Game Development Reference
In-Depth Information
the learning curve, the game can still be mind-numbing. The user interface
probably resembles little the player has ever seen in a game. Players are fl y-
ing space ships, so there is no fl at ground from which to orient one's self.
The choices to make and the menus to wade through are both deep and
complex, throwing players into information overload almost before getting
started. Complicating matters even further are the frequently incomplete
instructions that infuse the early game experience with a level of frustration
that borders on keyboard throwing. Players are told to do things, like add
something to their overview, but they are not told how to do those things.
One mission warns players that it may lead them through dangerous space,
unless they adjust their autopilot settings, but there is no guidance on how
to make those adjustments. These events typify the early game experience
in EVE and are crucial to how the game socializes players, which is a huge
part of what makes EVE what it is. Players are presented with windows
that pop up over the top of other windows, muddling their view and creat-
ing what one MMO gamer refers to as “one of the most poorly laid out
tutorials that I have ever seen.” 50
The ef ective function of all of these elements, from the vertical learn-
ing curve to the harsh penalties of the ever-present risk of death, hone the
community of EVE players, much like a secretive club seeks to stay hip and
trendy by staying under the radar of most people. To get through certain
sections of EVE is a test, one that many do not pass, but just like many
forms of hazing, those who do pass the unannounced exams share some-
thing in common that can prompt them to adhere to the greater group, even
if you cannot trust them enough to loan them a beloved ship or in-game
currency. The tutorials that lack key pieces of information work as a lateral
thinking exam. Players must turn to each other or fi nd information on
their own in order to complete the tasks they are given. EVE has built-in
support personnel, from game masters who frequently greet new players
with a welcome message, to an Interstellar Services Department, a group
of volunteer players who spend part of their playtime answering questions
for those new to the game. Although players should not fully trust anyone,
EVE “has quite a mature community, and a very friendly group of people
who loiter in the New Citizens forum watching for a new post to answer”
and the EVE “community is helpful and positive,” 51 even if they might blow
your ship up later. There are a wealth of informational guides available to
new players, often specifi cally designed to supplement the information the
in-game tutorial omits, 52 one only has to know that they must look outside
the game for them.
The game is harsh and many players will set out to shoot you down in
a heartbeat, but if players are actually interested in EVE and do their own
due diligence, a substantial portion of the EVE community will bend over
backward to provide new players with the information needed to survive
their early days in New Eden. By placing the role of primary positive social-
izing force on the players in the game, developer CCP quickly weeds out
 
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