I'm GMing Eclipse Phase. I can describe most scenes and put my player in the mood, but when it come to hacking I'm at a loss for words.
I try to concentrate on the impact of the outcome, but my players tell me it feels like they're not doing anything exciting, even if in the end they're the one saving everybody by preventing a bomb from going off.
I don't know how to describe what happens when a player is hacking something — it ends up being just a list of what it accomplished:
After a few minutes of searching the mesh you successfully find an entry point.
You manage to break the firewall.
You open the door blocking the others sentinels just a few second before they suffocate.
What can I do to make hacking more engaging for my players? Is there anything I'm missing I should be doing? Please explain how your solution has worked out in practice per Good Subjective, Bad Subjective.
Note I'm specifically looking for help with narrating hacking in Eclipse Phase, a transhumanist high-sci-fi game. This isn't Shadowrun or another cyberpunk game, so answering as if this is a cyberpunk hacking question, or without accounting for what EC hacking involves, will probably result in an unhelpful answer.