Well, FozzieSov is live. I won't
have a chance to play with it until my alliance’s reinforcement timer is well
under way. I’m sure I’ll have more to
say about it shortly. But I wish
everyone luck in updating safely and causing a ruckus with your entosis links!
But as I write “updating safely”, I realize it may sound odd to some
newer players. If you only started
playing Eve in the past year, the 6-week release cycle is just par for the
course. You joined Eve at a time of
great change, with significant, bedrock systems being torn apart and put back
together again. And I’m sure it seems
like it’s hard to keep up with all these changes. Just when you figure something out, it
changes again.
I imagine you probably find the whole patch cycle pretty mundane. But for older players, it wasn’t always so.
Back when CCP launched a new expansion every six months, they were momentous
events. On day, you’d be plugging away
happily under the old system, and the next day, Boom! Paradigm shift. Supercarriers (originally called motherships,
which is where “moms” come from). Wormhole
space. Domionion Sov. Walking In Stations (the dreaded
Incarana!). Incursions.
Okay, so they weren’t all hits with the players, but they were BIG. And those were just some of the big
ones. Each expansion included a bunch of
smaller adjustments and additions, many of which would serve as anchor changes
for our current release cycle. Dozens of
systems and mechanics would change all at once, and the game would be wholly
different after each expansion.
While CCP would release patches and fixes over the next six months, it
was very likely that new content would only come with the expansions. People would go crazy about them. Eve would see significant upticks in
subscribed accounts and logged-in characters right before patches. The yearly cyclical “flow” of Eve was
directly tied to these launches.
Reddit would explode with speculation and excitement. Players would rush home to download the new
patch. Back then, you essentially had to
install the entire game from scratch again, given the size of the new
files. 2-3 GB wasn’t uncommon, and it
would often take upwards of two hours for your client to fully update. Patch day activity was usually limited as
players sorted out their client.
But it wasn’t all excitement.
Odds were very good that, given the size of the files, CCP would break
something or other. The bug reports
would come rolling in, and within a day or two you’d have another patch to
address the issues. That one wouldn’t
take only perhaps half an hour to download and apply.
And in some cases, the update would cost you all of your settings. Shortcuts, window positions, overview
settings, and tutorial windows would all revert to their defaults, causing a
headache as you desperately tried to remember which shortcut key you had set
for each command. One out of every two expansions
messed these up for me, and it took hours to recover. Part of patch-day preparations involved
saving your settings and writing down all your customizations so you could
adjust and repair them if necessary.
And more than once, the updater resulted in the game crashing entirely,
resulting in hours or even days of downtime.
This was the time of 24-hr skill queues, meaning a lot of players’
queues would run out, costing them valuable training time. More than once, CCP issued all players extra
unallocated SP to compensate for these critical failures. Players started reminding each other to, “set
a long skill training”… just in case the worst happened. This is the only way some players, like
myself, ever got around to starting training Advanced Weapon Upgrades V and
Jump Drive Calibration V.
Eventually, though, things would work out well, and players would start
digesting all the new content. The theory-crafters and min-maxers would delight
in identifying the best strategies and writing guides. And players would explore all the nooks and
crannies, discovering new things they could do and carefully refining them
under a relatively stable environment for the next six months.
The old Eve expansion cycle clustered all of the excitement twice a year,
with a long drought of longing and building frustration in between. And the stakes of each expansion were very
high. Anticipation built up over six
months, during which players hoped that “this expansion, they’ll address MY
game!” That hope either turned to a
temporary delight or bitter disappointment as the expansion launched before the
cycle would repeat. Player emotion was
always highly charged with each cycle.
This could be both a blessing if it works and a curse if the new
features failed to resonate.
With the new (from my experience, at least, it’s new!) expansion cycle,
CCP has shorted the time-to-market for each feature, and doled them out much
more evenly across the year. This has
all sorts of positive effects. No longer
does resentment about “neglected” features build over six months. CCP can shift their focus and make changes
gradually to respond to player reactions in ways impossible under the old
cycle. And the even distribution of
content ensures that there’s always something new for players to enjoy every
month or so.
Let’s not forget that the new download-on-demand seems to have resolved
all of the patch-day setting resets.
Now, I only get to experience that delight when my graphics card
overheats and the client (and my computer) freezes. Thank you, GarpaUI, for being so useful!
But I do miss the “kid on Christmas” experience of watching the old
repair tool update bar creep towards 100%, the annoyance as it returned to 0%
as the update was installed, and the delight at seeing a new image featuring
the expansion name on the login screen.
By far, CCP’s process now is much better, more responsive, and of a much
higher quality.
The unpredictability of what would happen added to the excitement in a way that enhanced my experience a little bit. But part of me misses the magic of the old buggy, unwieldy expansion cycle, warts and all.
I remember those days more or less fondly, too. The one big advantage of the old system was that we had time to absorb and adapt to the changes. With the current system, we're often still trying to wrap our brains around one change only for another to drop.
ReplyDeleteBut I wouldn't go back to the old system for love nor money :)
I like the fact that the new system lets CCP get on with it and get fixes and new stuff out to us when ready without the huge delay. It makes it much more probable that issues get addressed. Even if I sometimes feel like a leaf in a hurricane :)
*dons his robes of mourning, and a crazy wig*
ReplyDeleteYou!
You've doomed us!
DOOMED I SAY, DOOMED!
THE SERVER HAS BEEN CURSED!!!
OPTIMISM IS THE DEATH OF TRANQUILITY!!
*eh-hem*
CCP 2015: Just like ole' times
Rob K.
Clearly, I spoke too soon...
Delete