Constructing the Ideal EVE Online Player

Authors

  • Kelly Bergstrom
  • Marcus Carter
  • Darryl Woodford
  • Christopher A. Paul

Keywords:

eve online, massively multiplayer online games, players, community, design

Abstract

EVE Online, released in 2003 by CCP Games, is a space-themed Massively Multiplayer Online Game (MMOG). This sandbox style MMOG has a reputation for being a difficult game with a punishing learning curve that is fairly impenetrable to new players. This has led to the widely held belief among the larger MMOG community that “EVE players are different”, as only a very particular type of player would be dedicated to learning how to play a game this challenging. Taking a critical approach to the claim that “EVE players are different”, this paper complicates the idea that only a certain type of player capable of playing the most hardcore of games will be attracted to this particular MMOG. Instead, we argue that EVE’s “exceptionalism” is actually the result of conscious design decisions on the part of CCP games, which in turn compel particular behaviours that are continually reinforced as the norm by the game’s relatively homogenous player community.

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Published

2014-01-01

Bibtex

@Conference{digra672, title ="Constructing the Ideal EVE Online Player", year = "2014", author = "Bergstrom, Kelly and Carter, Marcus and Woodford, Darryl and Paul, Christopher A.", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/672}", booktitle = "Proceedings of DiGRA 2013 Conference"}