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I was thinking of Eve's spy culture the other day. That part of the game where people find out information about other people. It has its simple forms where public information is sifted and researched. Then it has its more complex forms where people gain information they'd not normally have access to. It is both fascinating and disturbing.

I once thought I wanted to be a part of it. It feels clever. It demands intelligence. It takes cunning. I think spying is very glamorous from the outside.

But then there is the inside. 

I'd be a crappy spy. I'm prone to honesty. I also don't have the competitive nature to desire to 'beat' others nor do I have the personality where people are enemies that I want to see fall. I discovered that I didn't care. If someone wanted my downfall that badly they are welcome to it. It seems odd to me but I can gather that I might make someone that mad.

The problem with playing with others is that I can't just do what I want to do. That is normally write about whatever happens to me or what I see around me. I've always taken the stance that I'd not write about other's except in vague terms unless I have permission. It lets me discuss things but not call out people. That disintegrates when it come to my corporation.

I have a lot of respect for Snuff Box. It's a big corporation that has turned into an alliance. It does a lot of things. Yet, the larger its grown and the more things that it does the less I can speak about it. It is one of those things that I never thought about until it happened. I thought I'd stay in Molden forever, after all or if not I'd be alone. Yet, there is a responsibility to being in a corporation. I am a no-name line member but even line-member's can screw things up by not thinking about what they say.

Then there is the CSM. I don't get to talk about that except in vague terms as well. The two combined, of late, have left me doing things involving Eve but not having anything that I can discuss about what I do. It's unpleasant. I'd not realized how much I enjoy going over my Eve day until I could no longer do so. It is no ones fault. I simply picked up trusts along the way and I can't violate them.

But, one bloggers woes, the entire game does not make. The spy culture in Eve has created much of the history of the game. Like many things, just because it is not for me does not make it a bad thing. It tends to make complete stories once it is done. Stories that fascinate and amaze. Yet, I do wonder what is hurt from these things. Trust is so fragile and we spin it even thinner in this game.  But something will always be gained and always be lost no matter what the choices are. That is the nature of choice after all. If Eve was a different game where these things did not exist that would be a loss while innate trust is a gain. And the darker aspects of Eve have their own appeal to both actor and viewer.

But for me? Well, Eve is a big game with plenty to do. This is probably a good time to explore what can be done with limited free time and catch up on things I need to know on a more personal level. I've been admiring Kaeda's restart program. I also need to learn opportunities. So, I'll take the free spot on Chella's account and do a little research. 

Comments

  1. There are so many layers to the 'spy game' that you could fill a library with the stories. In my time in Eve, I've barely scratched the surface of this style of play, and it is indeed difficult to not 'spill the beans' about what you are doing. You also can't brag that much about your successes, for fear that people will stop trusting and listening to you...

    The way I look at what I do, is that I am moving people around to places where they can find their dreams. I've never stolen a single asset from the corps I've joined, that stuff isn't as interesting as what people do when you quietly whisper in their ear that 'things will be better if you just do this....' enough times. That alliances disband, wars erupt, supers burn, and someone absconds with everything... just by your mere suggestion... that is the fascinating part...

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  2. Eve hinging so much around honesty/deceit does yield intriguing results. Not only in the sense that incredible stories thereby bust out, but also in the sense that everybody has to navigate such possibilities.

    Over the last few years CCP has slowly been coding many of the "Ha, ha! Got you!" short cons out of the game and on the whole I've not been terribly disturbed since many of those cons grew out of byzantine rules and confusing interfaces rather than swindler skill.

    Provided skillful swindling remains intact, I'll probably remain intrigued.

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