"Trying to fix a complex system by adding more complexity is going to kick your ass. It's a bad approach."- Game designer Matthew Woodward explains what he learned from mistakes made while designing player policing systems in EVE Online. In this GDC 2014 talk, CCP Games' Matt Woodward explores how "Crimewatch," EVE Online's policing and aggression management system, got into such a bad state that an unofficial moratorium was placed on further development -- and how his team went about redesigning it. His talk covers the history of the system and walks you through its development process, covering initial research, core design, adjustments necessitated by legacy features and player feedback, and how the redesign fared post-release. System designers, take note: Woodward digs deep into the design process of Crimewatch, using practical examples to illustrate the underlying design flaws of the original system, isolate the mistakes that led to them, and explain the reasoning that underpins the replacement system -- as well as how that reasoning can be practically applied to the design of other games. It's a good talk, so we've gone ahead and embedded the free video of "Crimewatch 2.0: Redesigning EVE Online's Policing System" above. You can also watch it here on the GDC Vault.
Video: Rebuilding Crimewatch, EVE Online's player policing system
In this GDC 2014 talk, CCP Games' Matt Woodward explores how "Crimewatch," EVE Online's policing and aggression management system, got into such a bad state -- and how his team went about redesigning it.