
Zaiyo Modi
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Posted - 2008.02.09 06:02:00 -
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I would think 2 aspects in particular are critical to understanding what makes eve-online fun to play.
1) The dominant aspect imo, is the combat system, where players have a working and balanced system for ship combat. I do not know much about pos warfare though.
2) A lesser aspect in Eve imo, is the social and and quasi roleplaying setting with a fixed set of props like stations, stargates and npc's.
The combat system and world setting make for a set of possibilities for each, which blends with the actual gameplay.
I would personally like to see some expansion of the opportunities for combat, but most I would like to see an expansion of social/quasi-roleplaying opportunities.
This means not only evolvment of the combat system but more importantly a wish for more evolved word-mechanics supporting quasi-roleplaying beyond the use of fixed props like npc stations and the like.
For me, a lucid enthusiasm for eve would entail having more power to create, balanced against the power to destroy. I have no easy answer as to how a new world of my view can evolve for say 0.0 without risking a chain of yo-yo moments where devestation are brought about frequently, thus messing with a "proper" pacing for a player world to evolve and dissolve.
* intermission *
Perhaps a system of inter-dependancies-in-world could do, where excessive savage actions would ultimatly lead to rooting up ones ability to even excist in a system.
Risk of game-company-developer-griefing would be a potential issue if world evolvement system is irreparable, if a large organization went on a doomsday campaign to kill off player world for fun. Some system self healing would be preferred as opposed to a fixed and rigid set of world structure.
* intermission *
I guess there are a few factors that make pacing for world evolvement a bit tricky.
Allegiance to a cause can change on a whim due to human factor sitting by a keyboard drinking either beer or soda.
Perhaps some more inter-dependant allegiance would be in order. And perhaps a change of scale could snuff out peoples inclination to destroy stuff simply because they can. If rampant destruction is an issue, the task of destroying could be made more questionable, like weighing against repercussions, practicality and human-spirit-to-not-let-people-find-a-hidden-base.
Anonymity factor would be nice if it gives players the tool to use game mechanics to secure their way of gameplay. Basicly if someone or some corp is disciplined to the extreme in keeping their appearance of operations hidden from others.
A cloaked ship today is an example of a stalemate of the spirit of aggression and the one of denying aggressors an easy kill. Not much one can do cloaked but watch or be a warp in point for others.
Perhaps inter-dependency or practicality somehow could balance up against human-spirit of finding and using exploits in game to further own interest griefing others, or simply attainning improper advantages.
My apologies for yet another vague post, but I can not help feel that this game have so much potential, even though it is not a kind of spaceship simulator.
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