EVE Evolved: The secret of EVE Online's success
Filed under: Sci-fi, EVE Online, Business models, Culture, Expansions, MMO industry, Patches, Opinion, Virtual worlds, EVE Evolved
When it launched in 2003, space-borne MMO EVE Online wasn't an overnight success. It launched to far less fanfare than newer titles are accustomed to and claimed only 50,000 subscriptions by late 2004. EVE was aimed at a relatively untested sci-fi niche within the MMO market and the number of players in that niche who would be interested was impossible to accurately estimate. To make matters worse, World of Warcraft was released in late 2004 and a large portion of the MMO market latched on to it, spelling disaster for its competitor's subscription numbers. Despite all of these initial problems, EVE Online has been a massive success with consistent subscriber growth. So what has been the secret to their success?
With just a few days to go until the Apocrypha expansion and box copies of EVE being released in stores, I take a look back at the choices CCP made and suggest what other developers could learn from EVE's success story.
Free expansions:
The standard MMO development model involves charging for periodic expansions with new areas and content. EVE Online has taken an alternative approach that has been a massive part of its success. Nathan "Oveur" Richardsson, CCP's Executive Producer, said in an interview that he considers the cost of expansions to be something that's included in the subscription fee. EVE's expansions are therefore released for free and applied to the entire game world. This may actually pose less of a headache for the developers as they no longer need to support old content that is changed with an expansion and there's no need to separate players into different areas based on what expansions they have. In addition, the idea of getting free expansions helps to gain extra subscriptions and the money made over time from those subscriptions easily outweighs the money they'd make by charging for expansions.
Iterative development:
While most MMOs will release free balance and bug-fix patches throughout the year, very few add all of their new content for free. EVE Online does, and it's all part of a long-term iterative development strategy in which the game is a constantly evolving product. Rather than seeing the game as a set of individual sales, subscriptions are seen as upkeep for continued development costs. The effect of the game's constant evolution is that it keeps players interested and helps prevent the game getting stale. As a result, EVE's player retention rates are significantly higher than average, which leads to a constant gradual increase in subscriber numbers. Players still come into the game at the same rate but they tend to leave at a much slower rate.
This iterative development strategy isn't something that's restricted to just EVE Online. In one form or another, it has been the cornerstone of several other MMOs that all exhibit the same gradual subscriber growth. Lord of the Rings Online updates (called "books") often contain new content and Runescape, which is popular among younger gamers, releases new quests and areas to the game every few weeks. Players tend to see their MMO subscriptions as a long-term deal and seeing that they're getting something new for their money every month makes the deal a lot more palatable and makes them less likely to quit.
Server model:
I went into some detail on this in a previous feature but this article wouldn't be complete without mentioning EVE's server model. CCP made the decision early in the game's development to create one massive server where all players would interact rather than creating multiple servers or shards where separate instances of the game world exist. This has had far-reaching consequences for gameplay, making territorial conflicts feel more real than they would if other servers existed and forging economic stability in the player-run markets.
With just a few days to go until the Apocrypha expansion and box copies of EVE being released in stores, I take a look back at the choices CCP made and suggest what other developers could learn from EVE's success story.
Free expansions:

The standard MMO development model involves charging for periodic expansions with new areas and content. EVE Online has taken an alternative approach that has been a massive part of its success. Nathan "Oveur" Richardsson, CCP's Executive Producer, said in an interview that he considers the cost of expansions to be something that's included in the subscription fee. EVE's expansions are therefore released for free and applied to the entire game world. This may actually pose less of a headache for the developers as they no longer need to support old content that is changed with an expansion and there's no need to separate players into different areas based on what expansions they have. In addition, the idea of getting free expansions helps to gain extra subscriptions and the money made over time from those subscriptions easily outweighs the money they'd make by charging for expansions.
Iterative development:

While most MMOs will release free balance and bug-fix patches throughout the year, very few add all of their new content for free. EVE Online does, and it's all part of a long-term iterative development strategy in which the game is a constantly evolving product. Rather than seeing the game as a set of individual sales, subscriptions are seen as upkeep for continued development costs. The effect of the game's constant evolution is that it keeps players interested and helps prevent the game getting stale. As a result, EVE's player retention rates are significantly higher than average, which leads to a constant gradual increase in subscriber numbers. Players still come into the game at the same rate but they tend to leave at a much slower rate.
This iterative development strategy isn't something that's restricted to just EVE Online. In one form or another, it has been the cornerstone of several other MMOs that all exhibit the same gradual subscriber growth. Lord of the Rings Online updates (called "books") often contain new content and Runescape, which is popular among younger gamers, releases new quests and areas to the game every few weeks. Players tend to see their MMO subscriptions as a long-term deal and seeing that they're getting something new for their money every month makes the deal a lot more palatable and makes them less likely to quit.
Server model:

I went into some detail on this in a previous feature but this article wouldn't be complete without mentioning EVE's server model. CCP made the decision early in the game's development to create one massive server where all players would interact rather than creating multiple servers or shards where separate instances of the game world exist. This has had far-reaching consequences for gameplay, making territorial conflicts feel more real than they would if other servers existed and forging economic stability in the player-run markets.




















Reader Comments (Page 1 of 1)
Mr. Pickles said on 7:07PM 3-08-2009
There are two things that were either not mentioned or were mentioned ever so little: No class-base structure (i.e. no pigeonholing) and the economy is player based.
The no classes structure is what I love about EVE. Players don't get stuck with being just a tank, just a DPS, just a healer, or just a crafter like in other MMO games. Yes, starting out is specified on the focused path of choice, but at any time it can be changed simply by learning different skills. And, players can learn all skills. No more of "Oh, I would have won if it wasn't for him having X ability which is so OP.", and that's because every player can have X ability when they want to.
The economy as far as I understood it is almost completely 95% player based. Sure, there's the basic skill books that are sold by NPCs (only at specific stations) and the items received from missions but everything else is player controlled. Player ships are crafted by other players, the materials to make said ships is mined by players, the mined materials are either refined by the same miners or they're refined by others (people with higher refining skills), when ships are destroyed there are players that salvage those ships for valuable materials. I guess it's mostly based around the fact that ships can be destroyed and need to be replaced, unlike other games where the PvP there is no lose or any things like that.
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Brendan Drain said on 7:37PM 3-08-2009
You're abolutely right that the classless structure is a big factor in why people play EVE. There was a lot I wish I could have gotten into the article but for the sake of keeping it at the usual length, I stuck to the parts that other MMOs could easily adapt for themselves. I went into detail on the factor of a player-run economy in my article on the server model and explained how a player-run economy wouldn't really work without the server model EVE uses.
The Claw said on 7:23PM 3-08-2009
I agree with most of what you've written, but:
"While most MMOs will release free balance and bug-fix patches throughout the year, very few add new content for free"
..what the hell?
I can't think of a single MMO that I've played (and I've played at least a dozen) that DIDN'T add new content for free. While the fact that ALL new content for EVE is free distinguishes the game from a lot of others, you can't deny that everyone else adds SOME new content for free, even if they also sell expansions.
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Brendan Drain said on 7:39PM 3-08-2009
Thanks for pointing that out, that was a touch of bad grammar on my part. The sentence was meant to say that very few MMOs add all new content for free. I've corrected the sentence above.
solaris said on 7:29AM 3-09-2009
@The Claw
I think Brendan was refering to the expansions, not the content. But all of the content that CCP implements over time are delivered as expansions. ;)
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