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The Escapist: A folk hero for the online age

Filed under: EVE Online, Game mechanics, Opinion, Ultima Online



Tom Endo over at The Escapist has written an interesting editorial in which he suggests the idea that we all need a villain as a vessel for people's frustration with authority such as Bonnie and Clyde or Robin Hood. In the case of MMOs, that anti-hero is the Griefer, who will push the game mechanics to and past their breaking point or intended use in order get ahead.

Second Life
has had more than its fair share of griefers over the years, and it's true that in games such as Eve Online, the actions of the players have had a massive impact on the game. Some might say that with some games they have had more than the developer itself. Such is the case with the various self-styled bad-boy corporations and alliances throughout the years in that game, or the actions leading up to the Felluca/Trammel split in Ultima Online. But Endo puts forward the idea that players need these griefers and the stories that they create, despite the true nature of their actual actions.

Head on over to The Escapist to read the full article and see if you agree with his ideas.

Potential avenues for MMO companies to deal with griefers

Filed under: Game mechanics, MMO industry, Opinion

Ah, the MMO griefer. Most of us have encountered them, or been them, at some point. It can be frustrating to deal with but griefing in MMOs is enabled by the very nature of most online interaction -- anonymity -- and there's not much that can be done about that. Or is there? Much has been written on eliminating griefing before, and will continue to be written we're sure, but Allen Varney at The Escapist has a different take on handling griefers.

Varney writes, "The motive to block and frustrate griefers masks what might be a great opportunity. Can we distract would-be griefers? Can we make the game so unpleasant for them they leave voluntarily? Sure. But go further: Could we turn griefers, despite themselves, to productive ends?" His article "Wanted: Ganked or Alive" points out how the behavior of griefers is something that can be predicted and exploited.

Griefing as a phenomenon

Filed under: Culture, Opinion, Virtual worlds


As new studies and research continues to look into the online aspect of behavior known as griefing (or as cyber-bullying to the mainstream media), it all appears to reinforce the correlation between the online and offline aspects of this all-too-human behavior.

You see, griefing didn't start online. In a sense griefing is like one of many sexual kinks, in that it exists in the physical world -- it just wasn't until it went online that we really noticed that it was such a common thing.

Morality and legality in EVE Online

Filed under: Sci-fi, EVE Online, Game mechanics, Professions


One of the strengths of EVE Online is that the game's professions can be freeform. Many players take the standard route of being a miner or a mission runner. However, new and deviant professions have arisen in a kind of symbiosis with the more established trades in the game. This is the focus of an article called 'Morality and Legality', written by ISD Magnus Balteus of CCP Games. 'Morality and Legality' looks at two of the sketchier professions that sprang from EVE's more standard career paths.

Mining has given rise to ore theft, which boils down to theft that has the side benefit of potentially baiting the victim into combat, even in high security space. If the ore thief or 'can flipper' is successful, he or she can make off with the ore that someone else mined plus the modules looted from the miner's ship wreck. The morality of this type of career doesn't even enter into the equation... this is EVE. CCP's unwillingness to change the game mechanics involved in can flipping means that this is not an exploit, it's a valid profession, albeit not in the mind of the miner victim.

Ten things every new player should know about EVE Online

Filed under: Sci-fi, EVE Online, Game mechanics, Tips and tricks


There are some valuable lessons learned as you progress in EVE Online, lessons which get pounded into you when making mistakes. There are so many things you wish someone had told you before you went out and made a noobish ass of yourself.

Even with the much-improved Aura tutorial that's been implemented in EVE, there are lots of things that still cause players to scream something to the effect of, "Why didn't anyone warn me?!" This is often accompanied by frantically warping away from one's obliterated ship in an escape pod with a liberal amount of cursing. Of course, it doesn't have to be this way.

The Daily Grind: Who's got the best support team?

Filed under: Bugs, Exploits, Game mechanics, Patches, Server downtime, The Daily Grind

We like to think we'll never need help. That everything will run smoothly, your account won't get stolen out from under you, that you won't be the subject of routine griefing. Hope springs eternal, but there are whole fleets of people just waiting to help you when you need assistance. However, that doesn't always mean that you'll get it, or that it will be the kind of help you were expecting.

With that in mind, then, I know that most of our readers are multi-mmo -- you've all got experience with many different games and companies. When the fewmets hit the fan, who's there for you? Which game has the best player support? Which has the worst?

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