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  • EVE Evolved: New tools for the community

    by 
    Brendan Drain
    Brendan Drain
    02.12.2012

    Earlier this week, CCP Games released a much-needed complete overhaul of the official EVE Online website. Having been in operation for nine long years, the old website had become a mismatch of marketing information aimed at new players and tools for the existing player community. The overhaul split the page into two awesome websites, with a new community site to cater to existing players and an impressive new main page to attract future players. The main page uses HTML 5 to deliver incredible interactive views of the EVE Online galaxy and dozens of in-game ships right there on the website. The community website houses all of the news, devblogs, knowledgebase articles, fictional chronicles, and support tools that existing players use, but with a much neater layout than the old website. In web developer CCP Alice's recent In Development video, she revealed that the team would be working on new community tools following the launch of the new websites. With the community site completely de-cluttered, there's now room to incorporate a lot of the tools players want or currently use, opening up some interesting possibilities. In this week's EVE Evolved, I discuss the new EVE Online website and community portal and speculate on awesome new community tools we might possibly see in the future.

  • EVE Evolved: The benefits of a subscription

    by 
    Brendan Drain
    Brendan Drain
    02.05.2012

    In last week's EVE Evolved opinion piece, I tackled the question of whether it would be possible to make EVE Online free-to-play and then devised a viable hybrid freemium business model based on other apparently successful free-to-play conversions. While this was largely a thought experiment exploring the viability of a conversion, the fact that other subscription games have made the change recently makes it more than just theoretical. The possibility that executives at CCP Games have investigated the same options makes this debate an important one to hash out in a public forum. We've established that a free-to-play EVE could potentially be viable, but this week I'd like to take the debate one step further and ask whether EVE is actually doing the right thing with its current subscription model. Subscriptions may no longer appear to be the dominant business model in the MMO landscape, but they have some major advantages that are rapidly becoming apparent as more and more games drop their monthly fees. The sale of cosmetic enhancements will only net so much money, and if a game expands into selling convenience items that circumvent grind, there's a strong financial incentive to develop grindy gameplay and then sell shortcuts. This produces a conflict of interest between developing fun games and making money that isn't present with the subscription model. In this week's EVE Evolved, I look at the benefits of the subscription model, the unique position CCP is in with its PLEX system, and the hidden dangers of convenience-based microtransactions.

  • EVE Evolved: Could EVE Online go free-to-play?

    by 
    Brendan Drain
    Brendan Drain
    01.29.2012

    When EVE Online was released in 2003, the subscription model was the dominant business model for MMOs. Subscriptions have dominated Western MMOs throughout most of EVE's reign, but in the past two years we've seen the market push toward alternative models. Although the Incarna expansion controversially introduced a cash shop for cosmetic items, EVE Online has remained a subscription MMO in the face of tremendous market pressure to change. Although CCP plans to use microtransactions heavily in World of Darkness, and DUST 514 will not have a subscription fee, no plans to significantly modify EVE's current business model have been announced. There's no sense in trying to deny it: The market is changing, with microtransaction-supported free-to-play games producing far more money than subscription titles. Hybrid models that give players the choice between microtransactions or a regular subscription have turned the industry on its head. When Turbine first implemented a hybrid model in Dungeons and Dragons Online, not only did profit shoot up from the free players but subscriptions rose. When the studio gave Lord of the Rings Online the same treatment, profits tripled almost overnight. The money is firmly in microtransactions, and it would be disingenuous to assume CCP won't chase that kind of financial reward. But could EVE even support a free-to-play business model, and what alternatives are there? In this week's EVE Evolved, I ask whether it would be possible for EVE Online to adopt a free-to-play business model, and I suggest a simple alternative model that could really work. [UPDATE: World of Darkness has not been confirmed as free-to-play, and though DUST 514 will not have a subscription fee, it will have a cover charge for initial purchase]

  • EVE Evolved: The new player experience

    by 
    Brendan Drain
    Brendan Drain
    10.30.2011

    Ever since a graph showing a downward trend in daily peak concurrent logins started to make the rounds on blogs, players have insisted that EVE Online's recent Incarna expansion has been a complete failure. I mentioned in an earlier article that we should really have expected this as the captain's quarters were primarily designed with new players in mind. Starting the game as an avatar, even one who's been grounded in his space-room by his space-dad, helps people identify with their characters in a way that bridges the gap between EVE and traditional avatar-based MMOs. By introducing a player to his character as a person rather than a ship, the new player experience may also help make the loss of a ship not such a big deal. It's all fine and well to theorise about Incarna's success or failure, but ultimately it's only new players who can make that determination. If the captain's quarters do their job of flattening that initially jarring part of EVE's learning curve, the expansion's effect on subscriptions would be to convert more free trials into paid accounts -- an effect that wouldn't be immediately noticeable until another exciting and heavily advertised gameplay expansion brings in large numbers of new players. To help figure out if the captain's quarters have been successful in that regard, we have to turn to people who have never played EVE before. In this week's EVE Evolved, I finally convince my friend Kajatta to try EVE for the first time. I delve into his first experiences with the game to find out what EVE does right and wrong in the new player experience.

  • EVE CEO: 'We are back in the spaceship business' [Updated]

    by 
    Jef Reahard
    Jef Reahard
    10.21.2011

    CCP's damage control tour continues, and the latest stop is Eurogamer. CEO Hilmar Petursson recently sat down for a lengthy interview with the website and offered up what should be music to the ears of disgruntled EVE Online veterans. "We're really focused on making kick-ass EVE expansions in the more traditional way that we've done so many times in the past. What becomes of the store and Incarna is something that's not a big priority right now," he said. Petursson also has some interesting things to say about his own accountability during EVE's turbulent summer and the role of the player-run Council of Stellar Management. "I'm starting to get feedback from players that they worry the CSM is too pre-occupied by a certain playstyle. That might mean we may need to change the structure, but definitely the CSM has worked as a feedback tool greatly throughout the years," he explained. Head to Eurogamer for the full report. [Update]: Petursson made similar remarks, and also touched on the recent CCP layoffs, in an interview at GamaSutra.

  • Ship spinning returns to EVE Online

    by 
    Jef Reahard
    Jef Reahard
    10.14.2011

    Everyone knows that internet spaceships are serious business. Relatively few, however, recognize the grave importance of EVE Online's late great ship spinning mechanic. Happily for the hardcore, those few include CCP developers, and as we mentioned a few weeks ago, one of New Eden's favorite pastimes is coming back from the dead. A new CCP dev blog spills the beans on the release date, and EVE vets will probably be thrilled to hear that ship-spinning is coming to the Singularity test shard today. The feature is tentatively scheduled to return to the Tranquility live server on October 18th during an extended downtime beginning at 11:00 UTC. CCP has also added the old hangar interface functionality back into the EVE client, and users with sub-optimal Incarna computer specs (or those who simply hate walking in stations) can opt to turn off the game's captain's quarters and party like it's 2010. A weekend discount on PLEX has also been announced.

  • GDC Online 2011: CCP on virtual goods in EVE Online

    by 
    Karen Bryan
    Karen Bryan
    10.11.2011

    Remember Monoclegate? CCP sure does, and at GDC this week, the company reflected on some lessons learned from its introduction of virtual goods to EVE Online. Associate Producer Ben Cockerill from CCP games offered a candid look at what the team learned through both player response and market data. While the initial launch of virtual goods in Incarna sparked a fierce objection on the forums and even in-game protests and riots, things have settled down quite a bit, and CCP seems confident that it is headed in the right direction now. Read on for a look at why virtual goods were introduced into EVE Online and what the team has learned so far.

  • EVE Evolved: Looking forward to the winter expansion

    by 
    Brendan Drain
    Brendan Drain
    10.09.2011

    Since EVE Online's release in 2003, CCP Games has been the center of one of the most interesting success stories in the games industry. Produced by a tiny indie development studio on a frozen volcanic rock, EVE was the perfect example of how to do things right. The game's publishing deal with Simon & Schuster allowed CCP to buy back the rights to the game several months after its initial release. With no publisher taking a cut of the profits, CCP ploughed subscriptions back into the game's development and grew the development team organically. As a one-game company, CCP worked closely with players to make EVE the best game possible for its loyal playerbase. In a recent letter to the players, CCP CEO Hilmar laments that somewhere along the line, things changed for the worse. The CCP of today bears little resemblance to the "little indie studio that could" of 2003, not just housing over 600 employees in offices around the world but also developing upcoming MMOs DUST 514 and World of Darkness. Resources are spread thin, and EVE Online has suffered for it. Last month I looked back at the blockbuster Apocrypha expansion and asked why every expansion since then has cut down on the in-space development players want. Hilmar's letter and its accompanying devblog answered that question this week with a solid plan for iteration on flying in space features during the winter development period. In this week's EVE Evolved, I look forward to the winter expansion and explain why each of the issues being tackled in the coming expansion is a big deal to players.

  • CCP Games CEO issues letter of apology to EVE Online players

    by 
    Brendan Drain
    Brendan Drain
    10.05.2011

    Just over three months ago, fans of EVE Online looked on in disbelief as the game they loved faced its biggest crisis of confidence since 2007's T20 developer scandal. The long-awaited Incarna expansion was pushed live with no multiplayer environments and only one race of captain's quarters. Players were forced to use the feature every time they docked, and it seemed that its only purpose was as a display case for overpriced cash-shop clothing. While players debated the controversial cash shop prices, a leaked company newsletter titled "Greed is Good" and a leaked memo from CCP Games CEO Hilmar Veigar Pétursson threw additional fuel on the flames. In a letter to the EVE Online community today, Hilmar delivered a humble apology for everything that happened. "The estrangement from CCP that many of you have been feeling of late is my fault, and for that I am truly sorry," he began. "In short, my zeal for pushing EVE to her true potential made me lose sight of doing the simple things right. I was impatient when I should have been cautious, defiant when I should have been conciliatory and arrogant when I should have been humble." The letter goes on to tackle everything from the removal of ship spinning and the release of the captain's quarters as a full expansion to CCP's plans for the future. In an accompanying devblog, CCP Zulu provided an impressive list of in-space features aimed for the winter development period. The list includes the long-awaited hybrid weapon balance changes, assault ship bonus reworks, capital ship rebalancing, and even iteration on faction warfare.

  • EVE adds more racial captain's quarters to test server

    by 
    Jef Reahard
    Jef Reahard
    09.30.2011

    Those of you chafing under the constraints of the Minmatar captain's quarters released earlier this summer as part of EVE Online's Incarna expansion have reason to celebrate. The other three racially themed quarters have just been deployed to Singularity (that's the test server, for you EVE newbs). When we say racially themed, we don't mean like an Al Sharpton monologue but rather like the Gallente, Caldari, and Amarr races who, along with the Minmatar, make up EVE's four playable factions. A new dev blog hits the highlights of each CQ, and each one boasts a visual aesthetic that mirrors its race. Gallente quarters, for example, are "are slick and streamlined -- comfort through elegant design. The mirror is also prominent, since the Gallenteans are known to spend a lot of time in front of it." The Minmatar pad has also been tweaked, and you can read all the details at the official EVE website. Before you go, check out the preview video after the cut. [Update: CCP has also uploaded a video explaining the new time dilation feature.]

  • Custom video content available in EVE's captain's quarters

    by 
    Jef Reahard
    Jef Reahard
    09.26.2011

    Chances are you haven't really fantasized about kicking back in your captain's quarters and watching a movie or three. After all, EVE Online is about blowing people up -- or preferably, scamming them and then blowing them up, amirite? Similarly, hanging out in the game's Incarna interiors is for imaginative carebears and inept internet spaceship pilots, according to some. Nevertheless, CCP has released a new dev blog detailing how you can go about customizing the infinite video loop that currently runs on your CQ's widescreen television. It involves converting your videos to the .BIK format and sticking them into the appropriate folder, and CCP Optimal outlines the technical details at the official EVE Online website.

  • EVE Evolved: Ship spinning and Incarna

    by 
    Brendan Drain
    Brendan Drain
    09.25.2011

    Last week, EVE Online developer CCP Games released a devblog about an upcoming patch designed to re-introduce the ship hangar removed as part of the recent Incarna expansion. The old system involved docking into a ship hangar in which players can spin their ships around to look at them from any angle. With Incarna, the hangar was replaced by a new captain's quarters interface in which the player gets out of his ship and walks about his quarters in a full-body avatar of his character. Amidst a flood of complaints from players whose computers couldn't handle the Incarna environments, CCP reluctantly built a temporary disable switch into the system. Developers repeatedly stated that they had no intention of letting players opt out of Incarna forever as the company wants it to be a seamless part of the game world rather than a separate game in and of itself. The announcement of the ship hangar's return has effectively overturned that statement by giving players a way to stay out of Incarna environments indefinitely if required. This is a big deal for current EVE players, but most of my friends and colleagues who don't play EVE don't see the importance of what is on the surface a purely cosmetic change. In this week's short EVE Evolved column, I discuss the plans to bring back ship-spinning in EVE and explain why this change is a big deal for players.

  • CCP to EVE players: We've heard you, unprecedented development refocusing in the works

    by 
    Jef Reahard
    Jef Reahard
    09.22.2011

    Significant change is afoot in EVE Online, and no, we're not just talking about the latest clothing item on the Noble Exchange or additional captain's quarters built on top of Incarna's foundation. A brief blog post on the official website indicates that CCP has taken the firestorm of criticism from long-time players over the last several months to heart. While it's not quite a mea culpa, CCP Zulu does say that the company has been engaging in an "extensive and intense introspection and revitalization. The result of this is a refocusing and reprioritization on a scale unheard of within our company." How extensive (and how intense)? That remains to be seen, of course, but the post points to the recent ship-spinning update and also goes a step further. "We are listening to you, we have heard you, and plans are already in motion," Zulu writes.

  • CCP working on EVE ship spinning patch

    by 
    Jef Reahard
    Jef Reahard
    09.19.2011

    Incarna haters rejoice! OK, maybe rejoice is too strong a word, but surely the return of ship spinning is worth a smile or two, amirite? Today's second piece of EVE Online news comes courtesy of Torfi Frans Olafsson's latest blog post. In it, he mentions how CCP is rethinking its captain's quarters design and working toward reimplementing the ability for bored pod pilots to rotate their cameras around their active ship while docked. The ability disappeared with the introduction of full-body avatars in last summer's Incarna expansion, and Olafsson says that soon "you will simply be able to board and unboard your ship, toggling between captain's quarters and ship spinning mode." Incarna's hefty graphical requirements have also inconvenienced players logging in via "craptop" portable computers that lack gaming-quality hardware, and the post says that fixes for this are on the way as well. Finally, there are a few blurbs about improvements to captain's quarters shaders and new turret graphics. Read all about it at the official EVE website.

  • EVE Evolved: Too early to judge Incarna

    by 
    Brendan Drain
    Brendan Drain
    09.18.2011

    Amidst talk of EVE Online's upcoming nullsec revamp, the Council of Stellar Management voiced legitimate concerns that CCP may not be assigning enough development time to in-space EVE features. Last year, CCP Zulu revealed that of over 400 developers at CCP Games, 124 were assigned to EVE Online. Of those, a whopping 70 were assigned to develop EVE's new avatar-based Incarna feature, several others were assigned to core technologies going into Incarna, and only 22 were focused on developing in-space features. Last week I looked into the issue of EVE's development time being reduced over the years, but it has been pointed out to me that I largely dismissed the development time that went into Incarna as if it weren't development on EVE. This is a common line of thought among current veteran players, who typically don't care about Incarna and want time to be spent on in-space features instead. Incarna has eaten up a significant amount of development time for very little tangible benefit, but is it too early to judge the efficacy of this massive addition to EVE? In this week's EVE Evolved, I look at what the future may hold for Incarna and how the work invested so far may not become valuable to players until certain features hit.

  • EVE Evolved: Expansions, not excuses

    by 
    Brendan Drain
    Brendan Drain
    09.11.2011

    Over the last few months, the phrase "Flying in Space" has been increasingly used by both EVE Online's developers and its players to describe features other than those of Incarna. It seems like a redundant phrase as all of EVE's gameplay currently takes place in space, but the distinction has become necessary when discussing the allocation of development resources. Members of EVE's player-elected Council of Stellar Management have recently spearheaded a wave of new complaints about the level of resources dedicated to EVE's in-space features, claiming that developers have been left without the resources necessary to do a good job. In the previous three EVE Evolved columns, I discussed the upcoming nullsec revamp scheduled to begin this winter and the incredible new gameplay players might get as part of it. Members of the CSM know exactly how many people will be working on that revamp, and although those numbers haven't been made public, several delegates have gone public with their disapproval. EVE's subscription fees are currently paying for the development of CCP's upcoming fantasy MMO World of Darkness and its ambitious console MMOFPS DUST 514, leaving few resources for new EVE gameplay and content. In this week's EVE Evolved, I look back at the success of EVE's first blockbuster expansion and ask why development on EVE Online has dramatically decreased over the past two and a half years.

  • CCP releases EVE's emergency CSM meeting minutes

    by 
    Jef Reahard
    Jef Reahard
    09.09.2011

    There's no drama like internet spaceship drama, and the boohoos stemming from last summer's EVE Online Incarna expansion -- and the associated monoclegate controversy -- continue to make waves. CCP has finally gotten around to releasing the minutes from the "emergency" Council of Stellar Management meeting that took place in Iceland from June 30th through July 1st. According to CCP Xhagen, the lengthy delay was due to the fact that "it takes time to create a document that everyone can accept. It is important to keep in mind that CSM meeting minutes are not released unless both CCP and the CSM give their approval." The document summarizes the discussions and presents the brouhaha surrounding captain's quarters performance, the Noble Exchange, and CCP's future plans for virtual goods from the perspective of both devs and player representatives. The PDF ultimately serves as a useful summary of EVE's latest drama explosion, and you can read it in its entirety by following the link below.

  • EVE Online Incarna patch 1.1 coming September 1st

    by 
    Justin Olivetti
    Justin Olivetti
    08.29.2011

    It's been a couple of months since EVE Online released Incarna, and players have been itching for the next step on their galactic grand conquest tour. Happily, this Thursday will see the game move forward with Incarna's 1.1 patch, a smaller-sized update that will usher in a whole new era of EVE player socializing. With the patch comes an update to EVE Gate, with nifty features like activity notifications to keep you abreast of the news and personalized backgrounds. The forums are getting an overhaul as well and will include search options, the ability to "like" posts, utilize quick replies, and other essential tools. The soon-to-be old forums will be locked and archived for future posterity. While 1.1 players won't be able to leave their captain's quarters just yet, the screens and menus in the room are being spruced up and a few other bugs quashed. Other features included in the patch are customizable API keys, the ability for third-party applications to access contract updates, and numerous tiny (but important!) fixes to the game.

  • EVE dev blog talks Incarna 1.1, additional captain's quarters

    by 
    Jef Reahard
    Jef Reahard
    08.19.2011

    So what's the story with the next iteration of EVE Online's Incarna expansion? The newest CCP dev blog has your answer, and that answer is basically "more captain's quarters." You may recall that EVE's ambulatory makeover launched earlier this summer to a chorus of boohoos from the game's gangster elite, but CCP is nonetheless pressing on with its nefarious agenda to make New Eden into more of a sandbox. CCP Fallout says that the devs are continuing to "improve the Minmatar CQ while pushing forward with the development of the remaining racial quarters, as well as working apace on establishments." Incarna 1.1 will show the fruits of these labors in terms of the existing avatar environment, while the remaining quarters and establishments should make their way to the Tranquility test server "later this year."

  • 'Will the door open?': CCP opens up about the future of EVE's avatars

    by 
    Justin Olivetti
    Justin Olivetti
    07.18.2011

    Tactical Gamers has a lot of nice things to say about EVE Online's latest expansion, Incarna, but more than just fawning over the truly revolutionary ability to make avatars who walk around in a room, the site roped in two of the game's leads, CCP Soundwave and CCP Flying Scotsman, to jaw about the latest and greatest in the game. The first, and probably biggest, question for the devs was, "Will the captain's quarters doors ever open to allow avatars to interact with other players?" The devs confirmed that, yes, such a day is coming and will take place over a series of phases. The first stage is to include what CCP is calling "Establishments" in which players can mingle and take part in "various activities." Interestingly enough, the topic of emotes is a divisive subject among the CCP staff, with some arguing for their inclusion and others fearful that emotes will turn EVE into World of Warcraft, what with the dancing Elves on mailboxes and all. Emotes will be eventually added, but they will have "meaning" behind them. For more on Incarna, super-capitals and the future of the game, give this interview a listen!