The Gordon Gekko Issue Eino Joas Works at CCP As a DUST 514 Game Designer
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VOLUME 1, MAY 2011 CCP The Gordon Gekko Issue Eino Joas works at CCP as a DUST 514 Game Designer. He holds a Master’s degree in Economics and takes pride in P 04 being a connoisseur of all things microtransactional. While Main story: What does CCP sell? Surprised with the cover? he enjoys the many delights of Shanghai living, where he is currently based, he says what he misses the most about P 06 his native Finland are the wolves and snow. Wait till you see the contents. Argument: Are virtual goods sales in EVE a good thing? Known at times as The Good Doctor or, more properly, Dr. Eyjo, Eyjólfur Guðmundsson is CCP´s Director of P 08 Research and Statistics, heading a team of nine, all Virtual goods feature: Incarna responsible for in-game (and, at times, out of game – Based on the assumption that as a loyal, clever CCPer, you cue Iceland during October 2008) economies. Eyjo flies must have read previous Fearless issues, you know that this P 10 gliders in his spare time on the occasions when Icelandic new one (the first one this year) is looking kind of different. Virtual goods feature: DUST We’ve changed things: the way you hold it, the tone of what skies permit him, saying that it’s often more dangerous on land in the country than it is in the air. you read in it, the way it makes you feel. Fearless is getting P 12 more, well, fearless. It’s asking some tough questions, its Virtual goods feature: World of writers are experts in what they write about and it’s one of the best Part Icelandic, part French, all physics, Kjartan Emilsson Darkness issues I have had the pleasure of producing. Fearless aims at becoming was recently knighted with a sword from the CCP stables an objective news-stop, journal even, for you, the CCPer. It aims to involve for his decade’s dedication to the company. In his tenure, Peri Desai P 14 you. It wants to know what you think, how you feel, what you do - at your he has been Lead Game Designer and then Director for the Editor CCPer profi les favorite place to be in the day, five days a week: CCP. Shanghai office before returning to Iceland as once more CCP’s Principal Game Designer. He remains steadfastedly And it couldn’t come at a better time. As EVE edges closer to being the P 20 entralled by photography while not living a life of general decadence. grand dame of gaming, turning 8 years old this month, and our other Nearly censorable photos game titles continue their prodigious growth (yes, World of Darkness too – you got the t-shirt to prove it), our development road map is shaping up As Associate Producer for the World of Darkness, Priscilla stronger and better. However, as a subscription based golden goose, EVE Kim’s gotten to know bloodsuckers first-hand. With needs to incorporate the virtual goods sales model to allow for further hair as changeable as a chameleon, a nomadic life revenue – revenue to fund our other titles, revenue for its developer: you. roaming from city to city in the US, and a checkered past The model also supports the notion of creating a meaningful experience involving convention costuming, Priscilla can be counted and identity for the player (more in our main feature on page 4). on to bring a colorful tint to the game’s development. For EVE, it will combine the forces of subscriptions with those of smaller Scott Holden is part of CCP’s small but strong Team Ginger, sales. A whole new currency, the AUR, for these sales, means a whole new a group of individuals with hair in varying shades of red world of possibilities. And that’s just for a published game – think of what (Facebook page pending). As Director of Content Design, virtual goods sales can do for the likes of a console title like DUST (page Scott works from the Atlanta office overseeing all content 10) and the obvious value they would bring to the fashion passionate in World of Darkness (page 12). But change is married to reservation, and for the EVE property; he regularly shuttles between our depending on the reservation levels, its spectrum of adoption ranges from offices and his homeland of Canada. those totally for it, to those vehemently against it. A debate piece takes on brave souls who courageously tread on contested territory, arguing about CCP Sreegs aka Sean Conover moved to Iceland from the hot topics, thematically varying with each Fearless issue. See this issue’s The masthead was written US east coast in September 2010 to become part of the by Sif Hákonardóttir virtual goods sales argument on monetization versus design integrity on company whose game he’s played for the past 6 years. DISCLAIMER: page 6. The views put forward in Sean’s favourite thing to do on a weekend is sleep, this magazine do not refl ect though you won’t catch him snoozing on the job. As But before you begin to moan about the loss of everything Fearless had in general CCP company policies Senior Security Administrator he polices mischief makers the past, we’re still running some regular features – like profiles of people, or decisions and are strictly both within EVE as well as at CCP. and photos you forgot you’d uploaded to the CCP library, produced now individual opinions, written by for your colleagues’ viewing pleasure. I’d also love to hear from you. Our CCPers or about CCPers who Talk and read: feel strongly about these issues. Help: next issue will have a “Letters to the Editor” section, if I receive enough Say what you think at This is confi dential internal (fan) mail. [email protected] Kjartan Emilsson for editorial guidance, Davíð Sigurðsson for compiling information. Please respect that CCP people profiles, Lyuba Kharitonova for information on the Employee every company has its trade Access an e-version at So tell me what you think. As a CCPer, sharing an opinion is the least of secrets and that you are privy to central/ccp/fearlessnewsletters Survey Results, Diljá Ámundadóttir for support with the character creator your worries. those at CCP. avatars and Lilja Valþórsdóttir for statistics on the Annual Report. 3 he English word game is certainly competing for the expenditures will actually derived from the Icelandic time that people allocate for improve their experience of word gaman, which actually leisure and pleasure. the game and make them means fun. Furthermore, Buy me feel better about it and the gothic etymology of the word Another important factor to about themselves. gaman is ‘people together’. That is consider, especially in actually not a bad definition for us: the context of social Now does this mean people having fun together. games, is that people that we should go are participating and for unbridled evil More generally a game could be thus representing I’ll change consumerism, trying said to involve people performing themselves to others to squeeze every What Does CCP sell? some kind of formalized activity in one way or another. The single penny from our and deriving a certain amount of importance of appearance hapless customers? Of emotions from it, usually positive ties directly into our notion course not. Summarily: ones. of vanity, recognition and your life By validation. This again Kjartan Emilsson So when we say that we are selling heavily influences your will thoroughly enjoy this extra The simple question of “what does CCP games what exactly are we selling? potential emotional response of expenditure. Why is that? Is it the activity, the rules or the the experience. CCP is selling people sell?” may sound a little trivial to some, but emotions? We do create some of An interesting aspect of selling experiences and identity the rules and they certainly affect So we are also selling people experience and identity is that the In this, we are in many will actually find themselves faltering a fraction of the activities and a social identity or a persona. actual action of paying for it can competition with people’s emotions you will experience, but Again here we are in competition when challenged to answer it at their family strengthen their perceived value. limited time for other we will never cover them all. In with the many roles that a person reunion or when trying to impress some This is in many ways because of the experiences and identities fact, people will also create their might have during a day. Some way we are raised as consumers: romantic prospect. own rules, thus enriching further they might be happy to leave We shop therefore we are. Fashion Consumerism can, up to the game experience. behind temporarily, like their work Obviously we sell games, as we are a game is a beautiful example of this: it a certain level, improve identity, but others they might is an endless source of creativity, experience and strengthen company. But what exactly In the case of an online game like be less interested in abandoning, seems completely unpredictable identity, making us more EVE it is more correct to say that like their role as parents or lovers. and can fetch incredible prices competitive is a game? we are really selling access to tools Now compare the two following yet is deceivingly fleeting. When Too much consumerism will and social environments allowing different people: buying nice clothes we might feel ruin the experience (think you to perform certain activities more desirable and confident tourist traps) and experience emotions resulting “I am an EVE space pirate that and in this way the act of buying from them rather than selling the blows up innocent wayfarers for can actually be a factor to make emotions themselves.