Player-owned arenas

Does Eve need arenas? Kirith Kodachi thinks it does. He lists both the reasons (give the players the option to self-organize consensual pvp) and the tools (similar to those currently used in Alliance tournaments).

There are multiple ways to consider arenas. Let's forget a bit about consensual pvp and stick with the exciting word "arena", the associated concepts and the way they fit with the setting. The way I see it, an arena is:

a) destructive and therefore underground. Ships are blown up for no strategic purpose. Thousands of productive citizens die in space to satisfy the dark urges of humankind. Even though the high-sec states may conduct panem et circenses policies, I don't think they would actively encourage such a waste of resources. However, they might not outlaw it. Just remember the punishment inflicted upon Admiral Eturrer by the Gallente Federation, arguably the most humane empire. New Eve is a harsh place.

b) serious business: when I think "arenas", I think "Circus Maximus, thousands of spectators, hundreds of guards"; in a modern setting, I think "illegal fights organized by criminal organizations", as it happens in Altered Carbon by Richard Morgan; or I think about the sports leagues and the billions they generate. Ultimate fighting is a business with dedicated structures and an entry price.

Wish list
Instead of contracts, I would prefer CCP to introduce a set of physical mechanisms to organize arenas, allowing players to parameter the actual rules as they see fit, from 1 vs 1 to deathmatch. One such mechanism could be a starbase module which, when active:
- enlarges the force field by a factor of ten or more; the new boundaries would be delimited by a "daughter module" setting at the periphery of the new force field. This module, in arena mode, would be targetable by ships located outside the force field. When the arena is deactivated, the module would fly back to the main module. (This way, the arena can still be sieged by anybody in the mood for breaking the party;)
- allows targeting between ships inside the force field;
- generates a bubble wherein 0.0 rules apply (no security standings penalty, no CONCORD in high-sec). This bubble would also prevent warpouts;
- acts as a remote camera enabling every authorized pilot to watch the fight. To access this camera would require an invite, similar to a fleet invite but the arena owner would be able to charge camera access on acceptance of the invitation.
Guns and missiles batteries usually meant to protect the starbase could be directed against rule-breakers and troublemakers. Some new modules could function as "props" and flavor the setting of the arena.

With this solution, arenas are starbases that can provide both entertainment and, if popular enough, revenue. Asteroid fields and safespots with cans would still be places of choices for small-time shootings; but business-minded criminals would be able to set up their own arenas of death and organize leagues and championships without further intervention from high above. I, for one, would welcome our new arena overlords: you.

Worlds of Darkness 6: day and night

The hard parts
There is an ongoing discussion thread in the Planet Vampire forum about how the designers of the World of Darkness MMO would deal with the "hard parts" of the setting. What elements of the pen-and-paper Vampire: The Requiem roleplaying game would be difficult to adapt into an MMO format?

Daylight makes vampires fun
The day and night cycle features in the list. The question boils down to: should the MMO include a day and night cycle with, well, both night and day, and should vampire characters be penalized during daytime at the risk of detracting from the fun of playing them?

Horror literature and tradition list sunlight as the supreme bane of vampirekind. Firstly, basking in sunlight is, for vampires, akin to taking a plunge into a pool of acid. Not something you want to try out, but these anathema creatures don't get that much of a choice in all those movies. Secondly, they feel compelled to sleep in lightproof refuges during daytime. These characteristics are part of the very definition of vampires. They serve a purpose in regard to the theme (symbols), to the story (find the coffin before the sun sets, get rescued by sunlight) and why not to the game (dynamic tension).

MMOs are open 23/7
Should this weakness significantly affect the way players can play their characters? Some argue that the "rule of fun" should prevail. The rule of fun dictates that, in a game, realism must take a back step to entertainment value. In Counter-Strike for example, a game which aims to recreate somewhat realistic ballistics, wounded characters are not incapacitated in any fashion. In Eve Online, a ship with 1% structure left is still as efficient as the one fresh out of the assembly array. In the same spirit, in World of Darkness, the rule of fun could dictate that vampire characters should not be exposed half of the day to something that would penalize and impair them in a significant way.
Some kind of compromise can always be made. The vampires of the Kindred TV series are distinctly different from the vampires of Vampire: The Masquerade. If a vampire is playable at all time, it could be for one of the reasons below or any other:

a) there is only night ("Icelandic winter")
A little suspension of disbelief goes a long way to enhance fun. If World of Darkness is exclusively about vampires, the answer would be a no-brainer: night-time all over the place. Apart from, for example, a one hour daily maintenance period, labelled as "daytime", night would reign and ensure vampire characters are not hindered.
Even if mages or werewolves are part of the plans for the MMO, they have no fear of darkness. Eternal night would be quite thematic for a game set in a World of Darkness.

b) sunlight does not affect vampires ("it never did")
What if creatures such as prometheans (though a minor component of the World of Darkness) ever become part of the playable cast? How to reconcile the Divine Fire and eternal night? The weakness to sunlight would be dismissed as another of these myths surrounding the vampire condition, like White Wolf already chose to do with garlic allergy and cannot-enter-into-your-place-uninvited in their pen-and-paper games.

c) vampires have "alts" for daytime
Vampires could use mental powers to direct the actions of an "alt" (alternate character) during daytime, when their undead bodies rest in some basement. Ghouls, mortals bound by the mystical power of a vampire's blood, make good choices. Vampire-possessed ghouls would be slightly more powerful than vanilla humans, but not as formidable as vampires.
While interesting on paper, this solution would deprive some players of the possibility to directly play vampires due to conflicting schedules, a most frustrating proposition. Also, playstyles are playstyles, and some players will just scoff at the idea of playing a ghoul.

d) daytime repels vampires to ghettos
The night belongs to vampires. If there is only night, vampires lose a part of what makes them special. What if vampires can shrug off the need to sleep and survive in daylight, but their monstrous nature becomes apparent to all (burnt skin, shrivelled flesh), forcing them to hide in the darkest of alleys to avoid breaches of the Masquerade (enforced the CONCORD way)? The mortal world would become forbidden to them half of the day, but they would still be able to find poor sustenance in the worst and most secluded slums of the city, and to congregate in subterranean places.

Vampires: capes or no capes?
Compromising to abide by the rule of fun might be necessary, but hopefully game designers will make sure the vampire theme retains the symbolic components which resonate in our reptilian brains. Vampires in the shop mall at noon? No, thanks! Getting rid of the sun vulnerability altogether would lessen the intensity of the Requiem, the vampire's journey into the endless night. For the same reason I think that "taming" werewolves would destroy part of what makes a werewolf an interesting monster: a creature with urges it cannot fully repress. Each supernatural creature has characteristics that define its very nature. Making the vampires into blood-sucking super-villains, or werewolves into shapeshifting shamans, does not add to their appeal, on the contrary.

So, even if perma-night were to become the rule in World of Darkness, I hope the threat of the sun would still be used as a reminder that the vampire's continuing existence is stolen and that the very universe frowns upon it. I hope our mortal characters will be able to search for the resting places of vampires. I hope there will be times our vampire characters will run in the streets, desperate because their refuge has been located and they need another resting place within five minutes. I hope our mage characters will be able to carry attacks on the resting places of vampires at noon, provided they managed to locate them -even if it means that the attack is not played out but carried during server maintenance, leaving the vampire to deal with the consequences when he logs back to the game. Sunlight should be embraced as a tool for exciting adventures. I am sure it could be as fun for vampire players to avoid the sun as for hunters to hurry before the sun sets down.

You would not want to miss a good ominous sunset, would you? You know monsters are going to crawl out of their basements, and you are frightened because you are running out of time. But, if the sun never goes up, then the sun never sets. And that would be a shame.

Clone monologues 13

Speculation. I used to hate the very word. Stealing money, that's what I used to think it was. Now, I think of speculation as a socially useful activity. By speculating, I bring the prices to less unnatural levels, making sure items are easier to buy and to sell. I remunerate myself in the process. I am the middle man, and I take my fee.
To be honest, I make very little money. Mere millions. But it is only the beginning and, by helping the prices adjust to a sensible level, I hope to make many more in the future. A future basked in a glorious vision: a rain of Arbitrators, of Pilgrims, of Abaddons... All of them fitted with the latest in decadent Amarr furnitures, hand-painted by an army of subcontractors and serviced by the most competent and generously equipped waitresses Gallente pleasure hubs can provide.
You realize I am working for you, don't you? There is no way this body will not be floating in space or stored in some pirate's station container by the time this vision comes true.
Please remember to update the buy orders.