I’ve been asked recently in public comments and private messages by friends and detractors alike why I am so butthurt about the recent aggro extension kill reimbursement fiasco playing out in forums, blogs, and dozens of separate petitions. I feel that an explanation is in order for the Griefer Tears that I have been giving during the last few days. This comes in the form of an explanation of what I think makes Eve great, and why I think that even minor encroachments on that are worth fighting passionately.
Eve is a Sandbox
Eve is a single-shard game where every single player has an opportunity to interact with every other player. There is no segregation according to time zone, language, or play style. If you have a problem with someone in this game, there is nowhere to run. You can scamper off to 0.0 to avoid an opponent, but if he is competent he will pursue you. You can join an NPC corp and be immune from wardecs, but you dare not undock in anything expensive and fragile for fear of suicide ganks. If you’ve pissed off some aggressive player, you have to deal with him, either by fighting back or by making hunting you more trouble than his anger is worth.
(It should be noted that for now, the Eve China servers are an exception to this unity. New rumors are circulating that CCP may be merging the Chinese player base into Tranquility. The thought of thousands of new potential victims is super exciting. I wonder if there are many Chinese mission griefers? It’s possible that I may have to change the Jerks logo to avoid confusion.)
In Eve, Your Decisions Matter
The “Butterfly Effect” promotional video presents the story of a rifter saving a mining barge from pirates and then joining miner’s alliance in a fleet fight that very day. While hilariously unlikely, the idea of a world where what you do has impacts far beyond your personal avatar is indeed another of Eve’s distinctions in a genre dominated by MMOs full of predictable, scripted, endlessly looping events. In Eve, you are the content for other players, and the other players are the content for you. The things that happened in your little corner of space today impact the game for everyone, forever.
In Eve, Your Actions Have Consequences
In World of Warcraft, the consequences of failure in PvP involve little more than a quick trip from your respawn point back to where you were when you died horribly. Usually this means less than five minutes of time lost. In Eve, failure in PvP can mean anything from the loss of a disposable ship to the destruction of the basket into which you’ve placed all your eggs, so to speak. This means that if you’re foolish, you can transform in moments from a badass flying a state-of-the-art ship capable of incredible force projection to a pauper who can barely afford to fit a cruiser.
In Eve, Knowledge is Survival
Knowledge is more than power in Eve: Without a thirst for it, the gameplay experience becomes worse than mediocre. The five-year-old character in a multi-billion ISK faction-fitted marauder will fall every time he engages a six-month-old character who has 100 million ISK to spend on the right tool for the job. This works both for the ninja and against him: Witness my billion-plus ISK JerkTengu being slaughtered by a handful of cheap battleships. With knowledge of what you’re facing, any ship can be killed.
Not only must one understand ship fittings and damage types, but the mechanics of combat aggression, gate jumping, and station docking/undocking must be understood if one is to escape a life as a pod-pilot punching bag. Most lowsec pirates can tell you about the first time they died to sentry guns before they fully understood criminal flags. Most nullsec players can tell you about the first time they encoutered a warp disruption bubble. I bet that nine out of ten of my mission gank victims will tell you that it’s the first time they’d dealt with the PvP aggression timer. Most will never make the same mistake again. Knowledge of little gotchas like these are the real power in Eve, not fancy ships or piles of ISK.
In Eve, There are No Takesie-Backsies
In most MMOs, the fact that time is a one-way street and you can’t revert to the last save point isn’t all that big a deal. The worst case is that your party wipes in a dungeon, and you get to start back where you died to try again. In Eve, because your actions have consequences both for you and your friends, mistakes are permanent and whether the price is high or low, it must be paid.
Without These Distinctions, Eve is Just Another Crappy MMO
If you take away the sandbox, the significance and consequences of player actions, the importance of intelligence, and the finality of events, what does Eve start to look like? WoW? I haven’t looked into the new Star Trek MMO, but I imagine that there would be parallels, and by all acounts Star Trek Online sucks.
Much Ado About Something
Now, for the aggro extension reimbursement thing. To be quite frank with you, I don’t really care for the mechanic. It’s confusing and unreliable, but the same could be said for a dozen other Eve mechanics that get ships killed on a regular basis. A lot of folks are mistakenly assuming that I’m crying big Ninja Tears over the aggro extension mechanic, when my problem is really with a senior GM that granted a petition from a carebear who had a warning from the game that he could be blown up, undocked a faction battleship, got blown up, then asked for a replacement. Yes, this is a minor issue, but allowing it to stand speaks volumes about what the GM staff and CCP as a whole think makes their game, in my opinion, the greatest video game ever launched.
I’ve said it before, and I’ll say it again: It would take ONE GM 30 seconds to fix this, and not a byte of code need be involved. Just like the POS RR mechanic, all it takes is a forum post either declaring it an off-limits exploit, or working as intended. To say that it is not a bug, not an exploit, but that they’re still going to reimburse players who fall victim to it is to cut a neat little chunk out of the very things that keep Eve from being just another short-lived niche MMO.
“But Paul,” you say, gazing longingly at my stunning physique, “How is ONE freebie from ONE GM worth all this stink?” Do you really think that this is an isolated event? Stop and think for a moment about why you know about even this one occurrence. It’s because the carebear in question posted his petition and the results to his public blog. How many more victims featured on this blog have had their mistakes forgiven, to cost them no more than the proverbial graveyard run? It could be half, or a quarter, or one in twenty, or one in a hundred. It could be any number and we’d never, ever know, always assuming that CCP was doing the right thing. Yeah, it could be an isolated event. The odds, however, of this being the only incident of a carebear entering into PvP and losing more than he wanted to lose, then having a GM crap a new faction battleship into his hangar are absurdly low.
But why raise such a fuss over such a minor encroachment? Because there is nowhere else to go. If Eve isn’t the harsh, unforgiving world that CCP says it is, then where can I go where what the player does matters? My entire game revolves around causing players to put more on the table than they wanted to lose, and then lose it. If I can’t do that here, or if, as it appears is the case, CCP is slipping ships to players who lost them because they weren’t aware of some game mechanic, then I’d just as soon cancel my accounts take up woodworking. At least then I can count on nobody coming behind me and feeding a portion of my finished work into a wood chipper.
To CCP: All we want is a statement from you on this. Is aggro extension an exploit that will cause reimbursement? Is it a valid tactic whose victims are worthy of no mercy? If it’s not an exploit, but reimbursements are still an option, then in what other cases can a player request reimbursement after he ignored in-game warnings and lost big?
Eve is indeed the greatest game ever made, but the temptation to discard the ideals that made it great when nobody is looking is surely strong. It is important that CCP present a unified front when talking about the policy decisions that make Eve distinctive, or the game will slip into mediocrity and die with a whimper. The little things matter.