Reykjavík Grapevine - 06.08.2008, Qupperneq 21

Reykjavík Grapevine - 06.08.2008, Qupperneq 21
REYKJAVÍK GRAPEVINE | ISSUE 11—2008 | 21 Freyr, an economics graduate. Employees within the Reykjavík office come from more than 20 countries: “We’re like a small United Nations,” says Massey and explains that the staff has a really diverse background. There are fashion designers, game designers, concept artists, art producers, programmers, archaeologists, animators, techni- cal artists, product designers, 3d animators... the list goes on: “There is this misconception when people think of a gaming company, they think you’ve got programmers and game de- signers and that’s it. They don’t realise the spectrum of talent it requires.” “Right now we need more than 100 people before the end of this year. About 30 or 40 in Iceland, somewhere be- tween 50 and 60 in Atlanta, and between 10 and 15 in China,” Þórðarson adds. And they’ve got plenty of incentive for their skilled staff to stay. There are golf tournaments, rafting tours and movie trips. They have a masseuse and a hair stylist, and recently opened a nail salon for the staff and its significant others. All the while, CCP’s on-site chefs make sure there’s enough food to keep everyone stuffed through- out the day. To say they take good care of their employees is to put it lightly. In fact, if it weren’t for outdoor duties, they would never have to leave. “I don’t think many Icelandic compa- nies invest as much in their 'Fun Divisions' as CCP. We’re constantly doing something. We celebrate all our small victories with parties, and take a trip every 18 months. The last one we took was to Morocco. I think this way of treating the staff is catching on in other companies. It’s not complicated. If you take good care of your employees they will produce good products and good products will almost always make a profit. The staff is the most valuable resource we have. Not the building or the computers.” Not everyone is as happy as the staff, though, and I learn that the game can sometimes be too much to handle for some players. “We get suicide threats. All we can do then is contact local authorities. Most of the times it is because someone has got up- set with the game. About 98% of the times, the threats are just hoaxes, from people who’re trying to get a rise out of us. It’s a huge world so pretty much everything hap- pens from time to time,” Massey explains. And the CCP staff has its ways to deal with the complaints and all the heated dis- cussions on the EVE forums. “Instead of bashing the consumers we just bash some monsters. That makes us feel better”, says a guy working in customer support department. “Did you ever play Diablo?”, he asks Massey. “Diablo 3 is coming soon and I have to be ready,” he adds, controlling his character into combat. “Sometimes they play our game too!”, Massey replies. GAMING IS SERIOUS bUSINESS What makes EVE so unique and attractive to the players is that they are all logged on to the same server. Today there are around 250,000 active subscribers from all the corners of the world cruising around space in charge of their own destinies, and that’s leaving out the massive number of Chinese gam- ers. More than 40,000 players regularly interact within one persistent universe, completing missions, fighting each oth- er, communicating, trading and chatting. The record number of people all logged in at the same time is about 45,000, but their server could handle much more than that. “We are the only game that is only run on one server,” explains Associate Producer Arend Stührmann when I sit down in his office, decorated with books, game posters and action figures. He continues: “EVE Online is the only MMO where your reputation is really the most valuable commod- ity. People can make a name for themselves in EVE and even if they stop playing people will still be talking about them. That is one of the things that make EVE unique. The game doesn’t restrict you in terms of what you want to achieve.” Gaming can also be educational. The biggest company in EVE has 2500 members and it has a guy acting as CEO. He communicates with all the people, gives orders and makes strategic plans. “Playing EVE has become a much bigger ex- perience than plain “gaming”,” Stührmann says and contin- ues: “When we opened our server in China there was actu- ally a member from the ministry of education that said: “This is a great game. We could use this to teach business!” People in Financial Times and Harvard Business Review are looking at us, saying that people can learn leadership skills and busi- ness management, all from playing our game.” EVE’s most hardcore players spend many hours each day playing the game, citing the possibility to interact in real time with players from around the globe and the freedom to choose their own destiny as the biggest reason for why they get so hooked. Whether the dream is to be a spaceship pilot, pirate, corporate leader or a spy, everything is possible in the virtual world. With a good dose of patience, strategic think- ing and a lot of free time, anyone can get rich and powerful on-line. “What the game also does is that it helps groups of people who have a hard time socializing in the real world. One player, Jeremy, was quadriplegic. He had been injured in a car accident when he was 12 but his father, a master programmer, made it possible for him to play EVE and sail his ship around by using only his voice,” explains Massey: “He passed away a couple of years ago but we made him a non-player character people can go and find to get missions and such. That was our way to remember Jeremy. The modi- fications his father made, he made them available to other people with physical disabilities as well.” THE fUTURE IS NOW The future looks bright for a company Icelanders had a hard time wrapping their minds around a decade ago. To be able to survive in an industry growing as extremely fast as the gaming one it is important that CCP keeps up a constant lookout for new ways of improving. “We have other games we are working on, but haven’t announced them yet. And we have plans for EVE for the next 10 years, too,” says Massey. Right now players can only fly in their spaceship but the next huge extension will make it possible to leave the ship and walk around inside the space-stations. A sneak peak of that new feature will be presented at the annual FanFest in November. A full mobile avatar will of course need cool out- fits, so one of the important current proj- ects involves fashion design. Sruli Recht is one of three accredited fashion designers within the company. He has worked for CCP since December and tells me a little bit about his role within the company: “CCP is in the business of mak- ing virtual worlds and one of our roles here as fashion designers is to make a very ac- cessible and functional set of clothing for online characters, so as to give it a more realistic garment based angle. In a sense, everyday clothing that could be the jeans and T-shirts of the future.” He goes on to explain that CCP is hiring fashion designers instead of concept artists because the more believable and realistic your look in the game the more believable and realistic it is for you to play. “The abil- ity to totally immerse yourself in a virtual environment has a lot to do with realism. No matter how fantastic you would like to go it has to have the aspect of realism. I guess what our role is in this is to make sure the clothing is in a sense believable,” he explains. Being able to dress up is not the only imminent feature. CCP developers are also working on an environment where you can have player run facilities, open up shops, restaurant and bars, grab a drink with allies and go shopping with en- emies. “To have characters walk around inside the stations is huge. That’s the next really big thing we are doing,” says Lead Game Designer Noah Ward, who together with Stührmann is responsible for making sure EVE is constantly moving forward. “Everything will be player run. The goal is to have revolutionary social interaction because the stations are not places where people go to fight; it’s more about social interaction. We’re now looking at all sorts of ways to make the chatting and the way the avatars respond to one another realistic, so it actually feels like they are conversing in real- ity. We want to make it really immersive for the social side of things,” he says and Stührmann continues: “The details we’re putting into it are far beyond what’s currently on the market. The appearance of the characters, the way they react to conversations, will be as realistic as we can make them. I believe that this as a social function will be incredibly effective. By the time we’ll get it out, it will be lightyears beyond anything other companies are planning on!” he adds, bursting with pride. When the rest of CCP’s staff returns from their summer holidays, their task will be to plan the winter and develop new technologies. As the game evolves every minute of ev- ery day, and the competition on the market gets harsher, they will constantly need to think ten steps ahead. Not willing to share any specific details of upcoming plans, (everything kept strictly confidential) one thing is for sure. For this di- verse group of people, gaming is dead serious! AbOUT EvE ONLINE EVE Online is set tens of thousands of years in the fu- ture. It is the largest single- server virtual universe in the world, featuring its own currency, ISK, a player- controlled economy and a unique real-time interaction between EVE developers and the players. The game features stunning graphics and design and top-notch technology and even has its own radio station, EVE radio. The game is a journey through space where play- ers cruise around in space ships and get into all sorts of adventures, dangers and on-line battles. In EVE, play- ers can be whatever they can think of, from pirates or spies to business managers and industrial entrepre- neurs. On-line, they have all the tools necessary to achieve their goals. For more info on EVE Online see: www.eve-online.com.

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