[03:05:40] Wex Manchester > The Kitten War is not a typical example. It required a perfect storm of things to happen.We were discussing so many things. Life, newbies, ganking. It is an eternal discussion. Almost any conversation rolls back around to it. What is and what is not. What has been and what will be. And all around the edges we all crouch and observe. Sometimes, we dive in.
It was a discussion about defending yourself vs not defending yourself. It was someone who wanted no violence to have a place where there was no violence. It was those who have come to enjoy spaceship violence defending their right to engage in spaceship violence. It was the beginning and the end of a conversation that never starts because it has never stopped.
When I started writing this, I was in a different mood. Someone came and crushed that mood. From the tattered remains I shook my head and crawled back to my keyboard. In many ways that short, unintentional incident was a reminder of why I had gone to help Rykki and co.
The perfect storm was Rykki's war dec happening at a moment when I was not only trying to figure out how I was going to create my Crisis Helpline but when I was also trying to understand myself. It was a moment when I was ready to throw everything down and walk into the unknown. It happened to work out but... what if we forced the conditions?
I play minecraft. I play it off and on. On my server, I have a few large projects I'm working on. One is a massive, sprawling tower with a courtyard and various rooms and things. I play in survival mode because gathering my stuff to build with is very satisfying to me even if it slows down my projects.
Minecraft and Eve are very similar in the fact that the world is out there for you to do things with. Go and do it. Inspiration has to come from internal places. The external may give you ideas and help. There may be corporations to join or a cliff face with plenty of coal at your spawn point. You may stare at a gorgeous spread of beach and decide to build a beach house and grow watermelon.
The same principles apply to whatever you decide to do. The hardest hurdle in Eve is figuring out what to do. Then, you have to figure out how to do it. Sometimes it is a simple problem and sometimes it is a bit more complex.
And sometimes, you decide to save the world.
It is interesting that helping others can be a productive gaming hobby. There are plenty of training corporations, help corporations, and people who just hang out in places where they can share information. There are wikis, and guides, and videos to fill the waking hours with information. It is a symptom of the game that we enjoy.
When I decided to focus a bit more of my time on helping I had to decide how I was going to do it. It wasn't a straightforward thing. I needed to do something that wasn't done better elsewhere and I needed to do something that would fit into my particular interests and personalities. The concept of a Crisis Helpline was the first kernel of the idea and from there its been slowly growing into something a bit more comprehensive.
I expected to undertake this alone. However, I've received a lot of support. And from those offerings I started to build the first stage of my idea. I needed something that I could start sooner rather than later and the key that I needed was the time I spent with Rykki's corporation. It allowed me to mull over my thoughts and reactions as well as all of the positive and negative feedback and attempt to create something that is not just a cool project to buff my ego but that is viable and obtainable.
The largest hurdle is that helping people is exhausting. Teaching is exhausting. Many veterans run the other way when newbies come around. It takes a lot of energy, time, and patience to help them. I don't blame them for running. One can tell people that something is their social responsibility from sunup to sundown but shaming people is not a productive or sustainable method to run a project where people need to interact with each other. The players of Eve come to Eve to use their free, personal time. Many come to Eve to let go of all of that patience and helpfulness enforced by society. Not everyone is innately nice. Yet, that doesn't mean that people don't want to help. It simply means that people don't want to help all of the time. And in that was some of my needed direction in how to make helping appealing to veterans without expecting them to hand over their entire game of Eve.
A help line is often staffed by volunteers. My help line will be the same. My goal will be to collect volunteers. The volunteers will be gathered into loose teams as availability and interest dictate. If a situation is needed where a corporation wishes to learn more about PvP during a war dec, a team of 2-4 can be assigned to them to help build the content over the course of the war dec. Later, we can discuss permanent employees. For now, we will start with volunteers.
The goal is not to have to much weight on an individual. They can pick their content. Everyone has support, helpers and helped alike. I want to help people who want to help themselves. However, I have no interest in doing it for them. I'm not trying to make a mercenary corporation. I'm not going to go out and solve peoples problems with bullets while they sit back and are smug. Everyone will be getting their hands dirty.
I'm moving in small steps, but I am moving forward. I was telling someone that it is easier to put down an idea than do it. Making things happen can be amazingly easy and they can also be incredibly hard. I find that where the ease and the difficulties lay are often the hard parts to plan for.
What if no one wanted to join in? Well, I'd do it alone simply because it is what I want to do. However, I have already had offers of help. And now, I'd like to start coordinating them. Step one is simple enough. I need to start collecting volunteers and then go from there. My gameplan is still in a nebulous stage but it is developing. Feedback and interaction are helping.
No one really asks, "Why" help. I do it because I enjoy it. I like Eve. I like sharing Eve and I know that helping people past some of their, largest, most scary hurdles improves the game for them. It isn't about future targets or anything else. It's a little bit of payback for the help that I got and a little bit of empathy from the confusion that I had. And it's probably a personality quirk. I might as well work with what I'm stuck with.