Eve Mobile?
April 1, 2006 on 10:05 pm | In MMO (Live), EveOne of the topics that came from this Vision related to Platform Independence, the idea that an MMOG could be made to work across a variety of platforms.
Recently, a few events brought this to mind again. In addition to talking to the Sun Microsystems folks about their Project Darkstar (multiplayer gaming on cross-platform PCs and mobile units), this became part of the conversation at Raph’s entry about Mischiefblog’s perfect MMOG. And then I read an interesting entry in Issue #2 of EON, the official game magazine for Eve.
CCP and Reykjavik University are collaberating on Eve for the cellphone. They’re specifically focused on functions one can perform in a space station:
A limited prototype client is already running on GSM phones, which allows users to log into the game, access characters, set skilling training and manage items
They’re also looking to add chat functions. If they get this thing to access the ingame Market, and “managing items” includes Science & Industry functions, that’d be huge!
But even with just the above, this already is an example of what I and others are talking about. This is definitely the beginning of responsible cross-platform research. I say “responsible” because it is unrealistic to task a cellphone or Sony PSP with the same requirements as a full PC. There’s no way I’d want to be part of a large space battle on, say, my PSP. I’d lose terrifically simply because it’d be impossible to track everything, something far more doable on a large monitor set at 10 times the resolution.
Exploring platform independence also means exploring features that can be decoupled from the main UI. In Eve, one could, with the right Marketing skills, conduct a lot of their business in one station alone. They could place Buy and Sell orders, contact Couriers, arrange for Contracts, and so on.
Even on a more rudimentary level, being able to log in after the 2 hours it took to train a skill to pick a new one to train and log out again is worth it. Eve skill training is all happening in the background, and folks seeking efficiency are constantly training. There’s no limit on the number of skills that can be trained, though most have prerequisites. There is, however, a progressive time scale to training. Level 1 might take an hour. Going from Level 4 to 5 though could be 15 days, or longer, in realworld time. Proper planning of a skill progression is critical.
Some people have the opportunity to leave the game running all day in the background, ALT-TABing in to set a new skill/level when their alarm goes off. Others are not so lucky. Since the UI required for skill training is nothing more than a simply list, this is a function that is easy to move to a cellphone or any other platform.
Chat is probably a bit more difficult based on their backend architecture, but I really don’t know. And managing items, as mentioned, could also be very useful. Being able to equip items as you gain the skills to do so is very valuable.
Ultimately though, this is not something that would matter a great deal to newbies to the game. They need a lower barrier of entry, which includes a full UI with a nice tutorial walkthrough. It also helps to enhance the metaphor of the experience through the immersive properties of a fully-featured client.
However, veterans are a bit different. Once some of them get to know how things work, the metaphor of the experience becomes less important while the importance of gaining efficiency grows. Any tool that lets them do this, be it forums, UI mods, stat sites or external tools, is appreciated for its ability to enhance their efficiency at play.
This also enhances their immersion into the game. Some think immersion is just graphics and sounds. I disagree. Immersion, to me, is that plus how much one cares about the game and their place in it. If someone’s got Eve running in the background behind their daily task programs, yea, they probably more than the average player…
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