I want to preface this by stating that I love Starbase and am greatly enjoying my time in it so far. I've discussed these ideas in Discord, and have sometimes been accused of hating the game, or 'wishing it was a different type of game', and this is not true for the most part. What I am is concerned. There have been many games in the past which have attempted open world, realistic, sandbox PvP and most have failed. Some I've really been interested in, but they never got off the ground... or they did, but with severely curbed ambitions.
I'd like to discuss the interaction between game systems and player incentives. Some of this will be absolutely obvious, some you may disagree with, and some will probably be wrong. Nobody is perfect, and I don't think all my thoughts are perfect either and that's before I attempt to condense them into easily misunderstood paragraphs of text. First let me set the ground rules. These are my axioms, my 'givens' that I assume to be true, that I assume are good things... but they might not match the vision that FrozenByte has for the game, or what other players assume, so it is important to state my assumptions early because they color everything else I write.
Second is 'more people is better'. This may seem obvious, but there is a not-small group of people that have a more insular mindset. "If they don't like PvP they should play a different game," or "The editor is fine, it shouldn't be dumbed down for idiots." But these statements are exclusionary, and I believe them to be misguided. A successful game is successful because it attracts a lot of players, and one of the best ways to do that is to have gameplay that appeals to and retains different types of people. For example, almost every MMO is focused on group play, but there is a difference between 'encouraging groups' and 'difficult to enjoy alone.' It's true that the more gameplay elements that are added the more difficult and costly the game is to develop; I don't want to minimize the problems related to this. But this is a problem every MMO faces, and one of the reasons they are so expensive to produce. Attracting a large player base to sustain the MMO means attracting many different playstyles and player types, and that means handling the complexities of the interaction between these different groups of people. It's also important to note that players that engage in PvP don't do that to the exclusion of everything else, nor do players that primarily mine, or primarily play the market, do only those tasks. Catering to different playstyles provides a richer mix of activities everyone can engage in when they're just not interested in their primary activity.
Third is the aspect of risk. The more difficult something is to attain, the less you want to risk it being lost. In the real world I buy a car because I know there's a very low risk of it being lost. People follow traffic laws (mostly), theft is uncommon, and civilization has built many organizations and structures that minimize the risks of investing so much of our wealth into a single object. But games, by their very nature, are escapes from the restrictions of normal civilization. We're entering into the wilds, pitting our wits against the elements and each other, and this means risks of all types needs must be higher than in mundane reality. This means that when I invest tens of hours into personally hand-building a ship, or my faction spends hundreds of hours constructing a base of operations out in the belt, we are going to be far more risk averse than if we just spent some cash to purchase the item. It's not just virtual currency we have invested in the objects, but our very real labor. This investment required to build in this world means that the risks players are willing to take with these creations are likely to be lower than in similar games. Players may be less willing than expected to risk these huge investments in resources, time, and emotional energy than in similar games.
We have the idea that is core to nearly every MMO. Players should interact. The game design should encourage cooperative, competitive, social, and economic interactions between the players. A common thing I hear is 'space is vast, we won't be seeing other players often', but if that's true then I think the game will have failed as an MMO. Plus Starbase is entirely designed around a player run economy, much more so than most MMOs (including Eve), which means that if we don't interact the economy will fail. There should be gameplay devices that dissuade us from spreading out evenly in the ring and instead concentrate the majority of players into areas where they will come into frequent contact.
Finally, every game has assholes. Starbase will be no different. Any code of conduct will be violated, any rule will be broken. If the game allows it, players will do it. If someone can ruin another player's fun, there will be players that do just that, for kicks, all the time, with no provocation.
So those are my assumptions, my axioms. The rest of this post is going to take these axioms as given. I've just spent a wall of text, and I haven't even really started addressing the title of this post. If you've made it this far, I know you're hoping it will be worth it. Just know... so am I!
One of the interesting things about systems is that often you can start from any point, from any starting configuration, and the influences and pressures of the system will nudge us to ending up at the same approximate end point. These are known as equilibria. This is important because I'm going to describe how the system might be like, and how existing and planned gameplay features may influence that to change. If my starting position is different than reality, or different than how you think the game will start, that doesn't mean the end result would be different. With the same forces acting upon it it's likely that the same end result could occur.
So let's start with a utopia... my dream for Starbase. My dream might not be your dream, and that's OK. Because we're going to destroy that utopia anyway with the blunt force of cold, hard reality.
Players mine the ring for materials, but mining is only about 30% of the economy. It's the starter job that's the easiest to begin, and it's where most players begin (and some never leave). Above mining we have refinement. Some mining ships refine as they go, but most players deliver ore to player-run refineries. Next come factories that either create parts or manufacture systems or entire ships from scratch. These factories are marvels of engineering with immense effort (even more than for ship design) invested by the creators to reduce the manual labor needed to create these ships or parts. Finally we have the ships and base stations themselves, the end result of all the economic work below. While everyone is buying these ships and bases, it's the huge and relatively stable economy below that enables it to exist.
Services are also a significant part of the economy. Hauling goods, performing market arbitrage, towing, salvage, performing repairs, manual construction, exploration, mapping, extending ISAN, etc. Some players will do for their own personal benefit, but others will be requested and paid for via jobs.
Out in the ring, territory will be claimed and mined. Players will invest tons of resources and time to claim choice territory, and other players will invest a similar number of resources to take it from them. Conflict will ensue, with an uncertain outcome. Resources will be destroyed that need to be salvaged or rebuilt. Skirmishes both large and small will happen constantly across the ring.
So, with the axioms and the starting position out of the way... how will the systems currently in place (or planned) influence this world?
I'd like to discuss the interaction between game systems and player incentives. Some of this will be absolutely obvious, some you may disagree with, and some will probably be wrong. Nobody is perfect, and I don't think all my thoughts are perfect either and that's before I attempt to condense them into easily misunderstood paragraphs of text. First let me set the ground rules. These are my axioms, my 'givens' that I assume to be true, that I assume are good things... but they might not match the vision that FrozenByte has for the game, or what other players assume, so it is important to state my assumptions early because they color everything else I write.
- A larger economy is preferable to a smaller one in games with player-based economies.
- More people playing Starbase is preferable to fewer.
- The more effort invested in something, the more conservative people get with risks.
- Player interaction, both cooperative and competitive, should be encouraged.
- Every population of players will have trolls who don't play to win, but play to ruin others' fun.
Second is 'more people is better'. This may seem obvious, but there is a not-small group of people that have a more insular mindset. "If they don't like PvP they should play a different game," or "The editor is fine, it shouldn't be dumbed down for idiots." But these statements are exclusionary, and I believe them to be misguided. A successful game is successful because it attracts a lot of players, and one of the best ways to do that is to have gameplay that appeals to and retains different types of people. For example, almost every MMO is focused on group play, but there is a difference between 'encouraging groups' and 'difficult to enjoy alone.' It's true that the more gameplay elements that are added the more difficult and costly the game is to develop; I don't want to minimize the problems related to this. But this is a problem every MMO faces, and one of the reasons they are so expensive to produce. Attracting a large player base to sustain the MMO means attracting many different playstyles and player types, and that means handling the complexities of the interaction between these different groups of people. It's also important to note that players that engage in PvP don't do that to the exclusion of everything else, nor do players that primarily mine, or primarily play the market, do only those tasks. Catering to different playstyles provides a richer mix of activities everyone can engage in when they're just not interested in their primary activity.
Third is the aspect of risk. The more difficult something is to attain, the less you want to risk it being lost. In the real world I buy a car because I know there's a very low risk of it being lost. People follow traffic laws (mostly), theft is uncommon, and civilization has built many organizations and structures that minimize the risks of investing so much of our wealth into a single object. But games, by their very nature, are escapes from the restrictions of normal civilization. We're entering into the wilds, pitting our wits against the elements and each other, and this means risks of all types needs must be higher than in mundane reality. This means that when I invest tens of hours into personally hand-building a ship, or my faction spends hundreds of hours constructing a base of operations out in the belt, we are going to be far more risk averse than if we just spent some cash to purchase the item. It's not just virtual currency we have invested in the objects, but our very real labor. This investment required to build in this world means that the risks players are willing to take with these creations are likely to be lower than in similar games. Players may be less willing than expected to risk these huge investments in resources, time, and emotional energy than in similar games.
We have the idea that is core to nearly every MMO. Players should interact. The game design should encourage cooperative, competitive, social, and economic interactions between the players. A common thing I hear is 'space is vast, we won't be seeing other players often', but if that's true then I think the game will have failed as an MMO. Plus Starbase is entirely designed around a player run economy, much more so than most MMOs (including Eve), which means that if we don't interact the economy will fail. There should be gameplay devices that dissuade us from spreading out evenly in the ring and instead concentrate the majority of players into areas where they will come into frequent contact.
Finally, every game has assholes. Starbase will be no different. Any code of conduct will be violated, any rule will be broken. If the game allows it, players will do it. If someone can ruin another player's fun, there will be players that do just that, for kicks, all the time, with no provocation.
So those are my assumptions, my axioms. The rest of this post is going to take these axioms as given. I've just spent a wall of text, and I haven't even really started addressing the title of this post. If you've made it this far, I know you're hoping it will be worth it. Just know... so am I!
One of the interesting things about systems is that often you can start from any point, from any starting configuration, and the influences and pressures of the system will nudge us to ending up at the same approximate end point. These are known as equilibria. This is important because I'm going to describe how the system might be like, and how existing and planned gameplay features may influence that to change. If my starting position is different than reality, or different than how you think the game will start, that doesn't mean the end result would be different. With the same forces acting upon it it's likely that the same end result could occur.
So let's start with a utopia... my dream for Starbase. My dream might not be your dream, and that's OK. Because we're going to destroy that utopia anyway with the blunt force of cold, hard reality.
Players mine the ring for materials, but mining is only about 30% of the economy. It's the starter job that's the easiest to begin, and it's where most players begin (and some never leave). Above mining we have refinement. Some mining ships refine as they go, but most players deliver ore to player-run refineries. Next come factories that either create parts or manufacture systems or entire ships from scratch. These factories are marvels of engineering with immense effort (even more than for ship design) invested by the creators to reduce the manual labor needed to create these ships or parts. Finally we have the ships and base stations themselves, the end result of all the economic work below. While everyone is buying these ships and bases, it's the huge and relatively stable economy below that enables it to exist.
Services are also a significant part of the economy. Hauling goods, performing market arbitrage, towing, salvage, performing repairs, manual construction, exploration, mapping, extending ISAN, etc. Some players will do for their own personal benefit, but others will be requested and paid for via jobs.
Out in the ring, territory will be claimed and mined. Players will invest tons of resources and time to claim choice territory, and other players will invest a similar number of resources to take it from them. Conflict will ensue, with an uncertain outcome. Resources will be destroyed that need to be salvaged or rebuilt. Skirmishes both large and small will happen constantly across the ring.
So, with the axioms and the starting position out of the way... how will the systems currently in place (or planned) influence this world?