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	<title>THE LAST WEBLOG &#187; eve online</title>
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	<description>A few things Mark Wallace</description>
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		<title>A Game of Limited Resources</title>
		<link>http://thelastweblog.com/20110413/a-game-of-limited-resources/</link>
		<comments>http://thelastweblog.com/20110413/a-game-of-limited-resources/#comments</comments>
		<pubDate>Wed, 13 Apr 2011 20:12:23 +0000</pubDate>
		<dc:creator>Mark Wallace</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[eve online]]></category>
		<category><![CDATA[game mechanics]]></category>
		<category><![CDATA[hoard]]></category>

		<guid isPermaLink="false">http://thelastweblog.com/?p=175</guid>
		<description><![CDATA[I spent some time with the single-player demo of new dragon-based scrounge-&#8217;em-up Hoard a few days ago. It was fairly good fun and an interesting concept: you get ahead not by destroying your opponents, but by collecting more loot than &#8230; <a href="http://thelastweblog.com/20110413/a-game-of-limited-resources/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p><div class="wp-caption alignnone" style="width: 610px"><a href="http://www.rockpapershotgun.com/2011/04/11/scrounge-lizards-hoard-impressions/"><img alt="dragon scrounge game Hoard" src="http://www.rockpapershotgun.com/images/11/apr/hoard.jpg" title="dragon scrounge game Hoard" width="600" height="283" /></a><p class="wp-caption-text">image kindly stolen from rockpapershotgun.com</p></div>I spent some time with the single-player demo of new dragon-based scrounge-&#8217;em-up <a href="http://store.steampowered.com/app/63000/">Hoard</a> a few days ago. It was fairly good fun and an interesting concept: you get ahead not by destroying your opponents, but by collecting more loot than anyone else &#8212; which of course entails destroying your opponents as you battle for the best piles of gold. But I like that the mechanic is not directly about roasting your fellow dragoneers &#8212; you could imagine a round of Hoard in which no PvP combat took place at all. It would be no less competitive for it, though maybe a bit less fun. Unfortunately, Hoard looks to be a bit thin beyond the basics, which is too bad, as I see a deep vein to be mined here.</p>
<p>I&#8217;m interested in systems like these because <a href="http://thelastweblog.com/20110323/dimensions-of-the-map-itself/">the game I&#8217;m working on</a> is based on a similar mechanic. Winning is not a matter of killing more enemies, conquering more territory, or being the last man standing. Instead, it&#8217;s a matter of accumulating a larger portion of the map&#8217;s finite resources before the end of the round.<span id="more-175"></span></p>
<p>As mentioned, this will of course entail grim battling and digi-death. I&#8217;m not at all trying to do away with that. But I see some really interesting possibilities in a competition for resources rather than a straight match-up of who&#8217;s mightier on the battlefield.</p>
<p>Of course, nearly all games revolve around limited resources in one way or another. <a href="http://www.eveonline.com">Eve Online</a> has resource limitations woven deeply into its gameplay, in many ways. But there seem to be few games that make themselves explicitly and directly about collecting more stuff than the next guy. Of course, there&#8217;s probably some whole genre that I once knew about but just can&#8217;t bring to mind at the moment, so help me out: If you can think of some, I&#8217;d love to hear about them below.</p>
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		<title>Mothballs: the End of an Eve Online Corporation</title>
		<link>http://thelastweblog.com/20090907/mothballs-the-end-of-an-eve-online-corporation/</link>
		<comments>http://thelastweblog.com/20090907/mothballs-the-end-of-an-eve-online-corporation/#comments</comments>
		<pubDate>Mon, 07 Sep 2009 19:54:53 +0000</pubDate>
		<dc:creator>Mark Wallace</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[eve online]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[mmo]]></category>
		<category><![CDATA[virtual worlds]]></category>

		<guid isPermaLink="false">http://thelastweblog.com/?p=16</guid>
		<description><![CDATA[I&#8217;ll begin this blog with an ending: My friend Jim Rossignol writes this week (over at Rock, Paper, Shotgun, a site he co-founded) about the five-year spree of StateCorp, a player-run &#8220;corporation&#8221; in the massively multiplayer online space opera known &#8230; <a href="http://thelastweblog.com/20090907/mothballs-the-end-of-an-eve-online-corporation/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ll begin this blog with an ending: My friend <a href="http://rossignol.cream.org/">Jim Rossignol</a> writes this week (over at <a href="http://rockpapershotgun.com">Rock, Paper, Shotgun</a>, a site he co-founded) about <a href="http://www.rockpapershotgun.com/2009/08/31/the-five-year-spree-part-1/">the five-year spree</a> of StateCorp, a player-run &#8220;corporation&#8221; in the massively multiplayer online space opera known as Eve Online. (Eve&#8217;s corporations would be known in most other games as guilds or clans.) Jim helped run StateCorp over the entire course of its life &#8212; for much of which time he was arguably its lifeblood, without which it would have broken up. I was a member for a couple of years near the beginning, and on and off throughout. Now, with the corporation &#8220;in the process of moth-balling and disbanding,&#8221; Jim looks back at what he calls &#8220;the lengthiest and most fulfilling gaming experience&#8221; of his life. Considering the impact it made on me, I can understand his effusiveness.<span id="more-16"></span></p>
<p>I&#8217;ve <a href="http://www.escapistmagazine.com/articles/view/issues/issue_25/154-Trust-Me">written</a> plenty <a href="http://www.3pointd.com/index.php?tag=eve-online">about Eve</a> in the past, so I won&#8217;t go into too much detail here about the game itself. What&#8217;s remarkable to me is how the game&#8217;s narrative, the &#8220;story&#8221; of one&#8217;s time in Eve, is driven more by the dynamics among players and corporations than by the mechanics of gameplay itself. </p>
<p>I was going to write that the narrative is driven &#8220;as much&#8221; by personal dynamics as by gameplay, but on reflection, that just isn&#8217;t true. In Eve, the game mechanics &#8212; the intricate systems of paper beating rock beating scissors beating paper &#8212; seem designed to drive people into either conflict or cooperation. You could play the game without ever interacting meaningfully with another player (this would be difficult, in fact), but it would be a boring slog. There is no &#8220;solo&#8221; game in Eve: even when you&#8217;re alone in space, the environment and the economy and almost all the other aspects of the game are affected by what other people are doing, to a much greater extent than in most other MMOs.</p>
<p>That&#8217;s one of the reasons that many Eve players become so strongly connected to the people they fly with in the game. The closest analogy that&#8217;s occurred to me is to a hardcore but amateur softball or soccer team. The results of your efforts are meaningful only within the confines of the softball league (its own virtual world), and yet are no less meaningful for that. And the relationships that form there are those fed by the experience of striving together for a common goal &#8212; just as they are in Eve (and many other contexts). Nearly the only difference is that softball players tend to be in the same physical place much more often than gamers. They may occasionally get more exercise as well&#8230;</p>
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