Fighting and war are very different things. 7-2 fights and Sov Null wages War. Reading Jacabon's blog he asked a question:
"Why is a computer game designed to be so unfun at times that you need to take a break from the game to play another game?"And I wanted to answer, but I keep getting security errors when I try. So, I decided to write out my answer here instead.
Is it that Eve is designed to be unfun or is it the end effect of a game that does not declare a winner?My thought was that most games declare a winner. The timer is up. The match is over. The finish line is reached. In Eve, we have a war that we wage be it the button in game or a decision made amid the group. From there, the war is waged and we have to figure out how to wage it.
We're pretty good at waging war. Doctrines. Logistics. Schedules. Goals. We've turned it into an art. Eve can fuel wars. Doctrines are selected by the availability of hulls. The optimal fit may not be a fit that can support the war. It is discarded. Finances are measured. Time is decided upon and a commitment is made.
We're not so good at ending war. Because, Eve has no end. There is no flag for the winner. There is no red 'loser' splashed across the screen. And I wonder if that freedom has created the relentlessness. With no measurable goals people tale measures assure themselves of the win.
I think it is we, as people, who are designed to be unfun and Eve, by not quantifying war, brings out that part of our nature.