Has it been an entire month? My, how the time flies. I will never be a roboblogger.
Sugar Kyle wrote this:
It is unfortunate that I can no longer count the amount of times that I have been told another player group does not deserve to be treated well in Eve. They do not deserve gameplay. They do not deserve development time. They do not deserve the ISK that they can gain. That they do not deserve the ships the fly, the modules that the fit, or the existence that keeps them logging into their client each day.
How angry it makes me. I can feel the bitterness washing over me. And I often wonder how we reached this point. This point where people can call out another and tell them that they do not deserve anything for they do not live, play, and engage in the right game environment for what they have and that it should be removed.
I listen to people telling me what others do not deserve. I’d like to hear what a player does deserve. What are they entitled to? What are the pieces of a good gaming session? What should fill up that spot that is gaming? That makes us thirsty to return?
With the focus so firmly on retention of new players, I would like to offer something I have not seen anywhere, not even from Mike Azariah, though I imagine that he would agree: What every player is entitled to is the dignity of error. New players will invariably come to EVE believing that PVP should be fair, or that missions are or should be instanced, or that the loot from the sites and deadspace pockets they visit should be theirs by right, or that corporations are just like guilds in other games. All of these beliefs are wrong. Many of them will expose new players to unnecessary danger when acted upon. This is not a problem: EVE is without parallel as a game. Some people may come to it with the right idea, but many will not.
All of them deserve a chance to make their mistakes and learn from them. Corporations started by new players will fail, and? It is a chance for them to learn something. Yet there are people who imagine themselves purifying the game when they drive new players out for making the wrong mistakes. The same people will turn around and declare that you learn by making mistakes when the subject is ship PVP, of course, but if someone decides that a new player doesn’t “get” EVE then they should be driven out. Why? Where is there merit in the assumption that everyone must “get” the game—this deep and singular game!—from the word go? They are horses: some will find water; some must be led to it. Of those, some will drink and some will not. The ones who don’t drink will leave. The ones who do will stay, at least for a while. Not all of them will drink immediately; some of them will find themselves drawn to gameplay that they did not expect to be drawn to, while others will know exactly what they want to do. Our responsibility as established players is to determine where they are and help them as necessary. By help I do not mean pampering them or isolating them from the dangerous parts of the game, I mean helping them to understand and acclimate to the game, danger and all. A necessary part of that help is giving new players the dignity to make wrong choices, make mistakes, fail, and pick themselves up again, and again, and again.
Fundamentally, that is what draws me to EVE. It is so big, and there is so much unknown, that I have a fascination with striking out just to see what happens. When discovery is the goal, failure is often more interesting and more useful than success.