Doc Fury wrote:
The problem is no one has yet been able to flesh-out anything these mythical new players will actually *do* in EVE (as Avatars) that would attract them to the game, that would also have a impact on the game overall. Playing dress-up, gambling or playing mini-games as an avatar does not have any effect or consequences on the rest of the game or players.
Walk in Station is a decent idea I enjoy thinking about too, but I don't think in reality it is in any way applicable. There's the possibility that integrating avatar-centric gameplay changes into EVE Online would segregate the players between smaller communities within the broader community, the content for the Walk in Station would mostly be filler with little prospect of integration with EVE Online as a whole and it could also in the worst case lead the players all the avatar features brought away after they do not find the rest of the game enjoyable.
The content that Walk in Station promised was mostly mini-games and content that in general would not affect the whole mission, mining and combat that happens in EVE Online. What that means is that we would have this chunk of gameplay changes for our avatars that do not serve a realistic purpose into the gameplay. Meanwhile this content could help with breaking the loop from doing missions, mining, industry and combat that someone may be doing in the game on a regular basis it doesn't automatically mean that the work needed to achieve this is going to actually benefit the game or the players because the purpose of EVE Online is beyond what Walk in Station could bring into the gameplay. Hence the content that Walk in Station may bring is something that could phase itself out due to its very nature; as something essentially different from the game's nature.
Now, this new set of avatar features could bring a new number of players, or returning players, but now imagine that you come back to the game, and you try all the features that we know Walk in Stations could have offered; the content itself is not essential to the game, nor it would bring as much reward or entertainment compared to the traditional content offered by the game as its nature would be to support the existing content. Players who come or return into EVE Online to try these new features out would most likely, in the worst-case scenario get bored and leave the game.
Players would also become more segregated because of the features brought from Walk in Station; those that want to play just for the features recently added by CCP using the features amply, those that accept those features and use them on a low or regular basis and a number of people who refute the features and do not use them at all. Seeing how the community is already segregated depending on the player's interests, such as being in High Sec, Low Sec, Null Sec or Wormhole space further separation of the community might harm it on the long term as the arguments about what affects what and how with each and every patch would get even more chaotic in the case that Walk in Stations integrated meaningful gameplay that is relevant with the rest of EVE Online.
The ideas, and the possibilities for Walk in Station are many, but in all honesty we can see how as a concept it's not what could fit well with EVE Online, and even in the case the means were found to integrate Walk in Station there's doubt on whether it would truly engage with players or not.