The changes are a simple reflection of CCP accepting the blue donut syndrome and being smarter about it than players for monetisation and overhaul of game concept purposes.
It’s a funny thing about humans, they like to build, they like to blow stuff up, but the more they build the greater the interest becomes to limit blowing stuff up. It’s why we have a history of conflict management, proxy conflict projection and so forth all throughout our history. A conflict effectively escalating to the point of harming what people build regardless of interests all over and across parties involved is, as strange as this may sound, a historic aberration on the actual pattern.
With CCP changing EVE from the old emergent behaviour model towards something more in line with modern time mmo concepts and expanding monetisation pathways the blue donut syndrome long seemed to be something to tackle as a problem, whereas in fact it was equally possible to introduce further stimuli to get players and their organisations to increase investments and commitments while expanding depth of connections and diversity of risk potential. Now the crux of the jump gate structures isn’t the lack of jump fatigue, that’s the distraction element. The crux is something known as lane projection, more potential of pathways towards conflict.
Humans, in spite of appearances, are at odds with this on a level of both social and behavioural psychology. As much as we want to blow up, we don’t like it us being blow up. So we prefer to consolidate interests, we invest in backroom deals, we arrange proxy conflicts, we stimulate consolidation of similar or same organisation throughout thereby increasing the likelyhood of conflict management and the decrease of strategic escalation that would harm monolithic blocks that share perspectives on power and dependancies.
This translates into space sucking for smaller groups, increased impetus to optimisation of organisational processes, deeper investments in the equivalents of military-industrial complexes which know each other and recognise both shared and opposed interests. It becomes a classic game of control through influence rather than raw power, where niches are allocated, where proxy conflicts are provided, where local vulnerabilities are required to keep people sharp, and where remote options are provided for entertainment purposes.
It’s deeply conservative behaviour which CCP is gradually stimulating. Which pays. Because it’s all about getting players to keep par on parity, the show of political theater and the distraction of limited conflicts in spite of a variety and higher pace - with both organisations and members increasingly being pushed/seduced/required to invest in shortcuts to maintain parity.
Plex, injectors, multiple accounts. In short, EVE Online isn’t about the warm bodies, but about the accounts, and CCP pretty much banks on what people have been bitching about for years while simultaneously doing what they bitch about increasingly.
CCP has the last laugh really. And every discussion and debate serves as distraction and incentive in its irrelevance on potentially influencing the actual change
High five Hilmar. Well done. Seems Virt and Hrafnkell were right after all. Makes me wonder when CCP’s product level people will figure it out