On Captain’s Quarter, World of Darkness and Carbon
A recent twitter conversation with @ecpliticrift & @Thorvik_EVE went pretty hot about how Incarna, World of Darkness and Carbon, specifically about how connected they are, and Twitter isn’t the best place to have a real and rich conversation, so here are my thoughts about this.
It’s been common knowledge for some time that EVE and WoD will have some shared DNA, called Carbon. Carbon, as I see it, is a set of common tools easily re-usable for different games, kinda like we web techies are using CodeIgniter or Ruby on Rails frameworks, for instance, to build up websites using a common set of tools. Yet, two websites could be running the same framework and still appear very different for customers.
My guess is that Carbon is basically the same. CCP devs will be working with Carbon for EVE and WoD alike, creating two different games using the same base tools.
Now, here comes the Captain’s Quarter. As stated before by many people before me, CQ isn’t really that exciting for most of us because basically, that’s just walking in a closed room. But the main point of CQ isn’t for us player, to be perfectly honest. The main point is for CCP to field test their newest tech, specifically the whole “walking in station” part that did not existed in EVE before.
Obviously, that part is sharing the core tech of the future WoD game, because why would a game company have two teams working on two games that both need a common set of tools ? You guessed right, the main tech behind Incarna will belong to Carbon. And, of course, the same tech will be powering WoD.
So, basically, with Captain’s Quarter, CCP is field-testing both the Carbon base tools for walking characters, and the specific EVE interface built on top of it. WoD will probably benefit from the Captain’s Quarter field test, and that’ pure logic.
I can totally see CCP using both EVE and WoD feedback and bug reports to keep on improving Carbon, and thus, both games at once.





