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EVE is well known for having a high level of player involvement and engagement, and people being very focused, all the way up to the people joining the CSM. This is a game that people really care about. Are you aiming for the same level of player involvement with Dust?
TF: I think yes and no. We use the same kind of security level system. So, you know, when you're entering the game in High Sec, you don't have as committed an experience, where you can come in and start to learn the ropes and start to make some ISK and learn about fitting and fitting your character.
So, for some players, that might be enough. It might just be these incredibly focused lone wolf players that just want to be the master mercenary. They can always get paid to fight in Null Sec, but they might not be involved in planetary management and things like that.
But they still get to be involved in that meaningful conflict. They're just not running it themselves. Through the different security levels, we support different types of players.
Player progression is going to be part of it, I anticipate.
TF: I mean, it's similar to what you see in EVE. There's a lot of players in High Sec, but a lot of the gameplay is driven from Null Sec.
The last time I spoke to [lead designer] Noah [Ward] he spoke about what EVE's been trying to do more recently -- adding a more accessible layer.
TF: The difficulty cliff. [laughs]
Yeah, the difficulty cliff. You have the benefit of coming in with the perspective of knowing where things are going already with EVE and what you want to accomplish. You have the perspective years of data of EVE and how EVE operates, where you're aiming.
TF: And I also think we wanted to get more people involved in New Eden, in the universe of EVE. The universe is attractive and interesting. I've heard people say, "I'm fascinated by the universe, but I can't give it that time investment that it deserves or that it needs." So, that's really something we're trying to offer with Dust. It is more accessible.
Through the connection to that universe and to the players of EVE, you still become part of that meaningful world.

It's a very appealing thought that through different styles of gameplay, you can plug into a universe that's got a robustness. Just like in real life, some people want to be musicians, and some people want to be astrophysicists.
TF: Actually, in an earlier version of that [Dust] presentation, I had slides of us talking about what we were thinking. It was like, "Okay, so we want to build this kind of persistent shooter that has meaning. What are we going to need to do that? Okay, we're going to need a huge persistent universe populated by thousands of players that's got like politics and intrigue and all of this stuff." You think, "Damn, that's going to be really bloody hard to create. But, oh, lucky -- we've already got one!" [laughs]
It's interesting because going to a console, you just might have this group of people who might be attracted to the game because they look at it and see a really nicely polished sci-fi shooter. "I can download this." Sure, they might be into Battlefield or whatever, and they might just want to flip over to Dust when it arrives. Maybe they'll get sucked in; maybe they won't. That's got to be a concern for you.
TF: Making an experience that captures people.
Yeah, captures people. Ultimately, not everyone is going to realize, up front, what you're offering. Especially when things like TV commercials are going to be like, dudes running through a battlefield shooting each other. People just might think, "Oh, this kind of looks like Halo," or Killzone, or whatever.
TF: I think when it comes to how we promote the game and stuff like that, we need to lean our focus toward that. That's kind of what we're trying to do with the movies and stuff, to show that link. Maybe we need to be more outspoken about that aspect of the game, because I think that's really where the game needs to grip you.
You know, it is through being exposed to that universe, just looking at the star map and realizing, "Oh, hang on a minute, this is kind of physically located somewhere. You know, these statistics that I'm reading on the screen, that's all real stuff."
Even when you're just using, say, the Battle Finder, which operates through the star map. We keep trying to expose the player to the actual universe, so they can see, "Okay, so I found the battle. The battle is here." It's not like this thing on the list, you know with a ping time next to it. "It's here. It's in this spot right here." [laughs]
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Things not to do:
Charge a monthly subscription fee for DUST. It is a console shooter with MMO ties, not a subscription MMO like EVE. If a player has to pay $60 for the game and then $15 a month, plus microtransactions as previously announced for items in-game, the value isn't there.
Make corporations in EVE fail if they don't have a sufficient planetside contingent. EVE should be able to be played just as EVE, and DUST should be able to be just DUST. There should be options for both to merge somehow, but give an unconnected option too.
Make single-player mode in DUST unfulfilling. If all you can do is play against AI in a couple pre-made areas unless you connect DUST with an EVE corp, you will lose a significant player base who might otherwise be useful to the community as a whole.
Require insane skills to interact with DUST players from EVE. Skills are neat for EVE, but integration should be easier than training a month of dots to be able to chat with a planet. PI skills should apply here.
Only offer it as a PS3/PSN game. PSN/Sony have had a TERRIBLE track record as of late, and they won't be getting a single dot of my contact information, or a single dollar for that console. If it's not available for 360 as well(as originally indicated) you've already lost at least one customer for DUST - me.
Things you SHOULD do:
Cross-game chat. Everyone in a corp should be able to play and chat with everyone else, regardless of which game they are playing. Vent and TS are ok for this, but to link people and locations back and forth you really need an in-game option.
Have a 'for hire' bulletin system in EVE, and a 'help wanted' bulletin system in DUST. Make it easy for players to find 'missions' or goals that are beneficial to the EVE/DUST connection, without having to be a part of a corp in either game, or even knowing fully how EVE works.
Maintain the EVE universe back story/logic in DUST, and begin develop DUST's impact on the EVE universe. Ambulation is a good start toward this end. It should expand to allow DUST players to hang out in orbit with EVE players in the command center/station.
Just for me: Make a 'telescope' option on the DUST planets that lets you see ships in orbit. I don't care how you do it, or if it's an easter egg, but it would be phenomenally awesome.
I can't wait...rock on CCP! HTFU!
Imagine a unified game universe where player A is playing an RTS and commanding an army of units, and player B is playing an FPS where they are receiving orders from player A and actually playing as one of the "space marine" units in player A's RTS game. It would be like an actual battlefield where you have general's that command the army from on high, and grunts who take those orders and carry them out. Who knows if such a thing would really work in practice, but I still believe that thinking in that direction and trying to find ways to create unified game universes is pretty cool.
It comes down to seeing how it looks in practice, though.
I was equally impressed with CCP when they hired Dr. Eyjólfur Guðmundsson, who holds a Phd in Environmental and Resource Economics to monitor EvE's economy full time. You are doing something right when your economy requires an actual economist to tune it.
Really interesting stuff, I am curious to see how it turns out.
I just refuse to get a PS3. Sadness that I won't get to play what looks like it could be an awesome shooter with deep, meaningful impact on a profoundly player-driven universe.
This happened before, and it was definitely years before the technology allowed it to be cool. I just can't remember the name of that game...
I've been wanting this kind of game interactivity since then.