Jester’s excellent Fractal post is well worth reading, and it’s just one example of the deep, multilayered posts frequently made about EVE. If you read enough blogs with enough variety, I’m sure you have picked up on this as well. Posts about virtual worlds such as EVE tend to juggle a multitude of factors when considering a point, while a post about something like the WoW LFR changes is limited to just that single feature.
That’s not an accident. Blog posts work off what an MMO provides. Something as simple and compartmentalized as WoW is going to warrant simpler, more focused posts. Do you like the change? Yes/No and why. Something as intertwined as EVE offers the chance to write something like Fractal (which itself is fairly focused in the EVE-scale of things), and the discussion can often spiral into any number of sub-topics.
It’s also why something like the CSM makes sense in EVE, while it would be a total waste of time in WoW.
Comments such as this always make me laugh:
EVE [has a] large population of non PvP players supporting the economic survival of the PvP part
It’s not quite as silly as the 80% highsec chant, but its close.
There are no non-PvP players in EVE. It’s a PvP MMO. Just because someone is focused on mission running or manufacturing does not mean they are not playing a PvP MMO. EVE is not WoW where you can select which ride to go on, insulate yourself from everything else, and enjoy. Mission runners need (or will be reminded) to consider suicide gankers looking for targets flying something too expensive. Manufacturers have the best economy in an MMO to play in because of the sinks, balances, and risks that PvP provides. Traders have a job, in part, because moving something in EVE is a calculated risk thanks to the PvP factor.
In a virtual world, everything matters to everyone, whether you know it or not. In WoW, arena players don’t exist to raids, alt-players don’t exist to raiders, and econ people don’t exist at all because lulz WoW puppy economy.
It’s also why, as CCP states often, once EVE has its hooks in you, that’s it. Most vets never ‘quit’. They might go on a break, or their playtime will ebb and flow, but few ‘finish’ EVE and completely leave. There is just too much game for anyone to fully consume; in part because all of it is player-driven, but also because everything is tied together and changes in one area affect others.
And that’s hard to create, let alone balance. It requires a lot of buy-in from the power players that make such worlds spin, all while giving their cogs reasons to stick around as well. It also means not getting tricked into ‘get rich quick’ gimmicks like ‘fluff is content’ (Incarna), or believing that this massive other group of players would totally sign up if you just made life a little easier overall (Trammel, NGE) or add something to the formula without considering the total impact (ToA).
The reason MMO history has more examples of failures and mistakes than success stories is because getting it right is more difficult than perhaps anything else in gaming. Doubly so because Blizzard had the stars align for them with WoW and skewed the perception of success and how to attain it.
The correction process is a slow one. We’ll get there eventually though.