There are many aspects of Eve Online that make it a great
game. There seems to be a niche for most
everyone who plays, and people gravitate to what interests them at the
time. Coming from a background in MMO's
and the normal approach to how content is introduced. When I started Eve I was a little miffed at
the "leveling" system. While
on one hand I loved it because I didn't have to be playing every waking moment
to be able to advance, I didn't like it because there was no quick grind to the
next level. This can be quite
frustrating and Eve fails to properly present their system which they implement
and the reasoning behind it. On top of
which it is hard for a gamer used to the railroad approach which most games use
to designate what you are aiming for.
There exist raids, dungeons, level caps, epic tier loot that all goes
towards playing the game and to keep you playing.
Too often this approach is applied in Eve and many
players leave (or rage) because Eve's approach doesn't fit the normal mold. They struggle with the concept of never
catching up to people who started playing before them, I know; I went through
the same thing when I started playing. I
led raids in World of Warcraft, where there are level restrictions and even
player imposed restrictions to complete content. But eventually you could catch up to everyone
in the raid if you were behind. This is
not possible in Eve, nor does it need to be.
People expect end game content for that goal to strive towards,
unfortunately for them Eve does not provide end game content in that sense.
Some Eve players will scream and shout that there is end
game content, you'll be told that you want to end up in null sec to truly
experience Eve, others will mention wormholes, some say low sec, and there are
those who think incursions are the end all be all. I've come to realize I can jettison all these
concepts out the airlock. In Eve, end
game content consists of solely one thing, which is what you as a player want
to do. If what you want to do is ninja
salvage level 4 mission runner sites, to run level 4 missions yourself, perhaps
you want to lead a coalition, maybe blow up other players, be in a giant
fleet fight or go at it solo. You are
constantly able to evolve your "end game" content.
When I started playing, all I wanted to do was sit in an
Abaddon (because it looks awesome) and run level 4 missions. My goal changed and I moved into faction
warfare, then I ventured into wormholes, now I'm in low security space being a
pirate. My "end game" content
is constantly shifting, there are things popping up which I want to try, new
ships to fly, and goals to achieve.
If you think the skill system impedes your progress,
you're right to an extent. Yes, certain
activities are restricted by specific skills.
But most of the time after you've trained the first level, the skill
only serves to enhance your capabilities.
You need to focus less on the skills and think more on the activities
you want to do; after which you can better work on skills. Currently the main class of ship I'm flying
are frigates. While I can fly all the
tech 1 frigates, I can't use most of them because I'm missing hybrids, projectiles,
and rockets. But with 5-16 minutes of
training depending on skill and attributes I can fit some tech 1 turrets on it
and go take that frigate around the block.
Who knows, maybe in the future I'll want to lead another raid group, but
instead of doing the same raid boss every week like I did in World of Warcraft. I take a fleet of battleships against
different corporations and alliances.
After all, content is generated by us the players, and
you being a player can define "end game" however you like and then create
your own content.
I like to think there is no End Game in Eve unlike traditional MMOG's. I've done the sov holding null sec. Some call that the Eve end game, and that is balls. The Eve end game is what you make of it whether it is hi, lo or null. Your last sentence sums it up excellently.
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