Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
October 31, 2014
arrowPress Releases
October 31, 2014
PR Newswire
View All

If you enjoy reading this site, you might also want to check out these UBM Tech sites:

The secret to  EVE Online 's success: It's all bottom-up
The secret to EVE Online's success: It's all bottom-up Exclusive
July 27, 2012 | By Staff

As the senior producer of EVE Online, CCP's Jon Lander is ultimately in charge of the direction of the nine year old MMO. "I'm the guy who sets where we're going, what we're doing, and how we're going about doing it," Lander tells Gamasutra. "Ultimately, whatever happens in EVE comes down to me."

That's an admission of guilt, in a sense, as Lander has been working on EVE since 2009. CCP ran into problems last year when it laid off staff in the wake of poor management calls about the direction of both the game and the company.

In fact, thanks to some of these decisions, EVE fans went so far as to riot in-game; some ultimately unsubscribed from the title in protest. The introduction of virtual goods into the game world bombed, and dissatisfaction with its Incarna expansion rose. Incarna was later sidelined in favor of changes to the game requested by the existing community.

"We kind of fixated on a direction which we needed to take a step back from," says Lander. "We didn't really get the validation that we wanted to."

In fact, he says, the big lesson of 2011 for the company was that hubris doesn't pay. "We've just got to make sure that we don't take our success for granted, which I think is where we ended up as we were going through last year. We could do anything; it didn't matter what it was. It would work. I think everyone in the company has learned some really, really valuable lessons about that. Now, it's very much that we don't take anything for granted."

So it's probably important to change your mindset about what you do for your players, in that case. Lander has a clever way of putting it: If creating EVE is at its core, "about player-created stories," as he says, then working on it is "about us being relatively hands-off janitors of the virtual world."

eve online 1.jpgNotes Lander, while most MMOs have teams churning out handcrafted content for players to consume -- increasingly more quickly, these days -- EVE only has four content developers.

"But at the same time, we've got a lot of game designers," says Lander. "We've got a lot of programmers. We've got a lot of engineers who are building tools so that players can make the content, and that content is firmly rooted in interactions with each other," says Lander.

The key to working on EVE is that it "isn't a game," adds Lander. "EVE is a social engine."

"If you look at what makes EVE great, it's that it's brilliant to play with other people. It's not the best solo-player game in the world, but you can do so much more with it."

Listening to the player base that forms that social engine, and to the designers who are familiar with the different nooks and the crannies of the world itself, is more important than driving direction from the top.

"What we've done is we've devolved an awful lot of the power of the decision-making and the accountability for what we do in the games to the people who know best, which are the developers on the ground who've been doing this for a long time," says Lander.

"We've got some very talented game designers who understand how to make the right kind of game for our players to enjoy," he says.

Towering Inferno

Lander's philosophy toward EVE these days is bottom-up in general. For example, his latest initiative in the game, the Inferno expansion, was to start a massive war -- one that will drive the movement of players and resources in the game, even those who don't engage in PvP combat.

How does this high concept boil down to the game? "I really sort of say: 'We've got a theme. We've got some business goals.' Those get broken down amongst everybody throughout the project; it's a big project."

"They come back with a whole raft of ideas which feed back up the chain, and then myself and the project management group sit down and go, 'Okay. How do we think this is best going to fit into the company? These are the ideas from the people who really know.'"

And even though some players have criticized aspects of Inferno, says Lander, "participation goes up, because it's not about giving players a feature to play through; it's about giving them tools to do their own stories."

"No one's yet been able to run through the human psyche and do all of that content, so we're very lucky in that."

eve online 2.jpgKey to the bottom-up philosophy of developing EVE has also been its player government, the CSM, or Council of Stellar Management, which is in constant contact with the development team.

No other MMO has such an integrated voice for its player base. Could CCP live without them? "I think we could," says Lander, "but I think it would make it harder; and I think we would be foolish to not have them."

"It's such a big world there," he says. "They give us that external viewpoint in an environment where they're NDA'd, and we can be very open and honest with them. ... The feedback is just incredibly important. You don't really get it from anywhere else."

The reason Lander thinks more developers don't take this approach is because "it's not our game anymore."

But when bringing together the requests of players, the recommendations of the CSM, and the thoughts and desires of the ground-level design team, and focus on building a robust social system rather than content, the rewards are great, says Lander.

"I think this is why you see a steady growth on EVE. Because the more people who are doing it, the more popular and actually the more fun it becomes. It's proven a good model for us."

"We build a social engine that people actually love, hate, despise each other, love each other, backstab each other, and play the good Samaritan. People know each other, and there is this history. They feel a big emotional attachment to that, and that keeps them coming," he says.

When the player base is your game's content, then it's truly a bottom-up proposition.

Related Jobs

Vicarious Visions / Activision
Vicarious Visions / Activision — Albany, New York, United States

VFX Artist-Vicarious Visions
Magic Leap, Inc.
Magic Leap, Inc. — Wellington, New Zealand

Level Designer
Amazon — Seattle, Washington, United States

Sr. Software Development Engineer - Game Publishing
Magic Leap, Inc.
Magic Leap, Inc. — Wellington, New Zealand

Lead Game Designer


Phil OConnor
profile image
Interesting article, few developers are willing to admit to their mistakes. I would like to point out that this part of the article is untrue: "No other MMO has such an integrated voice for its player base. Could CCP live without them?"

On World War II Online we created two command organizations for both sides, the GHC and the AHC, basically HQs for each team. These were staffed by players who rose through the ranks over time. Very good way to communicate to your player base through a structured leadership organization made of players. This was created in June of 2001, and predates EVE by two years. To my knowledge it was the first such player driven command and control system ever put into place in a MMO, and has been running for 11 years.

Christian Nutt
profile image
Fair enough, and I suspected I shouldn't be so general because (of course) I don't have a liter catalogue of everything that's out there in my head. Thanks for pointing it out.

Matt Boudreaux
profile image
Star Wars Galaxies had something similar with the Galactic Senate (players regularly elected by other players to represent each class/gameplay style). I think having a system where you can get (hopefully) objective criticism/praise directly from the players is invaluable.

Kudos to CCP for continuing with the system when things got tough and not just throwing it away to silence the voices.

Michael Joseph
profile image
EVE I think shows us a good model for a sustainable mmo simulation. It reminds me of my MUD playing days on EotL in the early 90s ( & telnet 2010) where the natural law was anarchy. It was an unforgiving realm but the law of the land was 'Let the players will be done.' Players could have unlimited characters playing at the same time and you could create a spy and join an enemy guild to help your real allies during a guild war. There wasn't even really a pronounced concept of PVP vs PVE back then. It was always player versus anything and anyone so watch your back. Rather than try to appease players to increase users, they just offered compelling gameplay.

I'd like to see EVE and others progress further in that direction. In MUDs long time proven players could apply to become wizards and become very influential in the shaping of the world including creating new items, monsters and new areas (as well as helping players recover lost levels due to a lag induced death). Players don't have that kind of power in EVE (yet?) but giving players a path to that sort of control could add another dimension to the game.

The mainstream MMO model with annual expansions that provide a new round of canned missions I find really boring. I think when more players get exposed to having more freedom in their MMOs it will be harder for them to go back to the formulaic canned quest variety. But for now, many players just believe "that's just the way MMOs are...." but they can be a lot more.

C Anderson
profile image
Not to split hairs with Phil or Matt, but I believe what your talking about is entirely player directed. While such organizations may have some 'pull' with the mother company, it is definitely not what EVE's CSM system is.

The CSM's do serve at the pleasure of the player community, but it is an OFFICIALLY recognized entity. The travel, at the company's expense, to the game HQ's and conduct summits. In fact, they were probably the single most influential force behind many of the "Apologies" and business decision turn around for the the game.

In other word's, CCP (EVE's Developer) actually integrates the CSM into the process they use to both further the game and do analysis after deployment type activities.

Justin Nearing
profile image
Player-driven development sounds intuitive, you just have to make sure you strike a balance between what your VIP players are saying and what the data shows all players are doing. The limitations of a council of VIPlayers is that they have a narrow experience. This isn't to say that that experience shouldn't be used to your advantage, but as the Developer it is your job to ensure that the game is fun and fair for all player behaviours across all skill levels, play types and experience.

CCP appears to be committed to this, as the latest updates are showing improved tutorials and improved graphics (which improves all players experiences equally).