Eve Online Game Introduces SpaceBook Social Network

evelogoEve Online, one of the longest running and most popular online role playing games, has announced their own social network exclusively for players of the game, and it’s called Eve Gate, or affectionately referred to as “SpaceBook”. The social network allows players to make their own profiles, post messages on each other’s walls, see game information about one another and even see a news feed reminiscent of the Facebook news feed.

Social networking is affecting games of all types even if they aren’t strictly Facebook Games. Eve Online, a long running games famous for its realistic resource management and empire building paths, is a game with a relatively small user base but an extremely loyal following. To play the game, you need to pay a $14.95 monthly fee (with discounts for longer subscriptions), and that translates to tens of millions in revenue. Leveraging the social network concept to power its own game is something we may see more and more often. Facebook can be influential on these social networks but only because Facebook establishes the common UI that people understand for social networks.

EveSpaceBook1

We’ve seen console games like Blur recently leverage Facebook Connect and sites like GamePoints.com and Farmville.com leverage Facebook while being outside of Facebook.com, but those are distinct from this news in that they connect to the larger Facebook social graph. One of the key questions that a large game developer can ask nowadays is whether building their own social network is a superior option to connecting to the viral Facebook social graph. What’s your opinion?

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  • Sweet! It would be great to see more concept like this on other games. Although I am not sure if that is applicable to some games like Left4Dead, but it would be fun to see a SNN for Halo and Rising Force.
  • I think when you have a large hardcore base of gamers such as Eve it makes sense to do something on your own like that and not use Facebook. Content drives platform adoption...not the other way around.

    I actually see a lot of potential for this kind of social network keep players playing MMORPGs even when they dont actually have access to the game client. I imagine that you could manage the crafting and trading parts of MMORPG through a social network UI that is accessible through a browser. Changes you make using this specialised social network will then affect your in-game account and will have come into affect when you log on to the game client.

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