eve-evolved

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  • EVE Evolved: The end of EVE Evolved

    by 
    Brendan Drain
    Brendan Drain
    02.01.2015

    By now, you will have heard that Massively is being shut down along with Joystiq and countless other blogs run by AOL. That unfortunately means this will be my final article for Massively and marks an end to the nearly seven-year run of the EVE Evolved column, which now holds over 350 articles on topics ranging from ship fittings and opinion pieces to guides and expansion breakdowns. I'd like to take this opportunity to thank all of you for your readership and to express just how much playing EVE Online and writing for you really have impacted my life. I've been asked by so many people over the years for tips on breaking into the games industry as a journalist or MMO blogger, but the truth is that I lucked into this gig. When a post on the EVE Online news page said that some site called Massively was hiring an EVE Online columnist, I almost didn't bother applying. I was a prolific forumgoer back then and had written some guides for EON Magazine and my own blog, but I wanted to get into game development and had very little confidence in my writing ability. What I didn't know then was that writing for Massively would help improve my writing skills immeasurably and even help give me the confidence to launch my own game development studio. Massively gave me a platform on which to talk about EVE Online and an eager audience to share my game experiences with, but it turned into something much more profound. There have been low points dealing with trolls and organised harassment and tough times with budget cuts, but there have also some incredible experiences like attending the EVE Online Fanfest, investigating monoclegate, watching CCP redeem itself in the eyes of players, and collaborating with some of the best writers in the games industry. In this final edition of EVE Evolved, I look back at the start of the EVE Evolved column, break down my top ten column articles of all time, and try to put into words how much this column has meant to me over the years.

  • EVE Evolved: Rebuilding EVE's corporation tools

    by 
    Brendan Drain
    Brendan Drain
    01.18.2015

    The MMO genre is defined by the online interactions of thousands of players, and nowhere is that more apparent than in the single-shard sandbox of EVE Online. While it's possible to play EVE solo, it's the players who make most of the game's meaningful content, and it's only in your emergent interactions with other players that I think the game truly comes to life. Some time ago, I wrote about the importance of CCP supporting EVE's power players, the corporation owners, fleet commanders, and event organisers who give the rest of us something fun to do. Now it looks like CCP is starting to deliver that support, with developers currently looking at updating EVE's archaic corp management tools. CCP Punkturis recently asked corporation owners for a list of the most annoying "little things" they'd like to see fixed with the corporation management interface and was instead flooded with requests for big features and complete overhauls. Developers later confirmed on The o7 Show that at least one highly requested big feature is definitely on its way: CEOs will soon be able to switch off friendly-fire between corp members. The threat of corporate infiltrators attacking corp members has been a massive barrier preventing corps from recruiting new players, so its removal is good news for everyone (except spies). So now that corporation management is finally back on the drawing board, what other features do corp owners need? In this edition of EVE Evolved, I look at a few ideas for corporation tools and features that would make EVE a better place for everyone.

  • EVE Evolved: Fitting the Confessor for PvE and PvP

    by 
    Brendan Drain
    Brendan Drain
    01.04.2015

    December was a great month for EVE Online players, with the Rhea update opening new wormhole systems for the first time since 2009, updating the star map and all ships with amazing new visuals, and advancing the Sleeper storyline with mysterious cloaked structures appearing all over EVE and Sleeper NPCs making incursions into normal space. The update also brought us a ship-carrying freighter called the Bowhead and the first of a new line of tech 3 tactical destroyers called the Confessor. While every race will eventually get its own tech 3 destroyer, the Amarr Confessor was the first to be released due to the Amarr winning a research race player event. Tactical Destroyers are a completely new class of ship in EVE with the ability to transform between three different combat modes in the middle of a fight to adapt to changing circumstances. Defense Mode boosts armour resistances and reduces the ship's signature radius, Propulsion Mode increases the ship's speed and agility, and Sharpshooter Mode increases turret optimal range and boosts the ship's sensors. With Confessor prices having now dropped below the 100 million ISK mark and more pilots finishing the skill training required, people have started figuring out some interesting ship setups for it. In this edition of EVE Evolved, I check out a few of the Confessor setups players have devised so far and look at what makes this transforming terror tick.

  • EVE Evolved: EVE Online vs. Elite: Dangerous

    by 
    Brendan Drain
    Brendan Drain
    12.21.2014

    Like many EVE Online players, I grew up playing early sci-fi games like Elite and its sequel Frontier. In fact, CCP's recently released stats on the distribution of ages within the EVE community shows a peak around 29 years old, meaning that most players grew up in that same gaming era. A big part of what initially drew me to EVE Online was the prospect of playing the same kind of massive trading and space exploration game with other people, and for over 10 years it's scratched that sci-fi sandbox itch. I've watched EVE grow from a relatively unknown game with around 40,000 subscribers and laggy cruiser skirmishes into a vast game where thousands of players wage war for territory, profit, or just the adrenaline rush of PvP with something valuable on the line. Now that Elite: Dangerous is finally here, I want to see whether it can scratch the same sandbox itch as EVE and to what extent the two games can be compared. Both feature customisable ship fittings, open-world PvP with a criminal justice system, and real financial loss on death, for example, but the end result is two very different gameplay styles. And both also have that same intoxicating notion of exploring the unknown and try to make you feel like you're in a living world, but they take very different approaches to world design, content, and travel. Elite may not be a full-fledged MMO, but with a sandbox made of 400 billion procedurally generated stars and an open play mode that seamlessly merges players' games together, does it matter? In this edition of EVE Evolved, I compare my experiences in Elite: Dangerous to my experiences in EVE Online and look at their differing strategies with regard to server model, active and passive gameplay, and the new player experience.

  • EVE Evolved: The Sleepers are coming!

    by 
    Brendan Drain
    Brendan Drain
    12.07.2014

    Ever since the announcement of 100 new wormhole systems and the unique Thera wormhole hub system, some interesting things have been going on in EVE Online. A new star appeared in the night sky and began rapidly growing in brightness like a supernova, and curiously, the light from that star was able to be seen from every star system in New Eden simultaneously in clear violation of the laws of physics. Two days prior to the event, Sansha's Nation were seen scattering from an Incursion site and leaving the area without using wormholes, hinting that something big was happening in their home system. Combined with the intruiging story of Thera, this has had even non-roleplayers scrambling through the EVE lore to come up with theories about what's to come. Players slowly set apart picking the mystery to pieces, conducting a galaxy-wide search to find the origin of the bright star and sending people into the test server to get clues. The mystery intensified when players discovered that the star was likely near or within restricted Jove space, and soon after they began finding strange cloaked structures throughout known space. While observing these structures, players even found that an all-new form of Sleeper NPC called the Circadian Seeker was periodically warping into the site and using some kind of scanning beam on the cloaked structure. All of this comes in anticipation of the public release of the Rhea patch on Tuesday 9th, which will introduce hidden Sleeper sites in known space and kick off the arms race to discover tech 3 destroyers. In this lore-heavy edition of EVE Evolved, I look at everything we know of EVE's new Sleeper storyline event and try to figure out how it all fits together.

  • EVE Evolved: What does Thera mean for EVE?

    by 
    Brendan Drain
    Brendan Drain
    11.23.2014

    If you've been keeping up with the recent news updates on EVE Online, you've probably heard about the upcoming Rhea update scheduled for December 9th. This mega patch will introduce the new tech 3 Tactical Destroyer ship class, Sleeper incursions into normal space, hands-on WASD flight controls, and 101 new wormhole systems (including 25 that are limited to small ships). The new wormhole systems have had all of their planets shattered by an as-yet unknown stellar phenomenon, and clues as to what transpired there will be hidden in the rubble. This infusion of new content and story will mark the first time the wormhole storyline and gameplay have been significantly expanded in over four years. Each of the new shattered star systems is guaranteed to have at least one outgoing wormhole leading to normal space at all times, increasing the likelihood that pirates will catch you exploring or farming them. And since these systems won't have any in-tact moons, you won't be able to put up a permanent starbase to retreat to if hostiles appear. I'm pretty excited for exploring this new lawless frontier, but it's a unique shattered star system called Thera that I'm most looking forward to finding. Thera will be the first and only wormhole system to have fully kitted NPC stations and will serve as neutral ground for anyone who wants to live there. It's been described as the Mos Eisley of EVE, a permanent home to pirates, PvP corps, and smugglers looking to make some quick ISK. In this edition of EVE Evolved, I look at how the Thera system could revolutionise EVE for a lot of players and where the EVE storyline could go as a result.

  • The Daily Grind: Should EVE Online add manual flight controls?

    by 
    Brendan Drain
    Brendan Drain
    11.16.2014

    On Friday, developer CCP Games stunned us with the news that EVE Online will be adding manual flight controls in December's Rhea update. Gamers have been asking for twitch controls since EVE launched in 2003, but the idea has always been shot down as infeasible because it would put the server under extremely heavy load. CCP mentioned its interest in twitch controls during Fanfest 2013, and I speculated on a possible server-friendly implementation in an EVE Evolved article shortly after, but the fact that the feature is about to be released still comes as a huge surprise. The new controls will be optional and quite limited. Ships will be able to rotate clockwise or counterclockwise and pitch their ships up vertically up and down, but we won't be able to do loops or rolls like in a dogfighting game. Developers also want to add joystick support soon, but so far there are no plans to add manually targeted ship weapons. Many players are excited for the new controls, and some of them are already asking for further features like the ability to lock the camera behind their ships for a more hands-on flight experience. The announcement has prompted debate in the EVE Online community, and not everyone is convinced it's a good idea. Some have complained that twitch controls don't suit EVE as the ships are supposed to be massive starships with full crews rather than single-pilot fighter craft. There's also some cynicism over whether the feature is only being worked on now due to the growing popularity of Star Citizen and Elite: Dangerous. EVE could be positioning itself as a viable alternative for any players who are disappointed with the new space games, a strategy that has worked in the past to help it absorb players from games like Earth & Beyond and Star Wars Galaxies. What do you think? Should EVE add manual flight controls, and is this an attempt to appeal to the mass market? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • EVE Evolved: Clone upgrades and skill loss are gone!

    by 
    Brendan Drain
    Brendan Drain
    11.09.2014

    While the player activity stats might suggest otherwise, the past few years have been a real rennaisance for EVE Online. Developers have gone back and iterated on dozens of old game features that were starting to show their age, and some of them have been pretty huge. The war declaration and criminality overhauls in 2012 were fundamental changes to core gameplay that had been stagnant for almost a decade, and the recent industry and warp acceleration changes were equally fundamental shifts. These were all features we had previously been told were essentially off-limits for iteration because they relied on undocumented legacy code from 2003, and none of the programmers wanted to poke that sleeping beast. Now it seems that no idea is off-limits, and developers aren't afraid to challenge fundamental parts of EVE's original design that may not make sense today. This week's Phoebe update revisited capital ship force projection for the first time since the ships were added in 2004, for example, and it removed the 24-hour skill queue limit that CCP insisted on adding in Apocrypha. In Thursday's episode of The EVE Online Show, developers announced the next big legacy feature to be put on the chopping block in the game of progress: As part of December's Rhea release, clone upgrades and skill point loss on death will be completely removed from the game. In this edition of EVE Evolved, I look at the problems caused by the cloning system, why it needs to be removed, and what could possibly replace it.

  • EVE Evolved: Could permadeath work in EVE?

    by 
    Brendan Drain
    Brendan Drain
    10.26.2014

    Permadeath has been one of the most contentuous features in online gaming since as far back as I can remember. The feeling of permanently losing a character you've spent months training up and playing with because of a single mistake or lag spike would be horrifying to most people, yet the idea continues to intrigue both players and developers. Diablo II's Hardcore mode is probably the most successful permadeath mechanic in an online game to date, separating the hardcore players onto a different server so that they develop their own game economy and leaderboard. Several MMOs have experimented with permadeath servers or mechanics over the years, but they're almost always reverted as failures. In a recent presentation at EVE Vegas 2014, EVE Online developer CCP Rise discussed the idea of permadeath characters as something he's wanted to add to the game for the past few years. This is particularly problematic for EVE as the game uses passive time-based skill training and the whole game takes place on one massive shard. The hardcore players would need to have enough incentive to risk their characters' lives on a daily basis, their abilities would have to be balanced with non-hardcore players, and abuse of the system to suicide gank players would need to be handled. But if those problems are tackled, is it possible that there's a place for permadeath in EVE? In this edition of EVE Evolved, I look at how permadeath could be added to EVE Online without disrupting the rest of the game.

  • EVE Evolved: Fixing EVE's player activity

    by 
    Brendan Drain
    Brendan Drain
    10.12.2014

    It's been a sort of running gag in EVE Online throughout the years that players spend inordinate amounts of time docked in stations and spinning their ships around in the hangar, but this is oddly close to the truth. Those of us who have been hooked to EVE for years know just how intense the game can get at its most frantic and how incredible it is to be present for historic events and important PvP battles, but those moments are rare, and there's typically a lot of downtime between periods of activity. For every PvP battle fought, incursion fleet formed or wormhole op organised, players often have to spend hours in stations or in space amusing themselves or doing busywork. With gamers now spreading their increasingly limited free time across a growing catalogue of online games, some EVE players log in for only a few minutes per day to queue skills, chat with corpmates, and see if anything interesting is happening. The recent announcement that the upcoming Phoebe release will contain infinite length skill queues has some players concerned that people will lose the motivation to pop their heads into New Eden each day and see what's going on. Since the best sandbox gameplay is emergent in nature, just getting players to log in so they're available to take part in something awesome when it happens is extremely important. In this edition of EVE Evolved, I ask whether EVE is in trouble due to its recent decline in player activity, look at the impact of people with just a few hours per week to play, and suggest a new app idea that could help solve all of those problems.

  • EVE Evolved: Features coming in Oceanus and beyond

    by 
    Brendan Drain
    Brendan Drain
    09.28.2014

    It's been almost four months since EVE Online switched from publishing two major expansions per year to releasing ten smaller updates, and so far it looks like the new schedule has been a huge success. Rather than forcing the industry overhaul out the door in Kronos before it was ready, CCP was able to push it forward to the Crius release window seven weeks later and the extra development time meant the feature launched in a very polished state. It may be too early to tell if the new schedule's success can be seen in the concurrent player graph for Tranquility, but the numbers have remained steady for the past few months in what is typically the annual low-point for player activity. The Oceanus update is scheduled to go live in just two day's time, adding several graphical upgrades, more difficult burner missions, an experimental new notification feature, and other small improvements. The scale of the update seems to be on par with the recent Hyperion release, consisting of mostly small features and minor iterations on gameplay. While we're told that CCP is still working on large projects behind the scenes, the new release schedule means they won't be rushed out the door and so we may not see them for some time. In this edition of EVE Evolved, I summarise everything we know about Tuesday's Oceanus update, and take a look at what's to come in further releases.

  • EVE Evolved: Has the industry revamp worked?

    by 
    Brendan Drain
    Brendan Drain
    09.14.2014

    When I was first introduced to EVE Online back in 2004, a big part of the attraction for me was the promise of a huge player-run economy in which the only real laws were those of supply and demand. With only a handful of tech 1 ships and modules available to build and everything made out of the same basic minerals, science and industry were pretty easy for new players to figure out. Over the years, more complexity has slowly been added to industry via features like Starbases, Salvaging, Capital Ships, Tech 2 Invention, Planetary Interaction and Tech 3 Reverse Engineering. Today's industrialists have to contend with hundreds of different items that are often arranged in sprawling component manufacturing chains, which can make it hard to figure out exactly how to make a profit. The recent industry revamp attempted to solve this problem with a full user interface overhaul and a revamp of material costs and manufacturing prices. All of the relevant information for using a blueprint was packed into a slick new combined Industry UI, allowing new players to find the info they're looking for in-game rather than through websites or opening dozens of item info windows. It's now been almost two months since the industry revamp went live, and while the market for many items is still going to take several months to fully stabilise, the dust has finally begun to settle. So what's the verdict? Has the industry revamp worked? In this edition of EVE Evolved, I consider whether the industry revamp has been successful, how easy it is to make a profit in the new system, and whether it's worth setting up your own industrial starbase.

  • EVE Evolved: Wormholes should be more dangerous

    by 
    Brendan Drain
    Brendan Drain
    08.31.2014

    When unstable wormholes began forming all over the EVE Online universe in 2009's Apocrypha expansion, players approached them with extreme caution. The promise of riches in the form of new loot and Tech 3 cruiser components was balanced by the incalculable risk of facing a powerful new enemy in untested circumstances. Between the Sleeper AI that had been reported to melt players' ships in seconds and the player pirates taking advantage of the hidden local chat channel to sneak up on unsuspecting victims, we had no idea whether any ship we sent into a wormhole would ever make it back out again. The risk of venturing into something truly unknown made wormhole exploration the single most exciting thing I've ever been a part of in an MMO, but the past five years have completely eroded that danger. Farmers now know exactly what to expect in every wormhole site and can efficiently farm Sleepers with the minimum of effort or risk, and PvP alliances can rapidly cycle through systems to find weak targets to attack. We've mapped and tamed all of the wormhole frontier, systematically reducing the risk to the lowest possible levels under the current game mechanics. Tuesday's Hyperion update aimed to shake things up with a few disruptive changes designed to keep wormholes dangerous, and I think it's a definite step in the right direction. In this week's EVE Evolved, I look at some of the changes in Hyperion designed to keep wormholes dangerous and ask what more could be done to keep things interesting.

  • EVE Evolved: How to fix nullsec territorial warfare

    by 
    Brendan Drain
    Brendan Drain
    08.17.2014

    If you've been playing EVE Online lately or just following the major events in the game, it can't have escaped your notice that nullsec has become a bit stagnant. The lawless nullsec regions are supposed to be politically unstable territories claimed by hundreds of warring player-run alliances, but today they're dominated primarily by just two or three mega-coalitions. Individual alliances can no longer hold out against the combined forces of the coalitions and must either pick a side or be annihilated. The coalitions have even signed agreements not to take space from each other by force, and players are being bored to death as a result. Two weeks ago, I examined the history of force projection in EVE Online and made the argument that capital ships and jump drives ultimately created today's nullsec problems. Increases in mobility have led to alliances teaming up over vast distances, making mega-coalitions an inevitable outcome. It's obviously too late to remove capital ships or jump logistics, but there are plenty of other ways to potentially fix the nullsec problem. We had some great discussions in the comments of the previous article about how this complex problem could be solved without making warfare the painful slog it was back in 2004, and I believe it's possible. In this edition of EVE Evolved, I lay out some ideas for new game mechanics that could solve the current nullsec crisis and may meet CCP's goals for the eventual sovereignty revamp that's on the way.

  • EVE Evolved: Capital ships ruined nullsec

    by 
    Brendan Drain
    Brendan Drain
    08.03.2014

    All throughout EVE Online's lifetime, compelling stories of incredible events, daring heists, and colossal battles with thousands of players have periodically surfaced and spread across the gaming media like wildfire. Most of the recent stories have been about record-breaking battles between huge alliances of players in the lawless depths of null-security space, and each one has been met with an influx of new players who want to participate. The surprising truth behind nullsec warfare, however, is that many of those on the front lines are simply fed up with the political state of the game. In EVE's early years, the map was split between hundreds of small alliances, each of which slowly expanded its influence by conquering the star systems bordering its space. Skirmishes and pirate incursions were brief and commonplace, while border wars over territory were long and protracted affairs. Today's nullsec is a different animal entirely, with nearly the entire map carved up between two colossal mega-coalitions of alliances (N3/PL and CFC), each one internally held in a state of perpetually monotonous peace. No alliance in a coalition can break away and stand on its own for fear of being demolished by the others, and so all of nullsec is at peace with its neighbours and bored to tears by it. In this edition of EVE Evolved, I examine how nullsec got to the state it's in now and why it's badly in need of an overhaul.

  • EVE Evolved: Stepping through the EVE Gate

    by 
    Brendan Drain
    Brendan Drain
    07.20.2014

    Though EVE Online is often lauded for its rich decade-long player history full of wars and complex political dealings, the NPC storyline and New Eden's ancient backstory have always held my fascination. I started playing in early 2004 after reading dozens of fiction chronicles and mock scientific articles on the EVE website that painted the picture of a real living universe where incredible things could happen. Sure enough, my first years of play were punctuated with compelling live events and storyline arcs like the Crielere research project that led to the development of cloaking devices, the theft of a Federation Navy titan by Serpentis pirates, and the Blood Raiders taking over Delve. CCP has frequently stated that its goal with EVE is to create the ultimate sci-fi simulator, and the core of a compelling sci-fi setting is a living universe that grows and changes. The best sci-fi TV shows are those with a constant cycle of revealing compelling mysteries and then solving them and of encountering escalating challenges to be overcome. EVE has done this extremely well a few times in its life, such as with the release of wormholes or when the Sansha incursions events were kicking off, and each time the concurrent player numbers have spiked. Guild Wars 2 has shown the power of an evolving living storyline to get people into the game and keep them actively playing in the long term, something that should be the norm for MMOs and that EVE Online could take much greater advantage of. In this edition of EVE Evolved, I look at some of the big NPC mysteries revealed in EVE Online's decade-long history and ask why they were abandoned and where they could go now.

  • EVE Evolved: Making ISK from the Crius release

    by 
    Brendan Drain
    Brendan Drain
    07.06.2014

    ​EVE Online's economy has been studied over the years for its resemblance to the real world, and it is often cited as an example of a hyper-capitalist society with no laws or regulation. But underneath the emergent interplay of supply and demand that has fueled everything from freighter businesses to virtual investment banks, EVE is ultimately a game. The biggest influence on the markets by far has always been CCP Games and the changes it deploys in expansions, which shake the universe up and force players to adapt to new circumstances. There's always money to be made from major gameplay changes, and accurately predicting how an expansion will impact on the market can put you on the head of a short-lived but very lucrative gold rush. Though EVE's updates now come in the form of ten smaller releases per year, the upcoming Crius release scheduled for July 22nd has practically a whole expansion's worth of changes to industry and research. That gives you just over two weeks to prepare for the change, train any skills you might need, and figure out how to cash in on EVE's industrial revolution. In this edition of EVE Evolved, I run down some tips for how to prepare for the upcoming industry revamp in Crius and make some ISK.

  • EVE Evolved: Four top tips for living in wormholes

    by 
    Brendan Drain
    Brendan Drain
    06.22.2014

    One of the biggest goals you can reach for in many sandbox MMOs is building your own empire and controlling a small corner of the game world. For much of EVE Online's lifetime, that privilege was reserved for the powerful few leaders of the game's large territorial alliances, which carve up vast swathes of space between them. A handful of alliances still control the lawless nullsec regions today, but there are still opportunities for smaller corporations and even individuals to stake a claim in the chaotic world of wormhole space. Exploring and farming in wormholes is very profitable activity, but permanently moving in and setting up a starbase can be an intimidating prospect. One wrong decision might lead to pilots getting stranded in the void without bookmarks, your starbase coming under attack, or the whole expedition being robbed blind by a corporate infiltrator. The early days of wormhole exploration were rife with stories of hardship, heists, and devastating wars fought through shifting networks of wormholes. A lot has changed since the wormholes first opened in 2009, and today many of those problems have solutions. In this EVE Evolved opinion piece, I look at some of the ways wormhole life has improved since Apocrypha and give four of my favourite tips for anyone planning to colonise wormhole space.

  • EVE Evolved: Growing the EVE Universe

    by 
    Brendan Drain
    Brendan Drain
    06.08.2014

    For much of EVE Online's early history, the playerbase saw consistent organic growth with no end in sight and developer CCP Games was able to stay laser-focused on its single game. The EVE universe has even had to grow several times to accomodate the increase in players, most notably with the opening of the drone nullsec regions and Apocrypha's addition of 2,499 hidden wormhole systems. EVE has survived the launch of countless high-profile MMOs in its lifetime and even weathered the monumental industry shift toward free-to-play business models, but it hasn't been plain sailing. While subscriptions have reportedly grown year-on-year, EVE's average concurrent player numbers haven't really increased since 2009. The active EVE playerbase isn't really growing, so it should come as no surprise that CCP has been trying to expand the EVE universe on other fronts. Though the first attempt with console FPS DUST 514 was an unmitigated disaster, EVE players still seem quietly optimistic about its PC reboot as EVE: Legion. Dogfighter EVE: Valkyrie has also piqued the interest of the emerging virtual reality community and has the potential to introduce EVE to thousands of fresh faces. EVE's Creative Director Torfi Frans Olafsson even hinted during Fanfest 2014 that EVE Online, Valkyrie and Legion might all share a single login and that characters may eventually be able to switch between games at will. In this edition of EVE Evolved, I look at why I think a shared login could be a stroke a genius, and interview EVE's Creative Director and Valkyrie's Executive Producer to find out what the future holds for the EVE universe.

  • EVE Evolved: Expansion names are important!

    by 
    Brendan Drain
    Brendan Drain
    05.25.2014

    Since its launch in 2003, EVE Online has adhered to a rough schedule of releasing two free expansions per year, one at the game's peak play time in the summer and one to tide players over during the long winter lull in activity. Each expansion has had a particular theme and a descriptive name, launching with several major features and then being followed up with a series of smaller sub-releases. At EVE Fanfest 2014 we discovered that CCP plans to change that strategy and instead produce around ten smaller releases each year, aiming to release one every six weeks. Putting aside the mathematical impossibility of meeting that target with only 52 weeks in the year, the plan for smaller but more regular releases has been generally well-received. Players were very happy to hear that unfinished features will no longer be pushed out the door before they're ready just to meet an arbitrary expansion deadline, and it's great news that completed features and fixes will now wait a maximum of six weeks before deployment. There's no doubt that it's a great development strategy, but the more I think about it, the less sense it makes as a media strategy. In this EVE Evolved opinion piece, I look at why expansion names are important, the problems with CCP's new development schedule, and what can be done to fix them.