EVE Online is having a free 14-day trial that doesn’t require a credit card or any kind of really significant registration. I’ve been interested in EVE for a while, and I’d just canceled EQ2, so I decided to give it a shot. 500MB of wacky download hijinx later, I had EVE ready to go. (Protip: don’t download from the link MMORPG.com gives you; go to eveonline.com and download the latest version. Their patcher is shit.)
The verdict so far, after a couple of days of play? EVE is a game designed for people who have lives. It is the slowest-paced game of any I’ve played. Everything has a kind of gradual fluid grace to it. You warp to a station, and select the ‘dock’ option, and you sit there for at least a minute while your ship gradually drifts into docking range.
But I’m getting ahead of myself.
EVE is a science fiction MMO set in a distant galaxy. The premise: a wormhole-type-gate opened near Earth many centuries ago. Explorers went through, planets were colonized, then the gate closed, leaving the colonies stranded and forced to fend for themselves. They’ve now fragmented into five different space empires, and have recently discovered the secrets of FTL travel. Now the galaxy is connected by a system of warp gates that allow instantaneous travel between star systems. In many areas, automated security systems and regular patrols keep systems safe; however, the galaxy is full of unpatrolled, dangerous regions where pirates and raiders and paramilitary groups fight over resources.
The game is entirely ship-based. You spend a lot of time and effort on creating the perfect character appearance, only to discover that it’s used for a static snapshot that other players can look at. You do not have an avatar, other than the ship you’re currently piloting.
It’s absolutely gorgeous. It’s some of the best graphics I’ve ever seen in an MMO. Part of that is the setting; it’s easy to make space look nice. Throw up some nebulae, a light-flare around the closest sun, and put a lot of interesting-looking geometry in place for space stations, and you have a great-looking game. But there are subtle touches, too; for instance, mining for ore in an asteroid field, in the sunshadow of a giant space-rock, and your mining lasers cause its dark side to light up momentarily, picking out all the craters and protrusions.
It’s brutally complex. Every piece of content, with the exception of the ’storyline’ mission arcs, is player-generated. The big factions that control regions of space are player-created corporations. Players own space stations. Players craft all the ships and weapons. Players mine the resources, players provide the services. The economy is a gigantic elaborate improbably complicated machine for moving goods and cash from place to place. Consider: I can place an order for an item in a system that’s hours away from where I am. I can then create a mission for someone to bring it to me, for a fee. Then I can spend those hours earning more money than the fee, while some other player hauls my stuff across space to me.
Or: I can, if I’m interested, figure out the min, max, and median price for an item in my region. Then I can move it from a low-priced place to a high-priced place, and resell. Time is the ultimate commodity in EVE, so paying an extra few thousand isk for an item that’s conveniently located right in your own system is a good deal for many people. This dynamic comes entirely from players; there’s no system-enforced pricing scheme.
EVE has no experience point system. I have killed exactly three things in a full day of playing, not counting shooting stuff in the tutorial missions for combat practice. Three drones killed as part of a relatively interesting storyline about a prototype fighter. The rest of my time has been spent exploring, mining, making money, learning to fly bigger ships, and running courier missions for items and cash.
Instead of the ‘kill stuff to get better at killing stuff’ or ‘do things to get better at doing things’ model, EVE just gives you skill growth over time. Real time. Right now, as I type this, I’m also training my Spaceship Command skill from level 3 to level 4. It has about 20 hours left until it finishes training. No, I’m not logged on, but if I log on in 20 hours, the training will be complete, and I can assign something else to be trained.
What this means is that I’m basically freed from any sort of bizarre counterintuitive setting-breaking behavior in the name of ‘leveling up’. I can go and find things to do, or just log off if I’m not up for playing, and I am not falling behind anyone. For that matter, ‘falling behind’ is also kind of a meaningless concept in EVE, because there’s nothing like ‘level’ to limit who you can play with. Everyone, even the rawest noob, has some useful function in gameplay. There’s nothing (aside from the obvious danger of getting into such a fight in a small ship) preventing a noob in a noob frigate from helping out in a battleship-vs-battleship fight. In fact, light, fast, heavily armed ships, such as a newbie might be able to fly, are pretty reasonable and useful in space battles, where the goal is often ‘get to the jump point and get the hell out of here!’.
The UI is both awe-inspiring and really frustrating. It’s a lot more robust than, say, the EQ2 UI, but it’s still on the overengineered end of the scale. From the perspective of someone writing UI for a living, I’m impressed. From the perspective of a player, I wish that it didn’t eat up so goddamn much of the screen every time I try to do anything complicated.
So what sucks about EVE?
One, it’s really damn slow. This is actually a positive for me, but probably not for most people. For example, given a mission to carry some documents to a distant system, I set my destination and my autopilot. Then I get up and vacuum the living room. Then I sit back down, and I’m just arriving in my destination system. I like it because it demands only a small part of my attention, and I’m coming to realize that the all-consuming nature of MMOs is not actually very much fun for me. I hate feeling like I should be playing more than I am. In EVE, there’s no reason to play more than you want to, since you’re not losing anything by not playing, and even when you are playing, you can do other things. If I had two computers both capable of running modern games, I could probably play EVE while playing FFXI at the same time.
Two, it doesn’t have a learning curve, it has a learning cliff. This game is hard sci-fi to an extreme I’ve never seen before in a computer game, MMO or otherwise. I have mined, and I have run missions, and I’ve bought a cooler ship, and learned some new skills. And I have no damn clue what I’m doing. I know there are places to mount guns on ships; I’ve done it. But they have all kinds of parameters I don’t get. What is a low vs. high power slot? What determines how many turrets I can mount? What does ‘charge’ mean? What are power requirements, and what are CPU requirements, and how do I get more of either resource? Do my skills affect what I can equip, how efficiently I do so, where I can put things? What do all the various modules do? I have a shield booster. What does that mean? What happens if I get a bigger one? What are the tradeoffs between installing this shield booster, and installing some kind of armor repair booster?
And that’s just ship outfitting. There’s refining, and there’s skills, and there’s station management, and corporation management, and the insanity that is the economy, and clones, and insurance, and contact management, and faction standings, and … every single element of the game is taken to an extreme of complexity and depth as to make it nearly impenetrable. My first experience with the game involved not being able to figure out how to leave a station after I’d docked with it. And the first time I opened the galactic map… my mind was blown. I have never, ever, seen anything in any game that’s even close to being as intimidating as this map. It was an ‘oh my fucking god’ moment.
Third, it’s all player content. That means that there isn’t a lot of setting depth outside the mission arcs. You will never have an interesting conversation with an NPC; hell, unless you’re getting a mission from him, you won’t have a conversation with an NPC at all. There’s implied depth to the environments — the city lights on the dark side of a planet, the apparent metropolis inside a major station, the glimpses of orbiting greenhouses through the windows of a research facility — but it’s all just implied. You can’t interact with any of it. You can’t spend your money on a night on the town, or land on a planet to pick up refugees, or explore the abandoned floors of the orbital factory. The backstory is complex but only intermittently expressed in actual gameplay.
And because it’s player content, there’s PvP. Lots of it. Of the grief-play variety. Now, I haven’t experienced this, because you can choose your level of interest on a sliding scale. In Security 1.0 areas, there’s no PvP, because attacking another player is swiftly punished by the authorities. In Security 0.5, you might end up tussling with NPC pirates. In Security 0.0, it’s a free-for-all, with no law of any kind except the good old law of the jungle. I’ve never been anywhere lower than 0.5, except briefly on a quick hop of a mission, and have never seen another player even lock on to me. But it happens, especially for anyone who’s interested in the most rewarding gameplay. The best resources are always in 0.0 space. That’s where the player corporations meet to battle. And the moment you join a player-run corp, you join all their battles, too. Enemy corps can hunt you down without real legal repercussions, as part of a declared corp war. None of that is bad, per se; it’s just the game’s endgame play, which means that if PvP doesn’t interest you, EVE’s ability to hold your interest in the long-term is going to be small.
In any case, I’m just on day two of my playing, and I’m still learning what the hell I’m doing. But it’s hard to beat the cost per hour of fun gameplay, when the game is free to download and free to register. If hard science fiction appeals to you, it’s worth looking at.