Fantasy Capitalism—Paste Goes to EVE: Fanfest
EVE: Online Is the American Dream Perfected
Photos by Brynjar Snaer / CCP Games
I am in Iceland at EVE: Fanfest. I have never played EVE: Online. And I have absolutely no idea what is going on.
Most people hear about EVE: Online for the first time as a sort of weird news story: did you hear about the space game that hired an economist to serve as the Alan Greenspan of its virtual currency? The one where a failed Kickstarter provoked a colossal battle that embroiled over 3,500 players? The one where a cadre of corporate spies spent nearly a year infiltrating an in-game company, assassinated its CEO and made off with the real-life equivalent of more than $16,000?
On the surface, EVE: Online is an online multiplayer game about piloting spaceships in a vast, open-ended universe driven by a complex galactic economy. In practice, it’s something much more: a dauntingly intricate world of political, psychological and economic warfare where the sort of behaviors that would be considered bannable offenses in other games—scams, theft, blackmail, extortion—are not only permitted, but an essential part of the experience.
The EVE: Online audience—which is 96 percent male—is infamous for their ruthless player culture and intense devotion to the game. Every year, thousands of them travel to Reyjavik, Iceland for Fanfest, the largest gathering of EVE players worldwide, and this year so have I.
Fanfest takes place at the Harpa opera house in Reyjavik, an award-winning piece of architecture that looks, from the outside, like a smooth, three-dimensional parallelogram covered in scales of greenish sea glass. From the inside, the view of the nearby mountains and the North Atlantic sea is filtered through a geometric lattice of hexagonal windows that shifts like a kaleidoscope as you walk through its halls. During Fanfest, it fills up almost top to bottom with ardent EVE fans who are chatting, LARPing, and recruiting desirable candidates to their particular alliance. At one point, I chat briefly with a notable member of a pirate alliance, and somehow walk away festooned in its insignia; I walk around for much of the day with no idea what it signifies.
In theory, the fact that I am relatively clueless about EVE is supposed to be just fine. CCP Games, the Icelandic developer behind EVE, is in the midst of a big push to bring in new players, with the help of a revised introductory tutorial aimed at giving the game’s famously steep learning curve a gentler slope. This “New Player Experience” was designed largely under the direction of Tryggvi Hjaltason, a producer known primarily by his username CCP Ghost.
I’m told that CCP Ghost introduced himself at last year’s Fanfest by projecting a scan of his brain on the massive screen at the front of the Harpa opera house. This year he begins with x-rays of his arms, which he recently broke after attempting to ski despite having no knowledge of skiing. He digs and finds a metaphor there for new EVE players, and why they need to acquire not just basic skills, but a sense of purpose that propels them forward in a game where most of the goals are self-defined.
When I interview Hjaltason, whose arms are still wrapped in casts, his demeanor is unexpectedly warm. He nods thoughtfully when I speak in a way that makes me feel like he’s truly listening, and possessing an odd charisma that makes almost anything he says sound compelling, even when I’m not entirely sure what it means. About halfway through the interview I have the subtle sense that he’s steering the interview as much as I am. I will later learn that he worked as an interrogator for the Icelandic special prosecutor’s office dealing with financial crimes, and was hired in part because of his insight into social behavior, and how to guide it.
As much as EVE is a cold, calculating game about economics and military strategy—a key reason, I’m told, that it attracts so many CEOs and veterans—it’s also deeply social: a world where deep, real friendships are built over thousands of hours, where conflicts are won and lost in part through elaborate propaganda campaigns, and where trust is both the glue that holds organizations together and the weakness exploited by spies and saboteurs. Most games are discussed in terms of the experiences they provide, the stories they tell you; EVE: Online is about the stories the players tell each other—the Machiavellian betrayals, the daring heists, the brilliantly executed battles against long-time foes.