Category Background

Money Does Grow on Trees, Pt 2

I mentioned in passing in the last article about ratting that some systems are better for it than others. All 0.0 systems in EVE are characterized by “development indices” on three axes: military, industrial, and strategic. The first two indices directly effect how well you can farm in the system. The higher the military index, [...]

Single Universes, Addendum

Stevie from Planetside Perspective had a great find today – In the New York Times review of Star Trek Online (STO), Seth Schiesel compares STO to EVE, which he describes as “titan of cyberspace science-fiction games.” Aptly put.
His core complaint is that STO is fundamentally not a massively multiplayer game. The descriptive quip he uses [...]

The Price of Death

After the structure of the world itself, perhaps the most important decision a virtual world designer makes is about the nature of death. How death happens, and the consequences for the dead form the foundation of most of the mechanics in the world.
In most virtual worlds, death is pretty inconsequential. When you die in World [...]

The Single Universe Problem, Part Two

This is the (belated) second part to my earlier article about how (and why) MMOs using sharding.

More than any other MMO company, CCP has tried to turn the challenges of single-sharded-ness into game mechanics. EVE has never been a world where you go to experience the “content” of a beautifully designed and imagined world. In [...]