There actually was an underlying thought to that previous posts about Eve respecs, I just didn’t have time to get to it. But here’s the thing: Just how easy should a game be on the players?
I mean, that’s what the attribute respecs are about; making the game more player friendly by giving the players more leeway in how they play it. “You don’t have to decide now, try things out and see what you like.” Or to put it more pointedly: “Don’t worry, you won’t lose anything by choosing one path over another.” That is, we just removed the consequence from you choice.
I’m all for more options and that’s pretty much what makes Eve such a great game to begin with. Nothing in it says “You can’t do that” or “You have to do this”. It’s a true sandbox game where you, as a player, can do pretty much anything you’d like if you devote time and effort into your chosen goal.
The thing I’m pondering at the moment is, can making the players life easier become a problem for the game? When does removing consequence reduce the value of the player experience?
Let’s take two games from the opposite sides of the spectrum: Eve Online and World of Warcraft
In Eve you have a sandbox universe where you can do pretty much anything, but the game really doesn’t hold you hand and gently guide you to the next level. Up until recently starting out was more like getting a sharp push out of the airlock and being left to fend for yourself. Or as was often the case: try to learn, fail and leave in frustration. Countless newbies did just that and the game earned a reputation for a somewhat steep learning curve.
But the players who put in the effort to learn the ropes usually hopelessly fall for the game. The universe is simply alive and, somewhat like in real life, the thing’s that may be standing between you and success (or utter failure) are simply other players and their ambitions. You choices will influence the gameplay for you and for the others. And that makes your choices important. The players are the lifeblood of Eve and the game is only there to provide you with the setting.
World of Warcraft on the other hand is an altogether different beast. WoW is also there to provide the setting for your adventures, but instead of giving the player the reigns it is actually the player who is getting steered in to the desired path. Granted, WoW does this exceedingly well and while playing you really don’t feel like you’re getting herded anywhere. But even if you can’t see the rails on the roller coaster, it doesn’t mean you can take a right turn at the top of the ride just because you want to.
As much as Eve is a sandbox game, WoW is an amusement park. Everything is neatly designed to give you the ride of your life while giving you the minimum amount of hassle along the way. You can safely enjoy the scenery and your next dose of gratification (loot, level, skills, whatever…) as you progress through the game content at a frictionless pace.
And I’m definitely not saying that there is anything wrong with WoW. Quite the opposite. I’ve played far more hours of WoW than of Eve. And usually loved every moment of both of them. It’s just that they are very different games. One is designed to immerse you in a constant flow of gratification while the other gives you the kicks by giving meaning to your actions.
In WoW you can’t really lose anything. Oh, you can get killed but the only real consequence is the one minute corpse run from the nearest graveyard. The equipment durability reduction is insignificant and, well, that’s it really. They have even added more graveyards to the game and increased the speed at which ghosts run to lessen the effect of dying. You simply can’t lose anything in WoW.
In Eve there can be a considerable price to pay for ignorance and stupidity. When you get killed you stand to lose not just the ship you we’re flying (which can be significant cost in itself) but also your precious implants (even more expensive) and even your skill points if you have been dumb enough to not upgrade your clone. Of course, it’s not very easy to pod someone if they know their business but it still happens often enough to keep you on your toes.
But game money is just game money. What you are really losing is the time and effort you put into making that money or training those skill points. In Eve that can be hours or days, in WoW it’s about a minute of your play session. And before you open your mouth to say “How could it be fun to experience that kind of loss in a game?” let me refrase that: the loss of a ship could also mean that much to the other player you have locked and webbed and at your mercy. It is always a two-way street.
Like I said, they are designed to give you a different experience. But which one is the better approach? Successwise one would have to accept that WoW is a bigger hit. There’s no way around that fact. But as a player I have to say that Eve’s universe where your actions matter to you and those around you is coming up as a winner.
I’ve played World of Warcraft for years and in the end I just got burned out. The game is a testament to brilliant design and implementation and I still play it from time to time (I just can’t bear to cancel my subscription, silly me) but for me the whole thing loses meaning over time. I never was much of a raider so my social contacts in WoW were’nt huge. Otherwise it might have been more enticing to keep on playing. But as it is, there simply ain’t that much to gain. It’s always the next level/sword/talent that is up around the corner and in the end it is only your armory profile that’s changing…
In Eve the problem is figuring out what you want to do in the first place. Since the game doesn’t push you in one way or another, it’s pretty common to see new players asking around in the chat about what they should do next. If you don’t get involved, Eve may start looking extremely pointless very quickly.
But in the end it is probably a matter of preferences (and what isn’t?). The ease of WoW is certainly appealing and in small doses it still holds it’s magic for me. In Eve the fact that everything matters (at least to someone) makes it a really immersive experience and may prove more sustainable in the long run.
But that begs the question of why I’m so happy that Eve is implementing things like attribute respecs?
Well, for me the attributes and starting skills in Eve have always been a bit of design flaw. You simply don’t have enough information to make any meaningful choices when you are starting out. So forcing the player to make blind choices in matters as important as attributes is simply stupid. I know I at least botched up my main character at creation (high charisma, anyone?).
It’s nothing game breaking, but it has irked me over the years anyway. So I’m happy they are fixing it. Or maybe I’m just looking for that frictionless game experience. Go figure…