
Turning to a long-ignored genre on an unreleased piece of hardware may seem risky at best, but Petursson is excited by the potential. It looks thrilling, serving as a showcase for the flexibility of EVE's universe and the potential of the Oculus Rift hardware. Valkyrie places gamers into some of EVE's signature space fighters, with a 360-degree view of the cockpit and the great void surrounding them. Two, and more importantly, it will be released for Oculus Rift, the upcoming virtual reality headset offering players complete audio-visual immersion into their games. One, it's a 3D space shooter, a genre all but abandoned by developers in recent years. Stars in your eyesĮVE Valkyrie seems alluringly dangerous on two fronts. CCP's next release will be anything but safe. It feels relatively safe though – a sci-fi shooter in a medium awash with them. The free-to-play first-person shooter Dust 514 launched for PlayStation 3 in May this year, offering a more action-oriented experience set on planets throughout EVE's universe, where events in one game will affect the other. Internally, focus has shifted to expanding that universe. Now, EVE is only a few steps removed from complete player autonomy, with Petursson's team taking on a janitorial role – "maintaining the operating system of the universe," he says. That helps a lot, that there is this collaboration between the dev team, the community, and the core design of the game." "Players elect a Council of Stellar Management that comes to Reykjavik twice a year and discusses with our development team and designers on where to focus our efforts and what needs to improve. Then we systematically unwound those controls, gave them over to players in some way," says Petursson. "Initially, we were more hands on, and more of the game was controlled by us or non-player characters, with an NPC economy. A year later, a single player set up the EVE Investment Bank, eventually defrauding his investors to the tune of 700bn ISK.ĬCP's backdrop is one that gives rise to true human ingenuity, greed, collaboration and callousness in ways the team never imagined. The plan required months to set up, with real players infiltrating the target corporation to launch the devastating co-ordinated assault.


A 2005 assassination of a high-level in-game CEO lead to a theft of 30bn ISK – EVE's currency – and considerable assets, such as rare starships. The broken trust Petursson speaks of is part of what makes EVE fascinating to observe, even for non-players. "So much of the experience is what the players are doing, how they're interacting with each other, the trust and relationships that are built and broken, and all those stories coming up all over the world as they occur." "The core element is that EVE, in so many ways, is made by the players of the game," says Hilmar Petursson, CEO of Icelandic developer CCP Games. The game is unusual for allowing users increasing freedom to govern the fictional reality themselves.

A space-faring epic set in the deep future, players can traverse thousands of star systems, build (and work for) interstellar corporations, and eke out an existence by mining and managing resources. A decade on from its launch, EVE Online remains one of the most engrossing persistent game worlds ever produced.
