
A pod - the last barrier between you and explosive decompression.
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 of Warcraft, you reappear in the nearest graveyard in non-corporeal form and can either pay money to resurrect instantly, or you can run back to your body (conveniently shown on your map) to resurrect there for free. So death is just a time penalty. You’re forced to do something menial and time consuming (running back to your body) to encourage you not to do risky things that might lead to death. So in World of Warcraft (and in most worlds) this penalty is just a matter of minutes.
In EVE, death is a very different matter. Ships in EVE are a sort of russian doll setup. The ship contains the pod which contains the actual player’s body. So death happens in two phases. As your ship takes damage, your shields get worn down first, then your armor, and then finally the structure of the ship itself. When your ship explodes, it’s gone. Forever. Some of the modules you’ve equipped on the ship will be left behind, but you won’t be around to pick them up. They’re there mostly as spoils for the winners of the battle. This loss hurts a lot – you can see in my visualization of ship prices, you’re losing much, much more than a few minutes of work. Even the smallest ships will take more time to earn the money to pay for than it would take you to run back to your body in World of Warcraft. There is some consolation, though. Most of the time you’re flying a ship that is well insured, so you’re only losing like 40% of the ship price instead of 100%, but T2 ships can’t really be insured, so they really hurt to lose.
When your ship explodes, you’re left in your pod. Your pod has very little health, and will explode pretty much as soon as someone looks at you the wrong way. If your pod gets blown up, you lose that particular clone. All pilots have a bunch of clones, so losing one isn’t too costly. What can hurt is implants. You can install expensive items inside the head of a clone to give it special abilities. These implants do things like increase the speed at which you learn new skills, or confer combat benefits of various kinds. These can be quite expensive. In some cases, they cost substantially more than the ship itself. Managing to kill someone’s pod (known as “podding”) is usually tricky, but you have a chance of costing them quite a bit of money, so people really enjoy pulling it off. There’s also a tiny chance that the person who’s pod you’re blowing up hasn’t been keeping it “up to date.” This is kind of obscure, but every so often you have to pay to get a nicer clone — your character is older and has more skills, so needs a more expensive clone to hold them all. If you forget to do that and get podded, you can easily lose a month or more of training. This is quite rare, though, and such a stiff penalty that people tend to remember to stay up to date.
This is all a long way to say that in EVE, death hurts. It can be brutal and fast and it stings. For me, at least, my ship’s you’re-about-to-explode alarms really get my heart pumping. So why play a game where death is so awful? Paradoxically, it makes the rest of the game way more meaningful. When death matters, people will do a lot more to avoid it. More than anything, death is what pushes pilots together. Death is less scary (and less likely) when you face it in groups. It has geopolitical implications, too. If death didn’t cost money, the entire infrastructure of war wouldn’t make sense. Losing a war is expensive for the pilots in your fleets, and makes it hard to sustain serious losses for a long time. To assuage the financial implications, most alliances have a reimbursement program to keep their pilots flying (and losing) ships as much as possible. Still, alliances that go on long losing streaks tend to start shedding members because they’re a) not having fun anymore, and b) getting quite poor. If death was just a matter of five or ten minutes work, war would be nothing but an attendance competition.