Showing posts with label Factional Warfare. Show all posts
Showing posts with label Factional Warfare. Show all posts
Thursday, July 10, 2008
The Noob's Lamentations on AoC
So, after the accolades that got poured on it at launch, Age of Conan is being hit from all directions by a lot of criticism. Gaming news sites are taking notice, and for good reason.
I canceled my AoC account this week. The reasons why read like a list of the major criticisms of the game. The first warning sign for me was the lack of quest voice-overs after Tortage. It was a minor thing, but I couldn't help but feel that it was a sign of things to come. The technical graphical issues I was experiencing also didn't help, but were eventually resolved.
Basically, there is nothing compelling for me in the game, even in the 30s, let alone the grind to 80 and the bemoaned lack of end-game content. I was hoping that the lauded PvP system would give me more of the feel I have come to love from EVE in a fantasy setting, but it looks like I'll be waiting for WAR, since AoC's siege system is plagued with technical issues, and has been stepped back a number of times, already.
Speaking of EVE, I've gotten more involved in Faction Warfare, including running around with some more organized groups than you tend to get in the militia channel. It's been a great deal of fun and has really rejuvenated my desire to play the game, despite some of the issues that FW has.
The Drone Bay 13 has been edited and uploaded and will be out as soon as the notes are done and Brent has time to publish it.
I canceled my AoC account this week. The reasons why read like a list of the major criticisms of the game. The first warning sign for me was the lack of quest voice-overs after Tortage. It was a minor thing, but I couldn't help but feel that it was a sign of things to come. The technical graphical issues I was experiencing also didn't help, but were eventually resolved.
Basically, there is nothing compelling for me in the game, even in the 30s, let alone the grind to 80 and the bemoaned lack of end-game content. I was hoping that the lauded PvP system would give me more of the feel I have come to love from EVE in a fantasy setting, but it looks like I'll be waiting for WAR, since AoC's siege system is plagued with technical issues, and has been stepped back a number of times, already.
Speaking of EVE, I've gotten more involved in Faction Warfare, including running around with some more organized groups than you tend to get in the militia channel. It's been a great deal of fun and has really rejuvenated my desire to play the game, despite some of the issues that FW has.
The Drone Bay 13 has been edited and uploaded and will be out as soon as the notes are done and Brent has time to publish it.
Labels:
Age of Conan,
EVE Online,
Factional Warfare,
the drone bay
Thursday, March 13, 2008
Making Factional Warfare Work In EVE: Realistic Politics
Factional warfare is, without a doubt, my most anticipated feature for EVE. Ambulation looks great, and I'm sure it will be a great addition to the game, but at the end of the day it is going to be a cosmetic change, at least initially. The premise for factional warfare, as far as I can tell at this stage, is to have a resurgence and creation of various wars and skirmishes between the major NPC empires of EVE that allow for player involvement. Whether this means traditional EVE PvP, or PvE content, or even an introduction of RvR is yet to be seen. No matter the final form, the concept of factional conflict grants CCP the opportunity to really open up the universe to give it a more interactive feel. This is a real challenge to build into the game as it stands now, since a mis-step could really break things and send us down the SWG path. I have more faith in CCP than that, though.
As it stands now, the universe, while interesting and well-designed, is really little more than a backdrop for the interactions of players. While this model has proven sufficient for the enjoyment of their subscriber base thus far, the fact that they are developing a factional warfare system speaks to the fact that CCP is interested in making the NPC world more approachable.
I know I've mentioned factional warfare in the past, but what I'd like to do here is to describe some of what I think would be critical features for a successful implementation of the system. Mechanics and whatnot aside, the first thing I would like to cover is the handling of different political structures and interactions within EVE. I choose politics first for two reasons. First, it is where my educational background is. Second, in order for this project to be a success, CCP needs to create a system of complex interactions that are at least competitive with the look and feel of the interactions between player groups.
The first step to realistic interactions between the NPC factions is the proper establishment of what each of those factions is, politically and structurally. We have the broad strokes: Amarrians are a monarchical theocracy somewhat reminiscent of medieval Europe, the Gallente are absolute freedom classical liberals and laissez-faire advocates of 18th and 19th century France, the Caldari are a supercapitalist state bordering on fascism, and the Minmatar are the burgeoning republic of freed slaves. That's enough background for player to player roleplay interaction, but incorporating the NPCs means that they will need backstories as detailed and diverse as those of the players. That isn't to say that each NPC needs pages of personal history, but the major ones certainly do, and each faction and sub-faction should have some detail put into their own philosophies, governmental systems, and relationships with other factions/sub-factions. This leads to the opportunity for a new depth of intra-faction roleplay as well. For example, the Gallente and Intaki bloodlines of the Gallente Federation have vast differences in their general disposition, so expanding that and allowing players to align themselves more closely with their own chosen ideology will give a richer roleplay experience.
On the subject of ideologies, I think factional warfare gives CCP and the EVE player base the chance to break away from the racially-defined philosophical paradigms. Right now, the major RP groups out there, with the exception of Star Fraction (anarchists of the Heinlein vein), are all tied to one faction or another. With the way the game is now, that means they are tied to one race. Factional warfare gives the chance for groups to rise and flourish with any consideration of player or NPC base being extrinsic to the cause of the organization.
It is a lot of work to put in, and maybe this is exactly what CCP is doing, but the radio silence and continued delays make me wonder if my most anticipated feature is coming any time in the near future.
As it stands now, the universe, while interesting and well-designed, is really little more than a backdrop for the interactions of players. While this model has proven sufficient for the enjoyment of their subscriber base thus far, the fact that they are developing a factional warfare system speaks to the fact that CCP is interested in making the NPC world more approachable.
I know I've mentioned factional warfare in the past, but what I'd like to do here is to describe some of what I think would be critical features for a successful implementation of the system. Mechanics and whatnot aside, the first thing I would like to cover is the handling of different political structures and interactions within EVE. I choose politics first for two reasons. First, it is where my educational background is. Second, in order for this project to be a success, CCP needs to create a system of complex interactions that are at least competitive with the look and feel of the interactions between player groups.
The first step to realistic interactions between the NPC factions is the proper establishment of what each of those factions is, politically and structurally. We have the broad strokes: Amarrians are a monarchical theocracy somewhat reminiscent of medieval Europe, the Gallente are absolute freedom classical liberals and laissez-faire advocates of 18th and 19th century France, the Caldari are a supercapitalist state bordering on fascism, and the Minmatar are the burgeoning republic of freed slaves. That's enough background for player to player roleplay interaction, but incorporating the NPCs means that they will need backstories as detailed and diverse as those of the players. That isn't to say that each NPC needs pages of personal history, but the major ones certainly do, and each faction and sub-faction should have some detail put into their own philosophies, governmental systems, and relationships with other factions/sub-factions. This leads to the opportunity for a new depth of intra-faction roleplay as well. For example, the Gallente and Intaki bloodlines of the Gallente Federation have vast differences in their general disposition, so expanding that and allowing players to align themselves more closely with their own chosen ideology will give a richer roleplay experience.
On the subject of ideologies, I think factional warfare gives CCP and the EVE player base the chance to break away from the racially-defined philosophical paradigms. Right now, the major RP groups out there, with the exception of Star Fraction (anarchists of the Heinlein vein), are all tied to one faction or another. With the way the game is now, that means they are tied to one race. Factional warfare gives the chance for groups to rise and flourish with any consideration of player or NPC base being extrinsic to the cause of the organization.
It is a lot of work to put in, and maybe this is exactly what CCP is doing, but the radio silence and continued delays make me wonder if my most anticipated feature is coming any time in the near future.
Wednesday, February 13, 2008
Real World Political Theory and EVE
More than any other MMO I have played in recent memory, EVE Online lends itself to the application of real world political and economic theory. CCP clearly shares this belief, as they recently hired on a real life economist to handle Quarterly Economic Newsletters for the EVE economy. With factional warfare coming up in the near future (I hope...), I would like to see CCP put a similar amount of effort into the development and analysis of the political landscape of New Eden.
NPC politics are one of the little utilized gameplay elements that CCP have total control over, and I think developing the nature of those relationships between the various NPC factions, even so far as to dictate how they will interact with various player factions, would make the game feel more like an RP rich environment (sans robes), and less like a wax museum that we are all playing around in. This has always been a sticking point for me in EVE. Players are usually forced to choose between NPC and RP politics, and the power play politics of territorial conflict. Even famed roleplayers like CVA have had to compromise their hard-line RP stance for the sake of 0.0 politics. There may not be much, if anything, for CCP to do about that dilemma, but I seem to remember a time when player factions and NPC factions had a more interactive relationship (MC's long standing rivalry with Mordu's Legion over non-payment for a contract comes to mind). More richly developed NPC politics would make PC and NPC interaction much more attractive to those alliances and groups out there who would like to RP more, but don't want to be saddled with the stigma and the fact that it means excluding play with a large chunk of the EVE populace.
My solution would be for CCP to utilize existing staff, or potentially hire new outsiders, to beef up the application of real world political philosophy and theory to the New Eden cluster. In my view, the best theory to apply to EVE politics at the moment is Neo-Realism. This is the theory that argues that states will pursue their own interests and gauge success in the ability to pursue those interests primarily through military power, but that there is also a sort of governing structure that states act through. At the moment, we have large mega-alliances amongst the players, and the NPC factions have established CONCORD to serve a presumably similar function to our UN. I think that we are prevented from moving on to a more contemporary theory such as Complex Interdependence by some of the mechanics of the game, i.e. a lack of fear of death and the relative ease of replacing and amassing military assets. To a group thinking in a realist paradigm, interdependence after a certain point shows weakness and is a potential security risk (see BoB and the MC).
NPC factions, however, cannot reasonably behave the same was as capsuleers. For normal NPCs, there is a legitimate fear of death, and my understanding of the game background is that individual capsuleers are far more wealthy than most non-capsuleers. This means that acquisition of the means of making war is a long and costly process for the five (including the Jove) empires. What I would like to see is the representation of a more realistic type of politics governing the interaction between these NPC factions. Having some of the pirate states declare additional empires and demand CONCORD recognition could be a very interesting twist on the game, and could change some of the political landscape for everyone. Also, it is unlikely that the major empires will willingly engage in total war with one another. Economic means of fighting one's enemy have always been part of the fabric of conflict, and are, I feel, under-represented in the game background. This isn't to say that I don't think there should be some nice epic battles when Factional Warfare does eventually roll out, but CCP is looking at a chance to dramatically increase the depth and realism that their world presents.
CCP, please make me a prettier sandbox.
NPC politics are one of the little utilized gameplay elements that CCP have total control over, and I think developing the nature of those relationships between the various NPC factions, even so far as to dictate how they will interact with various player factions, would make the game feel more like an RP rich environment (sans robes), and less like a wax museum that we are all playing around in. This has always been a sticking point for me in EVE. Players are usually forced to choose between NPC and RP politics, and the power play politics of territorial conflict. Even famed roleplayers like CVA have had to compromise their hard-line RP stance for the sake of 0.0 politics. There may not be much, if anything, for CCP to do about that dilemma, but I seem to remember a time when player factions and NPC factions had a more interactive relationship (MC's long standing rivalry with Mordu's Legion over non-payment for a contract comes to mind). More richly developed NPC politics would make PC and NPC interaction much more attractive to those alliances and groups out there who would like to RP more, but don't want to be saddled with the stigma and the fact that it means excluding play with a large chunk of the EVE populace.
My solution would be for CCP to utilize existing staff, or potentially hire new outsiders, to beef up the application of real world political philosophy and theory to the New Eden cluster. In my view, the best theory to apply to EVE politics at the moment is Neo-Realism. This is the theory that argues that states will pursue their own interests and gauge success in the ability to pursue those interests primarily through military power, but that there is also a sort of governing structure that states act through. At the moment, we have large mega-alliances amongst the players, and the NPC factions have established CONCORD to serve a presumably similar function to our UN. I think that we are prevented from moving on to a more contemporary theory such as Complex Interdependence by some of the mechanics of the game, i.e. a lack of fear of death and the relative ease of replacing and amassing military assets. To a group thinking in a realist paradigm, interdependence after a certain point shows weakness and is a potential security risk (see BoB and the MC).
NPC factions, however, cannot reasonably behave the same was as capsuleers. For normal NPCs, there is a legitimate fear of death, and my understanding of the game background is that individual capsuleers are far more wealthy than most non-capsuleers. This means that acquisition of the means of making war is a long and costly process for the five (including the Jove) empires. What I would like to see is the representation of a more realistic type of politics governing the interaction between these NPC factions. Having some of the pirate states declare additional empires and demand CONCORD recognition could be a very interesting twist on the game, and could change some of the political landscape for everyone. Also, it is unlikely that the major empires will willingly engage in total war with one another. Economic means of fighting one's enemy have always been part of the fabric of conflict, and are, I feel, under-represented in the game background. This isn't to say that I don't think there should be some nice epic battles when Factional Warfare does eventually roll out, but CCP is looking at a chance to dramatically increase the depth and realism that their world presents.
CCP, please make me a prettier sandbox.
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