Particularly interesting as I spent a good part of Tuesday afternoon discussing the psychology behind IRE players and the guild structures with Sal. I'm cutting back on my Lusternia habit and working more on Lament, but I find this really interesting from both a player and creator standpoint. The Daedalus Project.

Other things of note: I maintain an interest in EVE, but don't play it. Interesting social exploit this week via [ profile] wombat_socho's corp, Goonswarm, ended up with Band of Brothers, their major enemy, and the largest corporation in the game, being taken over and disbanded. The part that I found interesting about it was that their mole was converted through relatively straightforwards social engineering.

The reason this is interesting is that the entire game has been impacted. EVE is known as a game of spreadsheets to some folks, and this isn't entirely inaccurate. A lot of the game revolves around economic shenanigans and keeping ingame corporations stable. The corporations take over areas of space, which in turn have resources, or easy trade routes via jump gates, and depending on their attitudes, corporations are either friendly to traders, friendly only to their allies, or outright griefers, as Goonswarm tends to be. Also of note: the most successful leaders of the corporations, at least as far as I can see through Dad's view of the game, are the ones who are lawyers, accountants, or students in related disciplines. This echoes Lusternia, where the most successful guild and city leaders are CPAs, have MBAs, or other relatively concrete achievements in these fields. One of my guild leaders and friends, for example, is a kindergarten teacher, and has had really good success as both a mentor figure and a guild leader. Another good example would be a former prominent (and very successful) city leader who is much older and has an MBA.

I'm stumbling across more and more people who are using MUDs and MMORPGs for training in dealing with people one on one, dealing with people in aggregate, and learning how to handle departmental or job-related politics. I wouldn't say it's a surprise, exactly, after watching YOG's politics and the people who tended to end up on top, but it is food for thought.

From: [identity profile]

"...and depending on their attitudes, corporations are either friendly to traders, friendly only to their allies, or outright griefers, as Goonswarm tends to be."

This is not entirely accurate. NBSI (Not Blue* Shoot It) is common practice for most alliances in zero-sec; it means that neutrals and hostiles get shot while friendlies can pass unharmed. The converse policy, NRDS (Not Red**, Don't Shoot) has only been followed by the late Interstellar Alcohol Conglomerate, as far as I know. Nobody in zero-sec shoots everyone, for the simple reason that nobody, not even Goonfleet, is big enough to take everybody on. I could go on for pages about the mechanics of holding space in zero-sec, but your eyes would glaze over; suffice it to say that indeed, EVE has become a worthy successor to the classic SF RPG Traveller, which was affectionately nicknamed "Accountants in Space" by its players.

*Blue = Friendly. Ships in EVE are marked with an icon in the overview indicating whether they have friendly, neutral, or hostile relations to a player's corporation (=clan), so a quick glance at the overview will tell you whether a ship appearing in system is friendly, neutral or hostile.
**Red = Hostile. Neutral ships have grey icons and under NBSI are considered hostile, or terminally stupid.


haruspex: babylon (Default)

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