EVE Evolved: The development of Incarna
Filed under: Sci-fi, EVE Online, Culture, Expansions, MMO industry, Virtual worlds, EVE Evolved
One of the biggest differences between EVE Online and most other MMOs is the lack of a humanoid avatar. Even when you're docked up in a station, you can't leave your ship and walk around. The detailed avatars we create on starting the game are not so much avatars as passport photos; seen only as little square mug shots in chat channels and the official forums. In their never-ending quest to make EVE the definitive Sci-Fi simulation, this is something the game's developers CCP have always endeavoured to change. The introduction of a full body avatar feature, code-named "Walking in Stations", "Ambulation" and now known as "Incarna", has been undeniably the most anticipated feature since EVE went live. It's been in development since 2006 but has proven a much larger task than CCP originally anticipated. With the expansion tentatively slated for winter this year, new information on it is still harder to find than a sober Icelandic game developer.
In this week's EVE Evolved, I take a look at Incarna's development so far and why it hasn't been released yet.
Walking in Stations:
The ability to interact with other players using an avatar other than your ship has always been part of CCP's long term plans. Sometimes called "Walking in Stations" and sometimes "Ambulation", CCP first announced that they'd begun working on the concept at the 2006 EVE fanfest. CCP's lead technical producer at the time, Torfi Frans Olaffson, released further details in a bumper devblog shortly after fanfest. He gave a first look into the sheer depth of the project, from animation issues to rendering challenges and game-play considerations.
CCP was shooting for as realistic an experience as possible and that came with many questions to answer. How could they create realistic character movement while avoiding the "uncanny vally" effect? How would our avatars turn to look at things, push past each other in a crowded station or communicate while seeming completely natural? Was the technology even available to render hundreds of players on the same screen?
In retrospect, it was a ground-breaking project of such magnitude that perhaps we shouldn't have expected its timely completion. Developer Torfi Frans Olaffson is quoted in 2007 as saying "I always feel like we're just scratching the surface," an ominous statement that turned out to be very true. Walking in Stations was originally intended for a 2008 release but after two years of work, it was still firmly in the development stages.
War on the impossible:
By 2008 the concept of Walking in Stations had changed and at the EVE fanfest that year we got a glimpse of just why it was taking so long to make. For something as ground-breaking as Walking in Stations, CCP wanted to do everything right. Rather than hiring level designers, character modelers and texture artists, they made the bold move of looking outside the games industry for talent. They hired fashion designers to create realistic clothes for the EVE setting, with unique styles for each race. Rather than level designers who could create spaces suitable for use in an FPS game, they hired architects to create realistic spaces with realistic human usability in mind. Inspiration for station lighting and decor came from the film scene rather than traditional game design, with films such as Blade Runner and Aliens as their guide.
The EVE team have always seemed eager to incorporate new technology into the project, from GPU-based ambient occlusion techniques to the Enlighten realtime radiosity lighting engine. With each new morsel of information, we learn that the gargantuan task of creating Incarna is even bigger than before. Following the release of Vivox's seamless EVE voice service, it was even supposed by developers that Walking in Stations would include something called voice fonts. The idea is to distort your voice chat to be more like your character. Combined with directional sound and distance-based volume, that could be a very useful feature. Most recently, CCP have been spotted on the presentation list for the 2010 Game Developer's Conference in San Francisco, where they'll be demonstrating how they use physics simulation to make Incarna's clothing more realistic.
The finished product:
At the 2009 EVE Fanfest, CCP's game plan for 2010 was revealed and it seems Incarna is on the menu. Whether or not the expansion will make it to completion by the time the winter slot rolls around is anyone's guess. As we've seen from the past three years of waiting, Incarna is turning out to be a massive undertaking and CCP seem adamant that they do it right. At GameX 2009, Massively caught an exclusive interview with "Alli" Ottarsson and Nathan Richardsson from CCP to discuss EVE's expansion plans. They talked about some of the things we'll be able to do in Incarna, from gambling to playing mini-games that have an effect on the game as a whole. In effect, Incarna seems designed to be a more casual counterpart to EVE with a very low learning curve. Perhaps the most exciting feature they hinted at, however, was the presence of a criminal underground in some systems that can give out underground missions.
So far, what little we know of the actual game design elements have come from a few devblogs, fanfest presentations and interviews. The original design called for players to run their own stores, bars and gaming establishments. Players may even be able to join in on games from another station using a holographic system. When Incarna rolls around, a corporation's headquarters or offices could be transformed into EVE's equivalent of a private guild hall. It has been proposed that we'll have corporate recruiting offices with employable NPCs handing out leaflets. There was also talk of a 3D holographic war room where fleet commanders could preside over a battle in real-time and corporations could plan their next strategic move.
Summary:
Playing without a humanoid avatar makes EVE a hard game for some people to relate to. It's no wonder then that Incarna has been arguably the most anticipated EVE expansion to date. There are even players planning to live their entire lives in stations once the expansion finally comes out. When released, Incarna may provide a more casual side to EVE game-play with a much more manageable learning curve. It may even provide a new way for players to enter the game and slowly climb the learning curve as they progress to being fully-fledged capsuleers. I've got a feeling that the day Incarna is released is the day EVE becomes truly universal in scope. Like a lot of people, I just wish that day would come sooner.
In this week's EVE Evolved, I take a look at Incarna's development so far and why it hasn't been released yet.
Walking in Stations:

The ability to interact with other players using an avatar other than your ship has always been part of CCP's long term plans. Sometimes called "Walking in Stations" and sometimes "Ambulation", CCP first announced that they'd begun working on the concept at the 2006 EVE fanfest. CCP's lead technical producer at the time, Torfi Frans Olaffson, released further details in a bumper devblog shortly after fanfest. He gave a first look into the sheer depth of the project, from animation issues to rendering challenges and game-play considerations.
CCP was shooting for as realistic an experience as possible and that came with many questions to answer. How could they create realistic character movement while avoiding the "uncanny vally" effect? How would our avatars turn to look at things, push past each other in a crowded station or communicate while seeming completely natural? Was the technology even available to render hundreds of players on the same screen?
In retrospect, it was a ground-breaking project of such magnitude that perhaps we shouldn't have expected its timely completion. Developer Torfi Frans Olaffson is quoted in 2007 as saying "I always feel like we're just scratching the surface," an ominous statement that turned out to be very true. Walking in Stations was originally intended for a 2008 release but after two years of work, it was still firmly in the development stages.
War on the impossible:

By 2008 the concept of Walking in Stations had changed and at the EVE fanfest that year we got a glimpse of just why it was taking so long to make. For something as ground-breaking as Walking in Stations, CCP wanted to do everything right. Rather than hiring level designers, character modelers and texture artists, they made the bold move of looking outside the games industry for talent. They hired fashion designers to create realistic clothes for the EVE setting, with unique styles for each race. Rather than level designers who could create spaces suitable for use in an FPS game, they hired architects to create realistic spaces with realistic human usability in mind. Inspiration for station lighting and decor came from the film scene rather than traditional game design, with films such as Blade Runner and Aliens as their guide.
The EVE team have always seemed eager to incorporate new technology into the project, from GPU-based ambient occlusion techniques to the Enlighten realtime radiosity lighting engine. With each new morsel of information, we learn that the gargantuan task of creating Incarna is even bigger than before. Following the release of Vivox's seamless EVE voice service, it was even supposed by developers that Walking in Stations would include something called voice fonts. The idea is to distort your voice chat to be more like your character. Combined with directional sound and distance-based volume, that could be a very useful feature. Most recently, CCP have been spotted on the presentation list for the 2010 Game Developer's Conference in San Francisco, where they'll be demonstrating how they use physics simulation to make Incarna's clothing more realistic.
The finished product:

At the 2009 EVE Fanfest, CCP's game plan for 2010 was revealed and it seems Incarna is on the menu. Whether or not the expansion will make it to completion by the time the winter slot rolls around is anyone's guess. As we've seen from the past three years of waiting, Incarna is turning out to be a massive undertaking and CCP seem adamant that they do it right. At GameX 2009, Massively caught an exclusive interview with "Alli" Ottarsson and Nathan Richardsson from CCP to discuss EVE's expansion plans. They talked about some of the things we'll be able to do in Incarna, from gambling to playing mini-games that have an effect on the game as a whole. In effect, Incarna seems designed to be a more casual counterpart to EVE with a very low learning curve. Perhaps the most exciting feature they hinted at, however, was the presence of a criminal underground in some systems that can give out underground missions.
So far, what little we know of the actual game design elements have come from a few devblogs, fanfest presentations and interviews. The original design called for players to run their own stores, bars and gaming establishments. Players may even be able to join in on games from another station using a holographic system. When Incarna rolls around, a corporation's headquarters or offices could be transformed into EVE's equivalent of a private guild hall. It has been proposed that we'll have corporate recruiting offices with employable NPCs handing out leaflets. There was also talk of a 3D holographic war room where fleet commanders could preside over a battle in real-time and corporations could plan their next strategic move.
Summary:
Playing without a humanoid avatar makes EVE a hard game for some people to relate to. It's no wonder then that Incarna has been arguably the most anticipated EVE expansion to date. There are even players planning to live their entire lives in stations once the expansion finally comes out. When released, Incarna may provide a more casual side to EVE game-play with a much more manageable learning curve. It may even provide a new way for players to enter the game and slowly climb the learning curve as they progress to being fully-fledged capsuleers. I've got a feeling that the day Incarna is released is the day EVE becomes truly universal in scope. Like a lot of people, I just wish that day would come sooner.
















Reader Comments (Page 1 of 2)
ethereal.wolf said on 6:27PM 2-07-2010
i certainly love it when a development studio is able to take its time and do something right the first time.
thumbs up.
Reply
Bant Warick said on 6:32PM 2-07-2010
It'll be interesting to see if we have to redesign our avatars for Incarna.
Reply
x(wai)x said on 6:47PM 2-07-2010
Guaranteed yes, they've said this all along.
x(wai)x said on 6:40PM 2-07-2010
This is the one thing that might revitalize my interest in EVE, depending on how they pull it off. I get tired of nothing but internet spaceships way too easily.
Reply
Hans Gruber said on 7:00PM 2-07-2010
I think I might reactivate my subscription tomorrow.
Hmm.... but Allods Online soon.... Decisions, decisions.
Reply
Psychotic Storm said on 7:15PM 2-07-2010
I hope they manage to make it happen soon and not later.
Its something I was waiting for before I even joined EVE.
Reply
Blud said on 10:01PM 2-07-2010
http://physxinfo.com/news/1926/eve-online-incarna-will-use-apex-clothing/
the technology they r gonna use for the clothing.
Reply
octoberasian said on 10:03PM 2-07-2010
I wonder... if we are at war with another Corp/Alliance, will we be able to fight them in-station a la Deep Space 9? :D
Imagine the possibilities!
Reply
mandrill said on 5:47AM 2-08-2010
CCP have said repeatedly that there will be no combat element to Incarna (or whatever they're calling it now). I think this is a mistake and they've been coming at including avatars in EVE (from a gameplay point of view) from completely the wrong direction.
Instead of having neutral stations which feel more like second life in space than anything else, and pretending that everyone is all friendly and cuddly, they should be adding optional third preson segments to the missions they already have
LaughingTarget said on 8:02AM 2-08-2010
That's what they're planning for Dust 519 (I think I got the number right).
jamenta said on 11:38PM 2-07-2010
Yes - do it right. Or just don't do it!
Reply
Jaggins said on 1:24AM 2-08-2010
I am willing to wait, as long as CCP nails it when they deliver. The long term prospects for EVE keep looking better. That's amazing for an MMO that is so old!
Reply
Dude said on 5:06AM 2-08-2010
Hurry up CCP.
Reply
LaughingTarget said on 8:00AM 2-08-2010
I'm a but confused, isn't the game mythos about capsuleers as individuals who can't leave the capsule? How is walking in stations even compatible with the universe? Will this be a clumsy comic book retcon or am I just not interpreting the universe right?
Reply
mandrill said on 8:25AM 2-08-2010
The pilots in EVE can leave the capsule. Its just that they don't have access to the cloning technology outside it and are therefore vulnerable to perma-death (the reasoning behine the no combat in incarna argument). Though I don't see why they can't use the same technology as DUST soldiers to get around that.
Its been know since WiS was first mooted as the spoon problem. If they added combat to Incarna a lowly pod pilot would be able to assasinate the leader of a big alliance with a spoon, decapitating the alliance permanently and generally causing chaos.
Chris said on 9:02AM 2-08-2010
Actually they said "no combat at first"
They want to get the general social aspect working and businesses etc. Then they will look into combat, considering Incarna and Dust514 run on the same engine, it sounds possible.
Could you imagine killin an enemy alliance leader and getting shot in the head by a CONCORD patrolman walking the halls.
Also pod death isnt the reason, if your walking around your in a clone, the pod isnt the "clone" your clone inside is the JC, so if you get shot and die you jump back to your jumpclone whereever it is.
I love the idea of this, i just really hope they allow you to go into the hanger and walk around your ship, to actually show the true scale of these bohemoths.
LaughingTarget said on 11:42AM 2-08-2010
I think I see. Your character doesn't really get out of the pod, just uses a jump clone.
octoberasian said on 1:28PM 2-08-2010
You can leave the capsule. A brief teaser trailer was shown at the last fan festival.
http://www.youtube.com/watch?v=eNWWxD-q-bg
That gives you an idea what our capsule looks like and does give a hint that we can leave the capsule of our ships. It isn't going from one clone to another because we can't leave the capsule.
And, I'm surprised there wont' be in-station combat. A nullsec or lowsec station would more than likely never have Concord police in the station, so in-station combat has to be possible. I would expect it in 0.5 sec and higher security stations to have it. However, if CCP wanted it to be realistic, they should at the very least add combat-- the combat gameplay/controls of DUST 514 plus in-station movement in Incarna-- would make things feel like Deep Space 9 or Babylon 5.
It'd still be as sandboxed as EVE space itself is, and if you die, you have a clone you will revert to, just as if you were podded in space itself.
jamenta said on 3:05PM 2-08-2010
The capsule technology is Jovian is not strictly there to save the capsuleer, but enables him to operate the space ship with a direct mind link. The technology to transplant a brain into another clone is not dependent on capsule technology, and can be present at a station.
Chris said on 8:49AM 2-08-2010
i dont mind the waiting, i just wish they wud release more info and stuff more often on progress, screenshots etc... even if we have to wait longer
Reply