If there’s one thing that EVE Online
does better than any other MMO on the market today, it’s persistent gameplay on massive scales. The now-famous Bloodbath of B-R5RB
in 2014 involved 7,548 players over the course of almost 24 hours, and the Siege of M-OEE8
at the end of 2016 peaked at 5,300 separate players all piled into the same star system at the same time. Hundreds of thousands of players live and fight in the same single-shard universe, and EVE
‘s largest corporations have more members than the total population on some other MMOs’ shards.
But what about the smaller end of the scale? MMOs aren’t just populated by monolithic organisations bent on galactic domination, and a growing proportion of today’s gamers play online games solo or in smaller groups. Features such as Upwell structures and the new PvE gameplay have clearly been designed with a wide range of gameplay scales in mind, but EVE has never really got past the problem that bigger groups are almost always better. Could the solution to this problem be found in small-scale asymmetric and asynchronous warfare opportunities?
In this edition of EVE Evolved, I look at why EVE‘s massive scale makes it so compelling, the problem that massive scale introduces, and the case for more asymmetric and asynchronous warfare.
Are you seriously interested in server architecture? Can you not wait to find out how Das Tal is handling its backend for logging in? Because the people behind the game have already discussed it, but as development and the Kickstarter campaign rolls on it was something well worth revisiting. All the information you could hope to learn about how the game handles logging in and communicating with the client is all in one convenient location.
If you’re already backing the game, you can get in on a special preview today starting at 2:00 p.m. EDT. It should run for about four hours, so if you haven’t already done the prep work to get ready, we recommend you do so now.