EVE Online's success is proof that gaming doesn't require NFTs May-04-2022
What is the way EVE Online builds emotion out of its strict economy in game Nearly 19 years after its debut, EVE Online still has one of the strongest digital economies as its comprehensive monthly reports on its economics attest. When the developer CCP states that there are "no plans to integrate blockchain technology to Cheap EVE Mobile ISK ... in the near future," it's bound to make gamers who advocate for cryptocurrency gaming to ask what the reason.
In a blog post on Monday, CCP CEO Hilmar Petursson stated CCP is "exploring different technologies, and possibilities" to fulfill its vision to see "the EVE Universe outlive us every single day: EVE Forever." However, while he acknowledged that blockchain technology holds "a huge amount of potential that is not fully explored," he noted that there's "a significant amount of work to be done before the blockchain is fully ready for EVE-scale gaming."
Petursson allows CCP some wiggle space, however she clarifies that tokens with no fungibility are not included in Tranquility the primary server cluster that serves as the hub for the game's worldwide player base. Therefore, CCP might continue to experiment with blockchain technology on Chinese Serenity servers, or on the mobile spinoff Eve Echoes that are completely distinct player bases and economies. (Note: This section initially misrepresented the character of some alternatives to EVE Online servers. Ars regrets the mistake.
Petursson clearly dipped his head in this direction in his blog post. "While we are still enthralled by the technology however, for us, NFT is a reference to "Not for Tranquility,"" Petursson wrote. "Overall EVE IP will continue to be a game changer. EVE IP will continue to expand beyond the limits of online economy and virtual worlds. We will continue to explore the possibilities outside of the realm of "Tranquility."
Fun is the best way to earn money.
The proponents of NFT gaming frequently claim that the technology is required to give players "value" and the player "ownership" of the game's assets that the game's creator would otherwise keep and make useless for players. But the longevity of EVE Online's economy acts as a powerful counterexample showing that NFTs aren't necessary to create an in-game value exchange between players.
EVE Online players in EVE Online can use real money to purchase PLEX which can be exchanged in exchange for "Omega Clone" game-time accounts that provide access to all games features as well as cosmetic items and items that enhance character and appearance.
However, PLEX is also able to be traded to purchase ISK which is the primary in-game currency that is used to buy ships modules, ships, and more. ISK can be converted back to PLEX through the market, which encourages players to gain more ISK through mining in game industries, a simple piratery (via PvP battles, for example).
There are several conditions to make an economy such as this one work. There must be a group of players who are interested in playing the game for enjoyment rather than using it solely to earn money. The game's unique gameplay can bring some intrinsic worth to PLEX that can be exchanged for additional gaming time. With an average of 34,000 gamers on the internet at any given time in the past 5 years EVE Online has definitely fulfilled that requirement.
A lot of NFT games have put the economy ahead of the game-play-loving horse, however. In May of last year, a Twitter poll by Axie Infinity co-founder Jeff Zirlin discovered that just 15% of players believed that they enjoyed the game the most. Aspect of the simple beast-fighting game. More than half stated that they enjoyed the economics as their most favorite element, which suggests there's too much emphasis on speculation in the asset market among the players.
In-game economies that are stable, such as the one found in EVE Online also depend on a balanced mix of "makers" as well as "takers" in order to maintain the game moving. These economies require an equal amount of players who put their time and energy into creating products to sell and those who would like to invest real money on the result of their efforts as a way to gain achievement or standing.
There are some conditions to make an economy like this function. There must be a group of players who are interested in playing the game for intrinsic value rather than playing mostly to earn money. EVE Online's engaging gameplay is able to provide a certain worth to PLEX, which is exchanged for EVE Echoes ISK played. With a constant average of 34,000 gamers on the internet at any given time in the past 5 years, EVE Online has definitely fulfilled that requirement.
A lot of NFT games have put the economy ahead of the game-play-loving horse, but. In May, a poll by Axie Infinity co-founder Jeff Zirlin discovered that just 15% of players believed that the game was their top aspect of the simple beast-fighting game.