EVE Online embraces democracy
Player Council announced, elections in May.
EVE Online developer CCP has announced that the game is to become the first virtual world to be run by a democratically-elected governing body of players.
The Council of Stellar Management will be composed of nine representatives and five reserve members, who will be elected for six-month terms. The call for candidacy has already begun, with elections due to happen between the 5th and 19th of May.
The Council will govern the economy and society of EVE Online's world, and well as acting as a link between players and CCP. Elected representatives will also work with CCP on the future evolution of the game.
"EVE Online has evolved from an MMORPG to a virtual world with a virtual society. It is our role as its caretakers to evolve our approach as well, through economics research, political science or other aspects of operations or development," said CCP boss Hilmar Petursson.
"A democratic election process of representatives is one of mankind's greatest inventions. We are bringing a version of that to EVE now with hope of it allowing us to expand EVE Online in a similar way to what we've seen on Earth." Noble sentiments indeed.
The press release also notes that EVE Online's subscriber base is "nearing the quarter-million mark" and claims that this makes it the "second largest MMO in the US and Europe". Budding virtual politicians should note that the game recently launched on Steam.
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Comments (15) Latest comment 4 years ago
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Retreading it really well, mind you.
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Only, I can't get into it. I can observe all the things happening around me, and read all sorts of interesting posts on the forum, but still everything seems detached from my ingame experience. Probably I just need to get into an active corporation fast.
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I think that maybe that's the game's strength, and the one thing that the WoW detractors point to when they want to argue why it fails as a true MMORPG these days.
In WoW now, unlike the early days, it's ridiculously easy to get pretty good epic items (armor/ weapons) for not a huge amount of effort, whereas in the early days you knew that people who had aquired epic armor and weapons had faced some of the toughest challenges in the game and won, and it did earn them a certain amount of respect from other players (I wasn't one of those epic-clad players before anyone starts pointing fingers).
I guess that is what works for EVE right now, the fact that to get anywhere significant in it, you have to earn the right to it, and with that comes a certain amount of satisfaction, and the respect of your fellow players.
I tried it once, but couldn't get into it, but then I didn't really give it long enough, and the lure of WoW was still there (this may not last much longer however). I may go back and give it another go at some point. As someone above posted, it seems to be a fascinating game, but incredibly hard to get into properly, but then that's where the rewards seemingly lie, in the willingness to put in the effort needed to reap said rewards.
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In Fragmented Galaxy, the developers plan to PLAY the Sol government and guide the game from within.Floating ideas like game object manifestations of admin tools for banning, etc. Invasion could therefore be possible with a gamer run government able to influence game development - who knows. Defacto War: Commander in Chief sells parcels of the US virtually for players who can build up a community or army. Here the developers essentially begin the game running the Federal Government and, again, can be overthrown and replaced by players.
All these MMORTS games are innovative examples of such interactions and all exist within a persistent game.
This could certainly spawn a new form of news, with game/real world content being sought after. Increased realife online socialising and game events being newsworthy and desired will maybe spawn a form of virtual news service. Increasingly confusing to some I imagine lol
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And it's not provable whether it's deliberate or not, but the main aspect is that the game prioritises in game movement between systems over logins, so when you get >700 people in a system to crash the node, the main attack force is in neighbouring systems. Once the crash happens and the node comes back up, people start jumping in from neighbouring systems, the entire defending force is stuck trying to log in and the system is effectively undefended.
All caused by a 10 year old server architecture that doesn't allow the systems to scale across more than one node.
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Let's hope we can make it work now!