the combat more resembles a game of strategy as you
determine the capabilities of the opponent and attempt to
use the strengths of your own against their weaknesses. Managing
your energy in order to power your weapons and shields and
other gadgetry will be crucial.
Greater strategic depth exists in EVE in the way that corporations
are built into it – anyone is free to found a company
and recruit members then to leverage the combined strength
to improve their opportunities. Already, there are a significant
number of corporations listed on the website, ranging from
non-specialised companies to companies that only handle a
single task, where all of them can be expected to form strategic
alliances, contracts and competition for and against each
other when play starts.
Finally, the graphics for EVE will directly parallel the
concepts behind the game – they’re stunning vistas
of currently unsurpassed beauty. Similarly, they’re
not the clean cut and cartoon like the graphics that we have
seen many times in the past – ships can range anywhere
from elegant to menacing and industrial, all tied in nicely
to the backgrounds of the races that designed them.
Simon and Schuster Interactive will publish EVE, which is
being developed by CCP (http://www.ccpgames.com).
It is currently in closed public alpha (early testing open
to specially selected testers from the public) and is expected
to go into closed public beta (later stages of testing) soon,
the signup was at time of writing still available at http://www.eve-online.com.
The release date is tentatively late 2002, but obviously depends
on how well the testing goes, which from current reports is
very well, but a little behind previous schedules. Pricing
is expected to be about $10-15 US a month after the initial
purchase of the game, which will come with a month’s
free trial and three characters per account.
Daniel 'Inept' Speed (inept@the-nexus.co.uk)
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Why should EVE interest you?
- Focus on player interaction
- Complex economy
- Large number of possible proffesions
- Detailed, visible history and background
- More strategic than reaction based
- Form your own corporations
- Great possibilities for roleplaying and
character growth
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