top of page

Utopia (Be Sure to Wear Flowers in Your Hair)

Lately Utopia Station became a fashionable and featured place (even by Alioth tabloids, who rarely venture beyond porcomania) We at NMC avoided the mainstream but eventually decided to investigate why Utopia is so magnetizing and pick some finer points along the way.


To be honest we were predisposed to dislike place overrated-ness. But Utopia melted our hearts.


Why? Long story that is about to begin...


(.. and! On the way back we were stranded in space for 3 weeks with a glitched overstacked reactor, surviving only on frozen U-burgers and a barrel of banana-flavour DrpZ-Cola. Accuracy of final report bit strained by passage of time and such survival ordeal).


Approach


Utopia is equidistant to Alioth, Madis and Thades, the 'safe zone' planets. Residents, who can join for free by claiming an XS apartment, gain access to the station warp beacon. A slowboat flight takes around 40 min from Alioth to Utopia (78 SU).

Holoshot by Shockr.


It started to load at 10 km (somewhat disappointing limitation of the game engine), gradually appearing in the classical sci-fi shape of a large ring around the central axis. As an old minecrafter I am spoiled and skeptical on “wow effects” and “awe-inspiring” structures, but must admit -- Utopia commands respect, especially if you take into consideration the time and effort Dual Universe demands to build on such scale.


On approach one can notice its still under construction - huge chunks of it are not finished (or not even started), a lot of blank “layouted” space (of different core sizes) waiting for potential renters and their creativity.

Built up area and free plots. Holo by Emeraven.


Station in numbers according to Shockr and they likely already gone up:


  • 2.4km Long,

  • 1.3km Wide,

  • 4 km ring circumference

  • 192 M cores for the ring,

  • 21 L for the central spine. (Not including lots) Drydock to be built on the Alioth end, Shipyard on the Madis end.

  • 10 Docking pads for XS/S ships,

  • New pads being deployed for M ships, L docking to be constructed along the spine.


Despite landing pads being stated, they are somewhat not obviously noticeable (at least -- at the moment of my visit), so I just parked… creatively, using liberties of the press badge. As I notice, several people decided to risk local parking tickets too.


Time to stretch legs and see what Utopia has to offer.


Big promenade of little hamster

Holoshot by Shockr


Navigating the station on foot (in the built-up area of inner сicrle) is quite entertaining -- tourists can try the role of space hamster. Very symbolic activity, indeed -- by old novean tradition, several of such creatures believed to tirelessly work in the cosmic wheel to keep our world alive. If the visiting hamster feels a bit lazy (or something super interesting spotted and can’t wait) -- he can always jump and shorten distance by flying to the opposite part of the wheel directly.

Holoshot by Shockr


From the first steps on station aluminium floors, two most obvious utopian compromises become evident.


Voxelwork of station is pretty basic -- generally it's just a geometric shell (yet done with serious thought into it). Some attempts to make it prettier noticeable here and there, but they likely never be as painstakingly fancy as projects of DU voxelmancy elite. Station seems just too big to give it full high-end detalizaton in next eternity (at least -- without serious boost of manpower or external partners).


And that's fine. Mainly because of compromise number two -- everyone actually allowed to build part of the station within their rented cores. Formally it's not a total “wild west/space” of creativity -- Shockr voguely defines recommended styles as “cyberpunk” and “neo Tokyo”, but one can only hope this will be really taken to heart or skillfully followed in long run.

RMS Utopia, Shipyard, Showroom and Ship Upgrade/Repair. Holo by Emeraven.


Consequently, occupied spaces are developed with expected diversity of styles and personal preference details -- still, so far, its hard to notice anything trully horrible (contoversial -- yes), even overall color scheme seems mostly intact. For purists (like the well known civilization building expert Elias Villd) who advocate maximal cohesion of design space this may be a bad thing. Yet, this organic development, up to a bit of “eastern bazaar” feel, also has some undeniable redeeming magic. And... it works.


Pre-made solutions from station management present too, like pretty ugly apartment buildings with definitive ghetto vibes.


With all pro et contra, the decision to allow everyone to take part in building is the right one. Sustainability and inclusion is more important, then loss of some visual “perfection”.

Most noticeable developed areas on Utopia -- all kinds of shops/services and industrial compounds. Station has a strong presence of ship builders (boosting mechanics and everything around) -- from local brands to globally reaching Star Wars Ships. If you need a ship and have some money (or lets say, good credit history), something can be figured out on spot. Same goes with assorted industrial goods -- if items are not available, they can be ordered and delivered, including in quite large quantities.

SW Ships show room. Holo by Deravi.


There are two taxi services (one with rescue functions -- mini E&E with local specifics). And, as rumors go, establishments offering more exotic content for the right people -- can be located somewhere in understation.


Some prices are good (cheap warp cells), some not (like a little bit robbery-grade fuel shop run by MaplhasWatts explained by lack of competition). At the current stage Utopia is not yet a hopping mecca, but can be useful as a transit stop if in case of necessity or random spark of touristic hunger.


Own ore-trading ecosystem present, consisting of offers from both external operators and one from management (with bit lower prices, but idea, that % helps development of station).

Parts trading in IWS House. Holo by Awulf.


At any rate, Utopia feels as much healthier main hub of operations, then impossibly, pardon my space french, clustermuckered markets of Alioth. While not all utopian services are strictly practical (or mean really good offers) -- they can be entertaining in acquiring and even add sweet teaspoon of immersion.


Station is big, yet after several circles in the “hamster wheel” it feels… just OK big -- not as gigantomania for sake of gigantomania. Even if not all space used right now, it's on a reasonable scale to be reliably filled later, with the arrival of new inhabitants.


What about locals?


Utopians


Probably, one cannot describe the overall mood and state of affairs better, then Shockr (project lead) done himself: utopians are “folks who are still enjoying the game”. Very precise in more than one way.

Construction works. Holo by rob_rocketpants.


With recent rough patch for the game and rise of critical (sometimes -- extremely critical) sentiment among players, Utopia has become legit heaven and a natural destination for one who is tired of “doom and gloom” and prefers to keep their minds concentrated on positive and already possible (not promised) things in DU. This global implication obviously boosts Utopia in way.


In their ring-home is where utopians really shine! Even the most cold and cynical visitor risks to be charmed with their hospitality and manifested love for game and communal aura -- constant chat in Utopia Discord about station affairs, personal projects, trade and barter, and, what is especially noticeable and valuable -- genuine support they give to each other (even if sounds little bit melodramatic here).


Considering the current (relatively low) game population, the station is a pretty lively place.

Holoshot by Shockr.


Every time I logged in (while staying on station for this article), several people were around -- up to 7-8. Station attracts all kinds of visitors -- I saw both fresh newbies, who are hyped about Utopia on official Discord and couple of celebrities, like Geo, likely streaming. Station is become to go destination for players, who want to taste alive (if humble) “civilization building”, a niche where Utopia currently lacks any serious competition (Infinity space station while fancy -- still more of a corporate monument. then truly alive place).


What about Utopia leadership? First thing that comes to mind about it -- they (Shockr and officers -- MalphasWatts and CedriVastal) are stable, in a good, day-to-day competency and predictability way you want your “government” to be stable. And, worth to mention -- a refreshing lack of dull arrogance, that so often plague big projects and their megalomaniac leaders in online games.


Still, some internal particularities (with victorian british aftertaste) are present -- well known eccentric novean Caroliina was exiled from Utopia for endangering public decency with metaphysical cleavage . On the other hand, known corporate thief Vifrevaert retired on station and now lives as a friendly local industrialist, thoramine trader and chairman of pro-NQ patriotic club.


Life on station seems pretty enjoyable in that company, if you local chemistry does not kick you with some unexpected allergy.


Civilization & Entropy


So, is Utopia Station the civilization building from JC’s so often dreams of? A good glimpse of it -- certainly.

Near interactive map stand. Holoshot by Shockr.


Utopia is a project catering mainly to players who value everyday social interaction (without drama, hierarchy and responsibilities of more traditional organization), mild (or even not mild) RPG and generally more peaceful part of DU. For players with opposite passions and ambitions, Utopia likely be just a one time tourist destination or even point of some PvP-supremacy contempt (not heps, that one of inhabitants -- literary giant polar bear).

After playstyle preferences, experience in game also matters in what way Utopia can be interesting for you.


Newbies (for whom the overall concept is attractive) can get free access to Warp Beacon, basic jobs and inspirations for advanced in-game careers, help and guidance from experienced players. And, if to put it a bit romanticly, a welcoming place in the world. Perhaps -- long term gaming buddies or/and eventually friends beyond Dual Universe.


Generally, it's about the opportunity to proverbially “grow up” in one of (if not most) vibrant places in the game currently, experiencing every day classical sci-fi trope -- living on a huge space station in a diverse community (not aliens, sadly, but still). Some good ol Babylon-5 or even Mass Effect Citadel vibes obviously here.

Stranger places of station. Holo by digitalnimbus.


Comes with some caveats too. Even very humble and creative newbie can stretch free XS core only so far as the main base. Logical upgrade to M core bring up the question of paying monthly rent. While rent itself (5 millions) is quite tolerable (or negligible) for established players, for a newbie (or more casual player) it is a bit more noticeable dent in an already strained budget. And contrary to some communistic or altruistic organizations, most other things on station are not free too and must be earned in case of newbe activity. But I suspect that after some time, all kinds of special friendly deals will follow.

View from apartment. Holo by ATC Guardian.


For experienced (especialy -- hardcore) players Utopia is more about certain business opportunities and socialization. Not necessarily a home base, but a shop, logistical warehouse or just summer residence to hang out and keep boredom at bay. As I see it, the place is especially attractive for shipwrights, because of high organic traffic in the area (to show off creations) and potential cooperation with local industrialists for any imaginable voxels or parts.


And despite all we discovered and discussed before -- entropy (cosmic one, not a guy from NQ) with insatiable hunger glares upon Utopia.

Viable concept, active community and reasonable leadership -- mighty combination -- yet, by far not prerequisite for inevitable success, more a solid fighting chance. Because “forces of nature” that oppose such endeavors in video games are truly monstrous.


Managing such projects is a hard and time consuming task -- practically a second unpaid job. Yet life circumstances change, new interests arise (and old ones wither), people rarely can sustain such intense activity for years upon years. One day, they realise, that burden is too heavy. So, transition of power (or, tragically and often -- lack of a worthy successor) is a dangerous moment. Inertia may provide some grace period, but orphan or mismanaged projects rarely survive for long, despite any old glory left in them.


Beyond leadership, a stable and constantly revitalized core of interested players is not less important. People eventually quit games and keeping a critical number of them around is always an uphill battle. Failure is not an option -- once the sense of “graveyard” settles, merciless, hard to reverse domino effect will follow. Overall health of the game is a factor too. No matter how good you are at managing of the small island of your community (and how loyal it is), outside “bad weather” will gladly add up to already dangerous natural attrition.


Major gameplay changes (something DU in its current state destined to experience) are always a serious factor for city-building projects. Addition of new planetary systems, changes of industry (energy management) and resource acquisition map, additional gameplay activities and play style options -- all this can bring harm and make Utopia less relevant and attractive in many ways. Crossroads can become backwater, people seduced by far away shores.


Even serious competition not to be discounted -- attention of incoming newbies is a fickle thing and can be stolen with brighter lights. Such competition almost guaranteed to appear, if the game salvages population momentum later on.


In worst case Utopia can end up like deserted space hulk with several lonely survivors.


Yet true victories forged in fires of challenges, right?


Farewell and final thoughts


Flying away from the station, I can’t help myself but look back on it, getting smaller. Something bit moved in my chest (in a good way!).


Do I find it same in a year, full of people and energy of creation? Do I myself be flying this space in a year, still being novean? Who knows, but I hope so.

Far end. Holoshot by Shockr.


One can have different views on utopians or playstyle they chose, but it's definitely already a huge achievement in the collective story of Dual Universe. And, considering how little social and organizational tools the game currently can provide -- achievement made against proverbial wind.


Good luck, Utopia!


Interested to visit or even join? Here is utopian Discord: https://discord.gg/jCKx8rxW

Adittional thanks to Deravi for english-related editing suggestions.

 
 
 

Recent Posts

See All
Icari [BOO]

"... for a fight that is less than 5 min my PC generated ~100000 log events..."

 
 
 
Mulligan [ATOM]

"The group of people you play with have a massive impact on your experience..."

 
 
 

Comments


© 12477 New Merovia Chronicle

bottom of page