Eve presents skills interestingly. Skills allow you and/or your ship to do stuff; while the label might change (feats, abilities, talents), they're a roleplaying game (RPG) trope, back to Dungeons & Dragons. In some games, your character's actions create "experience points," and you "level up" and improve a skill or two at various point thresholds. Usually, you choose to improve a skill relevant to your gameplay, but you're not required to. In the first Mass Effect, you could kill lots of bad guys with your pistol, then improve your pistol skills at level-ups -- or, instead, you could invest in persuasion or grenades, even if you rarely use those abilities.
I enjoy the Elder Scrolls games in part because skill progression works differently: to get better at something, you have to do it. Want to be a powerful swordsman? Swing one at bad guys. A lot. It's a lite version of the "10,000-Hours Rule" from Malcolm Gladwell's Outliers, or James Kirk telling a cadet that "we learn by doing."
At first, I lamented that Eve didn't have a more Elder Scrolls-esque recognition for "getting better" by doing. Maybe it's the educator in me. But, then it dawned on me that Eve's closest relation in this regard isn't an RPG, but rather the turn-based strategy game Civilization. (Note, again: strategy games, unlike RPGs, don't care too much about characterization or storytelling.) Civilization doesn't have skills per se, but it does have a technology tree: you invest time in unlocking technologies, from the wheel to nuclear physics, with each technology leading to another. Like an RPG's and Eve's skills, Civilization's technology allow players to do stuff: fly, communicate, wage war, and foster commerce.
The skill queue has a neat mechanic without a parallel in Civilization: all skills in the queue must begin within 24 hours. I could line up 23 hours of quickie skills, and then one more that will take 26 days to train (e.g. Advanced Weapon Upgrades V, clocking in for me at 25 days, 19 hours and 50 minutes) -- but, until the time remaining dips below 24 hours again, I can't add anything more to the in-game queue. This is a nice preventative against, say, lining up a month's worth of skills, then returning to the game world as something of a badass (although lacking commensurate knowledge, something else I mentioned at the beginning and about which I'll write later).
No surprise, there are myriad third-party tools and apps that help players plan their skill queuing much further ahead then the 24-hour start-time requirement. I use Vitality and Aura. It's daunting to see that it will take 100 days to fulfill the remaining minimum skill requirements to fly a kind of über ship that caught my eye. But, it's also been nice to see the counter for piloting a new miner tick down to just three days. And, hey: while the clock ticks down for the big ship, I'll use that miner to harvest resources to start building smaller ships, or just harvesting ore to sell to pay for the big guy. One thing leads to the next.
No comments:
Post a Comment