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The report of the battle they link to (http://www.pcgamer.com/2013/01/28/eve-online-battle-asakai/) is even more fascinating to me. You spend hours and hours of effort in order to get a ship, and one way of thinking about them is as the time spent to earn them compressed into 3d form. Unlike (most) other MMO's, battles actually destroy things. So in that youtube clip, you're watching years and years of effort getting evaporated because of a mis-click. In most of the games I play, the pay off of the grinding is getting to enjoy fighting more. But I could never play EVE, because battles would be so anxiety provoking. There would be no pleasure at all in earning a Titan, because I would be forever terrified of losing it. Of course, all games are kind of there to destroy your time. But for some reason it doesn't feel quite as wasted when you have a virtual thing there that is bad-ass in proportion to your time investment. |
I don't really think about a pvp ship much differently than about ammunition. They're an expendable resource, and you probably have a hangar full of replacements just waiting for you to wake up in your cloning pod. It's probably a bit more involved with capital ships and the like, as they are really a group effort so the replacement capacities might belong to your alliance and not you personally, but they're still accounted for before a shot is fired.
In a way, this is really what makes EVE interesting. Losses needing to be replaced doesn't only make EVE battles meaningful on a different level than matches in other games (though I hesitate to say more meaningful...), but it also allows the internet spaceship economy to be very central to the game rather than just some mini-game-like distraction. "Item creation" becomes a question of securing resources and production pipelines and supply lines and whatnot, rather than a one-off effort that precedes the "actual" game.