Constructing the ideal EVE online player


Autoria(s): Bergstrom, Kelly; Carter, Marcus; Woodford, Darryl; Paul, Chris
Data(s)

01/12/2013

Resumo

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.

Formato

application/pdf

Identificador

http://eprints.qut.edu.au/66889/

Publicador

Digital Games Research Association

Relação

http://eprints.qut.edu.au/66889/1/paper_1721.pdf

http://www.digra.org/wp-content/uploads/digital-library/paper_1721.pdf

Bergstrom, Kelly, Carter, Marcus, Woodford, Darryl, & Paul, Chris (2013) Constructing the ideal EVE online player. In Proceedings of DiGRA 2013 : DeFragging Game Studies., Digital Games Research Association, Atlanta, GA.

Direitos

Copyright 2013 Author(s) & Digital Games Research Association DiGRA.

Personal and educational classroom use of this paper is allowed, commercial use requires specific permission from the author.

Fonte

ARC Centre of Excellence for Creative Industries and Innovation; Creative Industries Faculty

Palavras-Chave #EVE Online #Massively Multiplayer Online Games #Players #Community #Design
Tipo

Conference Paper