Don't play me: EVE Online, new players and rhetoric

Christopher A. Paul
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引用次数: 19

Abstract

Among successful MMOGs, EVE Online is an oddity, as it thrives in spite of a punishing learning curve. In EVE new players are assaulted with massive amounts of information and successfully making it through the first few days of play is an accomplishment. In effect, EVE instructs new players not to play it, to go back to other, easier games instead. Using rhetorical analysis, this paper analyzes the impacts of EVE's design and the discussion surrounding the game to articulate how EVE demonstrates a counterintuitive route to developing a successful, long-lasting niche game with a vibrant, committed community of players.
不要玩我:《星战前夜》,新玩家和修辞
在成功的mmog中,《星战前夜》是一个奇怪的例子,因为尽管它的学习曲线很复杂,但它仍然蓬勃发展。在《EVE》中,新玩家会受到大量信息的冲击,成功度过最初几天的游戏是一种成就。实际上,《星战前夜》会让新玩家放弃游戏,转而去玩其他更简单的游戏。本文通过修辞分析,分析了《EVE》设计的影响,以及围绕这款游戏的讨论,阐述了《EVE》是如何利用充满活力和忠诚的玩家社区开发出一款成功且持久的利基游戏的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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