Social gaming – playing the crowd in EVE Online
The large user base of social networking sites and its networked structure has seen the creation of games that, with internet access, can be played with anyone, anywhere in the world. Many have taken to social gaming and it generates billions of dollars in revenue (Johnson 2014).
One such game is EVE Online, a multi-player online role playing game that takes place in a sci-fi universe. In this complex game, developed by CCP Games, players interact and participate in aggressive, piratical games. EVE is about humans ‘living’ in a digital world and enjoyment comes once they find their niche in the community (Groen 2014). Johnson also points out that EVE is far more than a game and that social media is its “precious lifeblood”, as the “fiction of the game is lived out in real-time by its players across all social networks”.
What particularly interested de Zward and Humphreys (2014) about EVE in their article “The lawless frontier of deep space” was the unique relationship between EVE’s players and the platform managers. Players have formed a self-governing body, the Council of Stellar Government (CSG), to communicate, raise issues and negotiate with the game’s developers, CCP but also to help settle disputes between players. Tensions have arisen over a number of incidents that have put the spotlight on both CCP and player behaviour – a key member of the CSM was given a thirty day ban for breaching the terms of service by making comments about another player outside the game environment (Zward and Humphreys 2014); in the monoclegate micro-transaction debacle CCP without consultation launched game-affecting virtual goods for purchase that it was felt by many gave an unfair advantage to some players (Evil Avatar 2011); and, a user who forgot to pay his virtual bill caused the overnight destruction of hundreds of costly spaceships that took months to develop (Thornhill 2014).
Players accept the terms of service and though the platform provider can intervene in disputes between players they rarely do so (Zward and Humphreys 2014). This means players can push the boundaries of the rules and social norms, but “this tension between control and creativity” also “keeps the game space interesting”. Given that rewards are gained by merciless gameplay that include “murder, sabotage and piracy” this makes controlling this space very interesting. Further discussions on social media and other forums mean the boundaries become even more difficult to control.
According to Suzor & Woodford (2013) resolving disputes requires an understanding of the “social norms of the community”. Players have differing moral codes which some think should not apply anyway in a game. An examination of the EVE community highlights the complexity of the continuously evolving online environment and what is acceptable behaviour. Suzor and Woodford (2013) say that regulatory frameworks need to be able to cover both the rules as per the terms of service but also community standards of acceptable behaviour.
EVE Online is make believe. But it illustrates that game play is an avenue for real interaction where strong social ties form between those with a common interest, but also conflict, and needs some form of effective resolution.
References:
de Zwart, M & Humphreys, S 2014, “The Lawless Frontier of Deep Space: Code as Law in EVE Online”, Cultural Studies Review, vol. 20, no. 1, pp. 77-99.
Groen, A 2014, History of the Great Empires of Eve Online, viewed 26 January 2018, <https://www.kickstarter.com/projects/sciencegroen/a-history-of-the-great-empires-of-eve-online>.
Johnson, J 2014, “Is EVE Online a videogame or a social network?”, Kill Screen, 16 June, viewed 24 January 2018, < https://killscreen.com/articles/eve-online-videogame-or-social-network/>.
Suzor, N & Woodford, D 2013, “Evaluating consent and legitimacy amongst shifting community norms: An EVE Online case study”, Journal of Virtual Worlds Research, vol. 6, no. 3, pp. 1-14.
The EVE Online "Monoclegate" Peace Accord 2011, Evil Avatar, viewed 24 January 2018, <http://wwe.evilavatar.com/forums/showthread.php?t=147507>.
Thornhill, T, 2014, “The online videogame battle that cost $300,000: Gamers see hundreds of costly spaceships destroyed after user forgot to pay bill to defend their base”, The Daily Mail, 29 January, viewed 24 January 2018, <http://www.dailymail.co.uk/news/article-2547908/EVE-online-sees-biggestbattle.html>.









