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  Ambitious Plans: The Marriage of EVE and Dust
by Christian Nutt [Business/Marketing, Design, Interview]
10 comments Share on Twitter Share on Facebook RSS
 
 
September 2, 2011 Article Start Previous Page 3 of 3
 

I find it interesting that people are going to play on planetary surfaces. A traditional shooter would have maps.

TF: Yeah.



How does that work from your perspective of like, "This is really happening on Planet A. This is really happening on Planet B." I'm assuming it's classes of planets, or whatever.

TF: Yeah, so we create what we call mission terrain. We create outposts that are larger structures, like Biomass Reprocessing. We can change certain aspects of those maps. For example, we can socket in different outposts. We can change the environmental texture sets and things like that to better represent the planet.

Again, so we can better represent where you are, the maps aren't static. It isn't always like, "Oh, I'm just playing this map again." But you'll still be able to learn them. Because, you know, in first-person, you want that familiarity of being able to learn good positions.

But it won't be as static as you usually get in a first-person game. "I'm endlessly fighting this battle." Again, over time, we plan to develop those systems more and more so we can create more and more variation in terms of how we change the environments depending on which planet you're on.

Have you made any announcements about how the business end of this is handled? Obviously, EVE has recurring fees.

TF: We're not using recurring fees. There will be a cover charge for the game. That cover charge will actually then create in-game currency, that you can then use to start building up your modules and stuff. And after that, there's no charge. There will be microtransactions, so you can pay for things if you want to, or if you don't want to.

Because Sony has been starting to support microtransactions.

TF: Yes. That was one of the reasons why in talks with Sony we thought this was a good relationship to have.

If you're a market watcher, just one of the simple obvious things was which console version of Portal 2 had Steam implemented on it, and which one didn't. Right? Just saying.

TF: [laughs] Yeah. Their goals, you know, what they wanted to achieve and what we wanted to achieve aligned really nicely for both of us, so it just made sense. Actually, as a developer, it's just really nice to work on one platform, rather than always having to split focus or make compromises to make sure it will work on both.

Have you guys given thought on putting it to PC?

TF: Yeah. We thought about all kinds of things. Right now, we're pretty much just entirely focused on PlayStation. That's what we're going to remain focused on at least for the foreseeable future. But you know, who knows what happens in the future.

Just a second ago, you were talking about currency, microtransactions, etc. That's going to be your in-game currency, ISK.

TF: Yeah.

Like the same ISK that's in EVE. Does ISK flow freely in between EVE and Dust?

TF: Yeah. ISK flows in between games.

That's going to be interesting.

TF: Yeah, it is, isn't it? [laughs]

I know you guys have a lot of economists, but I'm sure they're still going, "Hmm."

TF: Yeah, you know, Eyjo [Gudmundsson], our economist over in the Shanghai office, he's puzzling his way through all that right now. It's going to be very interesting. Again, it's something that, you know, we'll test it, and we'll see what people do, how people behave. We'll have to tweak and balance and get that to work right. Certainly, it's a challenging thing. Again, with EVE and the kind of complexity of the market we have there, we've got quite a lot of experience with it.

If high-level corporation play requires having an army on the ground, that's going to really affect EVE profoundly.

TF: Yeah.

Have you guys given a thought to this kind of stuff?

TF: Technically, that was a pretty tricky thing to do, but it was something we felt was important because of what you were saying. You know, the corporations are going to want to bring mercenaries into the fold, so to speak. I think we need to be very careful with how game-changing and unbalancing... I mean, this is one aspect of a huge universe. Many of the things we do, we're going to have to give it to the players and see what they do with it.

Talking about Dominion and preparing for this, you've got the land battle stuff already going, and people already know how it works. If there's a player threshold that's required to make things function from a Dust link perspective, those land battles are still going to be going on.

TF: Yeah.

It's not going to fundamentally change things.

TF: Right now, with planetary gameplay, there's no conflict at the moment. There's development but no conflict. The way Dust will change it is by introducing the element of conflict into that. When you're building your space elevators, you're having an influence on sovereignty. It isn't going to entirely govern sovereignty. That's a balance we can control.

You must be very tightly wound in with the design of EVE. Neither of you can function in a vacuum.

TF: Yeah.

You must have a lot of conversations, documentation.

TF: Actually, the day I get back to the Shanghai studio, a bunch of the design team from Reykjavik will actually be there. [laughs] So, yeah, we're having some fun working together, working through some of the stuff. So, yeah, we talk a lot.

Because anything either of you decides to do... It's not even like it affects each other. It's a decision you have to take in tandem.

TF: Yeah. It's, you know, it makes for interesting discussions. Again, it's like, I think a lot of people have used the word "link", and again, you're trying to get away from looking at it like it's a spindly little connection. We're just sitting in the same universe. We're a part of that universe.

 
Article Start Previous Page 3 of 3
 
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Comments

Rob Allegretti
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I have been pretty excited about this for more than a couple years, and I want to point out some stuff I have observed from EVE and my two cents on how to make this work:



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!

Joshua George
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There's a problem already Rob. Microsoft won't allow PS/360 cross play. They will allow PC/360 cross play, but not the other. I have the feeling Sony would totally welcome this, because it focuses on the gamer, and not the money. Look at the recent steam integration and PC/PS3 cross play. It makes things better for the player.

Andy Lunique
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I agree... 100% Nuff said lol

John Hahn
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Whether or not the Dust/Eve link becomes a phenomenon, it's still a ballsy move, and I applaud CCP for it. I hope this kind of unified universe captures the imaginations of other game developers and they start coming up with new ways to combine different games into a single place.



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.

Ramon Carroll
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When you put it this way, it sounds crazy awesome. I never thought of it like that.



It comes down to seeing how it looks in practice, though.

Matthew Bernhardt
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Successful or not, the premise is something that has been only spoken of in future tense for years and years. The mesh between two platforms that dynamically affect on another is really cool stuff. One cannot help but be excited for CCP's method of implementing that concept. Groundbreaking? I think so. Will it pull people away from Angry Birds or tending the Farm, probably not.



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.

Andrew Grapsas
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It's an amazingly awesome idea and I can't wait to see how well they pull it off. CCP is a great company and it's really cool that they're pushing the envelope.



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.

Jeff Stolt
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Okay, slightly off-topic question: Does anybody remember a space game from 10+ years ago featuring a "star trek like" UI, that tried to integrate a ground forces combat game as well?



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.

Wylie Garvin
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I remember a couple of Amiga games, one of which was a space game and one of which was a turn-based ground combat game, and they were designed to integrate together so that when you send down your landing party from the space game, it would launch the other game and you'd play out the ground-based scenario with your individual soldiers and then the space game would resume. I can't for the life of me recall the names of these games, though.

Guy Costantini
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I have been waiting for this forever and may just bite the bullet and buy the ps3 for it. I will wait though, if it was PC also I would buy it immediately and re-activate my Eve Megathron :P


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