f13.net

f13.net General Forums => MMOG Discussion => Topic started by: Zetor on June 24, 2011, 12:55:57 PM



Title: Another One Bites the Dust: SWG Edition!
Post by: Zetor on June 24, 2011, 12:55:57 PM
In other news, SWG is dead (http://massively.joystiq.com/2011/06/24/exclusive-smedley-on-the-sunsetting-of-star-wars-galaxies/) as of Dec 2011.

Guess Lucasarts like to keep their eggs in as few MMO-baskets as possible...


Title: *twitches*
Post by: Fordel on June 24, 2011, 01:01:14 PM
SWG was still alive?  :why_so_serious:


Title: Another One Bites the Dust: SWG Edition!
Post by: koro on June 24, 2011, 01:06:57 PM
http://forums.station.sony.com/swg/posts/list.m?topic_id=1220357

Quote
Dear Star Wars Galaxies™ Community Member,

We write to you today to inform you that on December 15, 2011, Sony Online Entertainment (SOE) and LucasArts will end all services (MMO and Trading Card Game) for Star Wars Galaxies (SWG).  The shutdown of SWG is a very difficult decision, but SOE and LucasArts have mutually agreed that the end of 2011 is the appropriate time to end the game.

We are extremely grateful to all of the SWG fans.  We have had the rare opportunity to host one of the most dedicated and passionate online gaming communities and we truly appreciate the support we’ve received from each and every one of you over the course of the past eight years.

In recognition of your incredible loyalty, we are extending special Fan Appreciation offers to the current SWG community. We also plan to go out with a bang with a galaxy-ending in-game event in December and hope to see you all there. The details relating to these offers and events as well as the timeline and specifics regarding the discontinuation of the service, are provided below.

Again, we want to extend our heartfelt thanks to our player community for making SWG one of the best online communities in gaming history.

Sincerely,

Sony Online Entertainment & LucasArts

Honestly? It's been a long time in coming but I'm still somewhat surprised by it.


Title: *twitches*
Post by: Riggswolfe on June 24, 2011, 01:10:56 PM
In other news, SWG is dead (http://massively.joystiq.com/2011/06/24/exclusive-smedley-on-the-sunsetting-of-star-wars-galaxies/) as of Dec 2011.

Guess Lucasarts like to keep their eggs in as few MMO-baskets as possible...

I'm not at all surprised and reading the other article that is linked from there I saw that Smedley had the perfect quote about why SWG failed even though the author hated it along with the others who stuck around. He basically said that SWG delivered the Uncle Own experience and not the Luke and Han experience. He's right and that's why it failed.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: koro on June 24, 2011, 01:14:35 PM
Doop. I have no idea how I missed this thread.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Sky on June 24, 2011, 01:16:03 PM
TOR release date: December 16, 2011.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Rasix on June 24, 2011, 01:16:25 PM
Doop. I have no idea how I missed this thread.

You didn't.  People started discussing in the SWTOR thread before you got around to making your thread.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: luckton on June 24, 2011, 01:18:00 PM
About damn time.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Kail on June 24, 2011, 01:19:25 PM
Oh, wow, I bought a copy of this game I still haven't used.  No time like the present, I suppose.  Are they still an MMOFPS or whatever, or did they revert that?


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Malakili on June 24, 2011, 01:20:36 PM
Out with the old in with the new!


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: luckton on June 24, 2011, 01:35:54 PM
TOR release date: December 16, 2011.

Heh, maybe that's what they meant by "super huge way of announcing the release date that no one would suspect"  :awesome_for_real:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Soln on June 24, 2011, 01:39:32 PM
we will always have SWGEMU.  Or it's endless test.  Ok, we have nothing.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Sky on June 24, 2011, 01:52:28 PM
Be nice if Bioware could pick up the tech for JtL from SOE.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lantyssa on June 24, 2011, 01:53:16 PM
Maybe TOR can get the JtL assets and add a real space game?  (I know it's hopeless musing.)


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Pendan on June 24, 2011, 01:58:39 PM
Oh, wow, I bought a copy of this game I still haven't used.  No time like the present, I suppose.  Are they still an MMOFPS or whatever, or did they revert that?
Should wait a little longer. If you have a subscription on September 15th then you get to play until it closes down for free and see the end game events they add. So about August 17th is good time to start a 1 month subscription.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: VainEldritch on June 24, 2011, 02:02:45 PM
Be nice if Bioware could pick up the tech for JtL from SOE.

My thoughts exactly, although BW have said they space may eventually become free-roaming though it could be on Mr Schubert's "Wall of Crazy".

The news of SWG's execution date makes me sad. SWG pre-9, Pre-NGE was my own personal gaming Nirvana. I even liked the CU.

I just might re-sub to take my character for one last tour of the worlds and park her in ME, where she was born on day 1 server up.

On a cheerfully vindictive note: Smed, we did tell you so you ass.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Simond on June 24, 2011, 02:30:08 PM
Burn in Hell, SimBeru!  :drill:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Dark_MadMax on June 24, 2011, 02:31:08 PM
Sad. It  does not deserve to die ,even though it has many flaws it not that bad of a game and still great sandbox. I also had impression they have decent sub base still. Its a decision to kill  a niche game for the benefit of a mass market  blockbuster (swtor). I dont think it will benefit the latter all that much but will make overall landscape worse


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Cadaverine on June 24, 2011, 02:38:30 PM
I popped back in to SWG last month, since SOE was kind enough to give me 45 days for giving all my account info away.  :oh_i_see:

It was down to a fairly small amount of servers, and while there looked to be a fair number of people in Mos Eisley, Theed, et all, most of them were just standing there, doing nothing the entire time.  I think it was just SOE logging in inactive accounts to make it look like people were still playing.  Outside of the main cities, I didn't really see but 1 or 2 people.

I'm kind of surprised that it took them this long to pull the plug on it.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: koro on June 24, 2011, 03:04:51 PM
From what Smedley said in that Massively article it was mostly an issue of contracts that even kept it going. I doubt Lucasarts had any intention of renewing their SWG contract with SOE come 2012, and they figured now would be a good time to pull the plug.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Raph on June 24, 2011, 03:29:24 PM
My blog post on it:

http://www.raphkoster.com/2011/06/24/swg-is-shutting-down/

And not trying to be defensive or do rose-colored glasses here, but SWG was only a failure if you compare it to a hypothetical game that doesn't exist, or to a game that came out after it (say, WoW). Not discounting all the MANY things that went wrong here, from launch onwards (Believe me, there are few people on the planet who are more cognizant of the many screw-ups on it than I am) but it was profitable early on, made millions, & at peak was the second most popular non-Asian MMO behind EQ.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Evildrider on June 24, 2011, 03:45:02 PM
I really loved SWG til the NGE.  It was my first MMO addiction and I was sad that I moved on. 

I remember me and a bunch of my, at the time, fps clan mates being in beta and we would sit around in IRC chat for hours waiting for servers to come up. 


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Venkman on June 24, 2011, 03:47:32 PM
My blog post on it:

http://www.raphkoster.com/2011/06/24/swg-is-shutting-down/

And not trying to be defensive or do rose-colored glasses here, but SWG was only a failure if you compare it to a hypothetical game that doesn't exist, or to a game that came out after it (say, WoW). Not discounting all the MANY things that went wrong here, from launch onwards (Believe me, there are few people on the planet who are more cognizant of the many screw-ups on it than I am) but it was profitable early on, made millions, & at peak was the second most popular non-Asian MMO behind EQ.

And back then we were still arguing about whether to easier Asian MMOs yet :)

SWG was one of my high points in MMOs, representing the alternative to prettier/easier EQ. Had such a fantastic time playing SimBeru with my energy business and home decorating gig, really never cared that the combat had issues. So many people on this forum were part of that experience, particularly Sky, Rasix, Slack, schild. Except for Shadowbane, i haven't been in an MMO for any appreciable amount of time with this crew.

It wasn't the Star Wars people wanted, but it was the sequel to UO that I craved :D

Everything i've ever wanted to say about it has been said. It was just that kind of game that always riled up the conversationalists, more so than most others. I am glad I was there because it represents an important part of the evolution of MMOs.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Rasix on June 24, 2011, 03:49:30 PM
So many people on this forum were part of that experience, particularly Sky, Rasix, Slack, schild. Except for Shadowbane, i haven't been in an MMO for any appreciable amount of time with this crew.


Rasix the Trandoshan Droid Engineer.  :heartbreak:  My stuff never worked.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ratman_tf on June 24, 2011, 03:50:18 PM
Indeed, Raph. Thanks for what you did on SWG. I had a lot of fun playing it.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Venkman on June 24, 2011, 03:58:26 PM
So many people on this forum were part of that experience, particularly Sky, Rasix, Slack, schild. Except for Shadowbane, i haven't been in an MMO for any appreciable amount of time with this crew.


Rasix the Trandoshan Droid Engineer.  :heartbreak:  My stuff never worked.

Yea but you were my first energy customer!

Shit i feel like old homes day here. Remember that one month period when that Empire Strikes Back flying Droid thing was crazy over powered? Good times.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Nyght on June 24, 2011, 04:02:18 PM
For all its flaws, I loved this game. The open virtual world games are almost all gone now. Thanks Raph, it was very enjoyable.

I just wish someone would do a modern day VW game. But I guess that is too niche now given development costs. Ah well.   :heartbreak:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Mrbloodworth on June 24, 2011, 04:12:32 PM
I LIKED being a moisture farmer, i LIKED living in the Star wars world.    :heartbreak:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Fordel on June 24, 2011, 04:28:43 PM
You are a silly, broken, person though.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: WindupAtheist on June 24, 2011, 05:22:48 PM
And not trying to be defensive or do rose-colored glasses here, but SWG was only a failure if you compare it to a hypothetical game that doesn't exist

If you say so, but I'll be waving goodbye to it from Britain bank.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Venkman on June 24, 2011, 05:26:06 PM
Heh. Every so often I'm tempted.

For all its flaws, I loved this game. The open virtual world games are almost all gone now. Thanks Raph, it was very enjoyable.

I just wish someone would do a modern day VW game. But I guess that is too niche now given development costs. Ah well.   :heartbreak:

Eve  :grin:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Malakili on June 24, 2011, 05:37:10 PM
Heh. Every so often I'm tempted.

For all its flaws, I loved this game. The open virtual world games are almost all gone now. Thanks Raph, it was very enjoyable.

I just wish someone would do a modern day VW game. But I guess that is too niche now given development costs. Ah well.   :heartbreak:

Eve  :grin:

Yeah, EVE pretty much has this market cornered.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Samwise on June 24, 2011, 05:51:15 PM
SWG (or rather SWG angst) is what first made me aware of Waterthread, way back when.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Venkman on June 24, 2011, 05:53:31 PM
Ah WT.o. Wasn't the second or third iteration of the place where our guild started? Or were we here by then? Christ I'm getting old.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Sir T on June 24, 2011, 07:04:15 PM
I hear it was really hard to become a Jedi in this game.  :grin:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Murgos on June 24, 2011, 07:23:56 PM
I hear it was really hard to become a Jedi in this game.  :grin:

I left long before the first Jedi ever appeared.  For a Star Wars game to have neither Jedi nor space ships was a pretty clear indicator that things weren't quite kosher.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Amaron on June 24, 2011, 07:32:15 PM
I didn't even buy the box because of the Jedi thing.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Raph on June 24, 2011, 07:50:33 PM
I didn't even buy the box because of the Jedi thing.

And yet Jedi appearing is what started the downward spiral. I wish we'd kept them out altogether!  :uhrr:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Samprimary on June 24, 2011, 07:57:14 PM
Out with the new, in with the old.

God I am so clever, etc etc


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Crumbs on June 24, 2011, 08:09:43 PM
Imagine SWG never existed.  Now imagine that this announcement is made tomorrow:

DEVELOPMENT NEWS:  A Star Wars MMO currently in development, targeted for release in 2013.  

--Set in the context of episodes 4-6.  
--Fully customizable player housing on multiple planets with dozens of building styles to choose from.  
--Fully customizable character appearance.  
--Wookiees playable as a race.  
--Bounty Hunter profession with actual PVP bounty missions
--Complex crafting system, unlike any other game to date.
--Build your own spaceships, with dozens of models and countless customizable components to choose from
--Fly said ships in space and engage in pve and pvp (in space)(did I mention you could take your ship into outer space)
--Entertainer professions to provide player healing and enhancements
--Unprecedented freedom to choose your path and change it at any time
--Player cities, designed and built by players, complete with your own shuttle port, cantina and guild halls.
--Attackable faction bases that can be placed in your cities
--Faction pets, including AT-ST for Imperials, to be used in combat
--Fully customizable player vendors (machine, droid or humanoid)
--Diverse combat system that can be set up and changed at will
--Explore and visit several points of interest from episodes 4-6, such as Jabba's Palace
--Create your own endgame.  The tools are there, you just have to use them.  Help your city's crafters gain the best resources from challenging planets so that you can have the best gear and food.  Engage in open world Imperial vs Rebel PVP.  Relax and in your city's Cantina and plan your next group event, and more.
--Three character slots:  One for Jedi (that you can play from day one), and two for all other professions (for example, one for crafting and one for combat).
--NO RAIDING


The character slot thing was my own idea but the rest was in SWG vanila and combat revamp.  Don't get me wrong, the game needs to die.  As it stands it's like the final fusion of brundlefly and teleporter.  But it was a legendary endeavor on all accounts, good and bad.





Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Fordel on June 24, 2011, 08:17:15 PM
I would call it horse shit still.  :awesome_for_real:


Like, whenever I read something like this:

--Complex crafting system, unlike any other game to date.



My first reaction is to run away and never look back. Crafting fuckers are just as bad as the AssRape fuckers.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lantyssa on June 24, 2011, 08:17:49 PM
And yet Jedi appearing is what started the downward spiral. I wish we'd kept them out altogether!  :uhrr:
The holocrons and grinding is what started it.  But that's a dead horse.  (Also I'm still bitter about the system...)

But really the pre-NGE SWG was the most enthralling game I've played.  I can only hope that one day something tops it for those of us who enjoy the things it offered.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ingmar on June 24, 2011, 08:21:20 PM
I hope you like games like Wurm, et. al., because that is about the size of that niche at this point I think.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: WindupAtheist on June 24, 2011, 08:23:41 PM
Imagine SWG never existed.  Now imagine that this announcement is made tomorrow:

It would hit beta and we'd hear that pistol damage didn't stack with rifle damage, that there were no Jedi, that there were fencers and animal tamers and other "I ported these over from UO because I'm Raph Koster and I don't know what Star Wars is durr durr" bullshit character types, and we'd laugh at it.

And yet Jedi appearing is what started the downward spiral. I wish we'd kept them out altogether!  :uhrr:

Yeah man you managed to keep out everyone who wanted Jedi everywhere. Then they put Jedi everywhere and pissed off everyone you hadn't kept out in the first place. It was the worst of both worlds. Plus, I mean, an overpowered-by-design class that can be used in PVP? But which is balanced by PERMADEATH? In a mass-market commercial MMO? Yeah you can pretty much just take the lumps you deserve when it comes to the whole Jedi thing.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Jobu on June 24, 2011, 09:20:33 PM
This is pretty melancholy for me. I guess it's as good a time as any to come out of the closet a bit, but I actually worked on SWG. It was the first, and remains the only game I've made that I also routinely played. I still to this day remember the name of the very first beta tester who logged into the servers on our first stress test (his/her name was Kebernet). We swarmed around him like groupies, we were all so excited to see someone from the outside in there with us. I remember all the fun I had wandering around the game and watching random interactions with strangers blossom into memorable events and stories. Looking back, I really feel it was a special and unique game. It's always made me smile when people write fondly about their memories in it, and it's really sad on a personal level to see it disappear even though it realistically disappeared awhile ago. I'll probably try to get back in and find my way back to the old hill we started from (I think it was outside of Bestine?)  and wait for the crowds of other diaspora to trickle back in and take one last look around.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: UnSub on June 24, 2011, 09:33:59 PM
Wonder if LucasArts tried to renegotiate the contract and it would just not work (profitably) for SOE under the new deal.

I don't think LucasArts cares either way if they have 1, 2 or 100 SW MMOs out there provided they get their cut.

Alternatively SOE sees that SWG was going to take a big hit whenever SWOR launched and didn't want to sign another contractual period to pay royalties when they also expect the player base to plummet.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ginaz on June 24, 2011, 09:58:58 PM
WTF! :ye_gods:

http://www.youtube.com/watch?v=TWb3cxA4g_U&feature=player_embedded

Edit:  I see the problem now.  She's a Twilight fan.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: stu on June 24, 2011, 10:22:16 PM
I enjoyed the chat system, community and ship customization.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Zetor on June 24, 2011, 11:49:44 PM
SWG's been a love/hate thing for me... some moments of brilliance mixed with kludgy / frustrating gameplay. I was also a dirty RPer, and the game was pretty awesome for that! Some things I remember:

- Treating people in the coronet med center as a doc, and chatting them up about where they got those scars, etc. Unsolicited mad scientist escapades (TF2 medic had nothin' on me). Also a whole lot of random RP happening all over the place, even with people who didn't think of themselves as RPers!
- A huge player city with lots of activity around the clock; plenty of events like theater productions or live bands (Greenmurk on Naboo, Kettemoor in case any of you played there)
- Operating a very specialized store (http://forums.station.sony.com/swg/posts/list.m?topic_id=697182) (explosives only, basically :awesome_for_real:) and taking care of bizznezz: ad campaigns, marketing, researching the competition, etc etc.* It was probably a bit more involved than '450 jewelcrafter lfw, have all metagems', and a lot more fun.
- JTL was good, and reminded me of the X-Wing days. I didn't have a joystick, so some of the missions were a bit tricky (hi, mr. corellian corvette!)
- A whole lot of frustration about how bad some of the game systems were (there's a reason I never had a combat character) leading to quitting in 2004, checking out the post-NGE ruins in 2008 briefly, then leaving for good.

* of course, ~1 month after I made that posting, the devs decided to remove explosives from the game. I followed this up with removing my subscription from the game. :P


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Raph on June 24, 2011, 11:50:25 PM
Jobu, who are you? :)

I hope you like games like Wurm, et. al., because that is about the size of that niche at this point I think.

Ironically, many of those features are what drives the massive massive social games audiences today. Don't get me wrong, SWG was nowhere near "mass market" in terms of accessibility. But in terms of many of its features, we were far more correct about what the true mass market wanted than any other MMO -- too on target for powergamers, in fact. Farmville was a *feature* in SWG, after all. If anything, the SW license held it back in that sense.

Quote from: WindupAtheist
Plus, I mean, an overpowered-by-design class that can be used in PVP? But which is balanced by PERMADEATH? In a mass-market commercial MMO? Yeah you can pretty much just take the lumps you deserve when it comes to the whole Jedi thing.

Some of those lumps aren't mine to take, actually. A lot of what Jedi were when they first appeared was developed when I wasn't on the team anymore. That said, if there's a single design decision I regret more than any in my entire career, it's when the AP on the project came to me and said "we can't manage the Jedi selection system as designed... how about this compromise?" and it was a long, frazzled day of crunch and I listened and said "sure, whatever."

I've said it before elsewhere, but the intent even with the permadeath was quite different. Jedi was supposed to end up as a minigame, not something you invested months of work in. One day, you unlocked it, and you got this extra slot. So your main didn't become a Jedi, but a new character. It had some powers from the get-go, but was also hunted by everyone. And when you played, you died fast, within the first couple of minutes, because you had an awareness meter that went up when others saw you use your powers. Then you tried again with a new character, and a fresh timer ticking. Stay alive long enough and you got a blue glowy of that jedi you could summon with your main as an emote -- bragging rights.

Bits and pieces of this were in what launched, but a lot of it was not. Or was altered in crucial ways: making your main the Jedi, for one. Working for months to unlock the slot created a very different atmosphere. And slow grinding as a Jedi likewise didn't work with permadeath.



Title: Re: Another One Bites the Dust: SWG Edition!
Post by: WindupAtheist on June 25, 2011, 12:05:06 AM
Anything but "Let's make Jedi a character class and balance them with everything else!" was sheer madness from whoever had final say on making the call, whether it be you, your boss, or some guy from LucasArts whining that it wouldn't be canon. Anyway.

Five minutes in Paint. Because I am a dick, and have not expressed my undying UO fanboyism properly in ages.

(http://i38.photobucket.com/albums/e121/GrimDysart/hehheh.png)

WTF! :ye_gods:

http://www.youtube.com/watch?v=TWb3cxA4g_U&feature=player_embedded

Edit:  I see the problem now.  She's a Twilight fan.


She's a roleplayer who refers to her character as if they were another real person. "She and I have been through a lot together." I have seen those people up close and they are crayyy-zay.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Raph on June 25, 2011, 12:41:46 AM
Well, my first proposal was not to have Jedi as PCs at all, but that lasted for mere seconds after I proposed it. :)


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: WindupAtheist on June 25, 2011, 02:22:14 AM
See, Raph, this is what I mean. Like don't get me wrong. You were the main dude behind the genesis of UO, so you know WUA loves you deep down. But it's obvious that you Just Do Not Get Star Wars At All. Like if you think you can make a Star Wars RPG and not let people run around with lightsabers kicking ass, then you just do not grok the IP on a fundamental level.

Like if you watch this (http://www.youtube.com/watch?v=AELImg_jnBA&t=2m6s) and somewhere inside the depths of your brain a six-year-old doesn't scream "OH YEAH YOU ASSHOLES ARE IN FOR IT NOW!" as the lightsaber swishes on then you were just plain working on the wrong game. They were right to make you add Jedi, and your mistake was trying to implement them in the most beardy text-muddy way possible.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Venkman on June 25, 2011, 05:08:43 AM
Back during whenever the "let's make a SW MMO" decision was made, the most popular period in the lore was ESB. Two Jedi, one ghost, all unknown. To do Jedi right, you need to pick a different period. Ep 1-2 would work if anyone liked those movies, or more recently Clone Wars (Ep 2-3) if a serious MMO was made in that setting. Or, of course, you integrate a lot of "hey that almost looks like..." stuff into KOTOR.

Regardless, set aside the holocron mess for a sec. I don't think Jedi would have felt right in SWF. And personally I don't think people needed to play Jedi as much as the lens of history (and SWTOR) makes some believe. A better combat system that made sense to the combat fan would have done a lot more for SWG than having everyone running around with a light saber.

Man, it's 2003 all over again. Queue 100 pages! :)


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: WindupAtheist on June 25, 2011, 05:38:36 AM
LORE LORE LORE

DON'T CARE. STAR WARS. NEED LIGHTSABER.

Quote
Regardless, set aside the holocron mess for a sec. I don't think Jedi would have felt right in SWF. And personally I don't think people needed to play Jedi as much as the lens of history (and SWTOR) makes some believe. A better combat system that made sense to the combat fan would have done a lot more for SWG than having everyone running around with a light saber.

You are wrong. Also, remember this when Star Wars: Half Our Classes Have Lightsabers comes out in a box with a guy triple-wielding lightsabers on the front of it and outsells the entire history of SWG in like a month.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Malakili on June 25, 2011, 05:56:22 AM
See, Raph, this is what I mean. Like don't get me wrong. You were the main dude behind the genesis of UO, so you know WUA loves you deep down. But it's obvious that you Just Do Not Get Star Wars At All. Like if you think you can make a Star Wars RPG and not let people run around with lightsabers kicking ass, then you just do not grok the IP on a fundamental level.

Like if you watch this (http://www.youtube.com/watch?v=AELImg_jnBA&t=2m6s) and somewhere inside the depths of your brain a six-year-old doesn't scream "OH YEAH YOU ASSHOLES ARE IN FOR IT NOW!" as the lightsaber swishes on then you were just plain working on the wrong game. They were right to make you add Jedi, and your mistake was trying to implement them in the most beardy text-muddy way possible.

I love Jedi as much as the next guy, but give me a little shop in Mos Eisley selling speeder and ship parts and I'm a happy man.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Modern Angel on June 25, 2011, 06:03:01 AM
LORE LORE LORE

DON'T CARE. STAR WARS. NEED LIGHTSABER.

This, right here. I got into the SWTOR beta (which I am allowed to say). I'm not going to talk about NDA breaking stuff but I'll say this: I have been extremely not giving a fuck about this game and the second I turned my lightsaber on I was 8 years old again.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Amaron on June 25, 2011, 06:13:46 AM

And yet Jedi appearing is what started the downward spiral. I wish we'd kept them out altogether!  :uhrr:

You think adding easier to get Jedi before NGE started a downward spiral?  I can't agree with that.   Maybe that nonsense about Jedi's being more powerful caused some problems but that's another topic.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Sky on June 25, 2011, 06:45:19 AM
I guess I'll jump in, as another Raph fanboy who enjoyed UO immensely and thought SWG had a lot of potential.

I agree with Raph about Jedi, given the time period of the game and the game world itself. However, as everyone has pointed out, the big draw for the masses is lightsaber combat and Lucasarts wants the masses. The IP was just not right for a Raph world.

However, I know I'll miss a lot of what made SWG immersive when TOR comes out. The crafting will be some cheesy WoW-alike, the social portions will be forced (but lets not forget forcing dancers (http://dl.dropbox.com/u/3667682/mamma.jpg) on people), and the planets will be more theme park than world.

I'd almost add a third leg to the old horse Darniaq and I used to pine for - a cross between SWG's world and crafting, Planetside's modified shooter combat, and I'll add in TOR as the quest/story layer (and of course JtL, lest Lantyssa lambaste me).

And at the end of the day, HAM did not work and could not be made workable. That I'm /still/ bitter about my rifleman speaks volumes about that.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Threash on June 25, 2011, 07:53:46 AM
Back during whenever the "let's make a SW MMO" decision was made, the most popular period in the lore was ESB. Two Jedi, one ghost, all unknown. To do Jedi right, you need to pick a different period. Ep 1-2 would work if anyone liked those movies, or more recently Clone Wars (Ep 2-3) if a serious MMO was made in that setting. Or, of course, you integrate a lot of "hey that almost looks like..." stuff into KOTOR.

Regardless, set aside the holocron mess for a sec. I don't think Jedi would have felt right in SWF. And personally I don't think people needed to play Jedi as much as the lens of history (and SWTOR) makes some believe. A better combat system that made sense to the combat fan would have done a lot more for SWG than having everyone running around with a light saber.

Man, it's 2003 all over again. Queue 100 pages! :)

Completely ridiculous.  Lore matters to about 0% of the population, star wars = jedis.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Numtini on June 25, 2011, 08:05:21 AM
I think there's a generational aspect here. Star Wars to me is blasters, speeders, x-wings, the Millenium Falcon and Han shooting first because he's just so cool.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Malakili on June 25, 2011, 08:14:10 AM
Back during whenever the "let's make a SW MMO" decision was made, the most popular period in the lore was ESB. Two Jedi, one ghost, all unknown. To do Jedi right, you need to pick a different period. Ep 1-2 would work if anyone liked those movies, or more recently Clone Wars (Ep 2-3) if a serious MMO was made in that setting. Or, of course, you integrate a lot of "hey that almost looks like..." stuff into KOTOR.

Regardless, set aside the holocron mess for a sec. I don't think Jedi would have felt right in SWF. And personally I don't think people needed to play Jedi as much as the lens of history (and SWTOR) makes some believe. A better combat system that made sense to the combat fan would have done a lot more for SWG than having everyone running around with a light saber.

Man, it's 2003 all over again. Queue 100 pages! :)

Completely ridiculous.  Lore matters to about 0% of the population, star wars = jedis.

Well, with Raph in this thread I can hardly speak for what the goals of SWG were with any kind of authority, but it was always my impression that SWG was trying to faithfully recreate the Star Wars universe in that time period and let people in to do what they would.    At the time, I think that was a reasonable approach for an MMORPG - clearly at this point it would not fly, but at the time MMOs weren't what they are now.

Had they gone with the old republic setting that TOR is and had more or less the same game with lots of Jedi running around do you think that would've made the game successful?  I don't personally, because the real issue is that it turns out that that kind of game is just incredibly niche, most people want to kill shit and collect loot and absolutely nothing serious beyond that.

For Raph:
I know the facebook games give credence to the idea that there is a huge population who wants to play games where they are farming and stuff, but I think thats misleading.  Those games are competiting with people's jobs/work etc, where launching any kind of client might get you fired, but having a browser window open isn't a big deal.  A full on MMO has to compete with every other possible game for entertainment, so I suspect that there isn't as big an audience for this kind of crafting/social based MMO as facebook makes it look like.  I know Garriot said something similar in a recent interview and the he thinks the kinds of games he likes to make would work well with that mindset, but I'm not convinced.


In summary:  I really appreciate what SWG was trying to do, but I don't think we can seriously suggest that there is a very big market for that kind of virtual world/virtual life sim game.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: palmer_eldritch on June 25, 2011, 08:15:55 AM
Yeah, as someone who simply knew the setting from the first three films, the idea of having lots and lots of Jedi running around actually seemed a bit silly. Back when SWG was announced, it was the real fanatics who started talking about an "extended universe" with lots of Jedi in. All I knew was that the Jedi were pretty much extinct, because that's what Peter Cushing said in the first film.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lantyssa on June 25, 2011, 08:19:15 AM
You think adding easier to get Jedi before NGE started a downward spiral?  I can't agree with that.   Maybe that nonsense about Jedi's being more powerful caused some problems but that's another topic.
A lot of it was how you obtained Jedi.  There were other social and balance implications, though I really think the grinding mentality it caused forever stuck with the game from that point on.  It wasn't supposed to ever be about grinding, and then future revamps made the grinding worse.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Malakili on June 25, 2011, 08:22:45 AM
I think there's a generational aspect here. Star Wars to me is blasters, speeders, x-wings, the Millenium Falcon and Han shooting first because he's just so cool.

Yeah this was always what made me interested in Star Wars.  Sure, the wizards with laser swords were neat, but they were neat because they were part of this kind of Bladerunner grungy universe.  Mos Eisley basically sums up everything I like about Star Wars - for all the galatic politics and plans, the idea of a kind of Tortuga in a space faring universe was fascinating.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: UnSub on June 25, 2011, 08:34:03 AM
Back during whenever the "let's make a SW MMO" decision was made, the most popular period in the lore was ESB. Two Jedi, one ghost, all unknown. To do Jedi right, you need to pick a different period. Ep 1-2 would work if anyone liked those movies, or more recently Clone Wars (Ep 2-3) if a serious MMO was made in that setting. Or, of course, you integrate a lot of "hey that almost looks like..." stuff into KOTOR.

The end result for SWG was to basically ignore the timeline it was situated in, add in Jedi so that they were everywhere, then add in whatever could be scrounged together all the way up to zombie Stormtroopers.

It was an odd decsion. Why not just set it after the original timeline, somewhere in the EU where it didn't matter so much what was canon and what wasn't?


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Murgos on June 25, 2011, 08:37:09 AM
I was five when Star Wars was released, lightsabers aren't actually a massive part of that story but they were still awesome enough for me to register them at five as 'better than blasters and speeders'.

If SWG had released with the name 'Future Laser Gun Battle World" it may have done better long term because there would have been no expectation of things like Space Ships or Jedi.  Instead it got named Star Wars and shipped with the HAM system, which I hated more than not being a Jedi (My sniper rifle shoots your MIND but his pistol shoots your HEALTH so we are less effective cooperating on the same target than on separate ones?  What?).

I know the HAM thing has been discussed to death so we don't need to rehash it.  There are things that SWG did really well, although when I stopped playing crafting wasn't one of them.  That aspect actually didn't get really working until several months after launch if you recall.  I firmly believe that there is room, a LOT of room, for a solid sandbox MMO.  But, we have also learned a lot about multiplayer systems in the last 8 years and that would need to be incorporated to any new effort as well.

I absolutely love Raph's vision and would sign on to one of his projects in a heart beat but I think Star Wars was the wrong project for his strengths.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Amaron on June 25, 2011, 08:46:07 AM
At the time, I think that was a reasonable approach for an MMORPG - clearly at this point it would not fly, but at the time MMOs weren't what they are now.

I can't really agree.   At that time a lot of us felt the market was ready for a 1mil+ MMO.   EQ was making a lot of money even while it foot stomped on casual nuts.   Star Wars had a million subs in the bag if they just went for something more accessible than EQ.   They didn't need to go diku but getting the combat right should of been priority one.   Anything else was totally unreasonable.    

I'm guessing the decision on that was far above Raph's head though.  Probably a lot of nonsense about any kind of casual accessible combat focused game stealing EQ customers.  


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Malakili on June 25, 2011, 08:55:38 AM
At the time, I think that was a reasonable approach for an MMORPG - clearly at this point it would not fly, but at the time MMOs weren't what they are now.

I can't really agree.   At that time a lot of us felt the market was ready for a 1mil+ MMO.   EQ was making a lot of money even while it foot stomped on casual nuts.   Star Wars had a million subs in the bag if they just went for something more accessible than EQ.   They didn't need to go diku but getting the combat right should of been priority one.   Anything else was totally unreasonable.    

I'm guessing the decision on that was far above Raph's head though.  Probably a lot of nonsense about any kind of casual accessible combat focused game stealing EQ customers.  

Well, if they had stuck in a good combat system would that have really made the difference though?  I mean, maybe, but I'm betting people still wouldn't have liked the sandbox direction even with snappy combat, at least in the long run.


Title: Re: *twitches*
Post by: Surlyboi on June 25, 2011, 09:05:24 AM
In other news, SWG is dead (http://massively.joystiq.com/2011/06/24/exclusive-smedley-on-the-sunsetting-of-star-wars-galaxies/) as of Dec 2011.

Guess Lucasarts like to keep their eggs in as few MMO-baskets as possible...

I'm not at all surprised and reading the other article that is linked from there I saw that Smedley had the perfect quote about why SWG failed even though the author hated it along with the others who stuck around. He basically said that SWG delivered the Uncle Own experience and not the Luke and Han experience. He's right and that's why it failed.

No, SWG failed because Smed and a couple of douchebags at Lucasarts thought they could make it like WoW when it was never meant to be.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Crumbs on June 25, 2011, 09:12:39 AM


Quote
It would hit beta and we'd hear that pistol damage didn't stack with rifle damage, that there were no Jedi, that there were fencers and animal tamers and other "I ported these over from UO because I'm Raph Koster and I don't know what Star Wars is durr durr" bullshit character types, and we'd laugh at it.



No, I didn't say that SWG.  I said a Star Wars game with those features.  Tell me that thread wouldn't get as many pages as the on rails single player that is SWTOR.  

You didn't notice that I put "jedi day one" in there too.  Did your rage even allow you to read my post?


Title: Re: *twitches*
Post by: Malakili on June 25, 2011, 09:17:56 AM

No, SWG failed because Smed and a couple of douchebags at Lucasarts thought they could make it like WoW when it was never meant to be.

Depends on the defnition of failed.  Certainly failed to be the market dominating force it wanted to be. NGE was an attempt to try and salvage that goal.  Had they stayed with the original, they'd probably be something closer to what EVE is today.  Niche, but solid enough a popiulation to continue development.

Speculation, of course.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Sky on June 25, 2011, 09:49:37 AM
I was five when Star Wars was released, lightsabers aren't actually a massive part of that story but they were still awesome enough for me to register them at five as 'better than blasters and speeders'.
I spent more time playing with my han solo pistol than the lightsaber, but that might be because original toy lightsabers were total garbage.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Merusk on June 25, 2011, 10:05:23 AM
I was five when Star Wars was released, lightsabers aren't actually a massive part of that story but they were still awesome enough for me to register them at five as 'better than blasters and speeders'.
I spent more time playing with my han solo pistol than the lightsaber, but that might be because original toy lightsabers were total garbage.

You couldn't hit shit with them, true, but goddamn did they make an awesome noise.   I wish they'd remake them with modern plastics & molding techs.

This thread is drifting from the original intent pretty badly. We've had the SWG discussion so often it's auto-denned these days. How about letting it go, admitting the flop and moving on.  Seriously, you're as bad as the Trammel-haters and denned for the same reasons.

On that note: Companion death.  Yes, I expect it'll cause some people angst, but I also expect it to be a low, low number, particularly with the pop-ups.  The question at hand is really how loudly will they bitch and how will Bioware handle that noise.  So far they're taking a "Well, tough for those guys," position on a lot of issues.  You can't maintain that front when a game is live because of the ill will it generates.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Rendakor on June 25, 2011, 10:11:45 AM
This thread is drifting from the original intent pretty badly. We've had the SWG discussion so often it's auto-denned these days. How about letting it go, admitting the flop and moving on.  Seriously, you're as bad as the Trammel-haters and denned for the same reasons.

On that note: Companion death.  Yes, I expect it'll cause some people angst, but I also expect it to be a low, low number, particularly with the pop-ups.  The question at hand is really how loudly will they bitch and how will Bioware handle that noise.  So far they're taking a "Well, tough for those guys," position on a lot of issues.  You can't maintain that front when a game is live because of the ill will it generates.
Um, this thread IS the SWG thread, not the SWTOR thread.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Threash on June 25, 2011, 10:11:58 AM
This thread is about SWG discussion, your companion death stuff is whats out of topic :P


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Rasix on June 25, 2011, 10:15:58 AM
I was five when Star Wars was released, lightsabers aren't actually a massive part of that story but they were still awesome enough for me to register them at five as 'better than blasters and speeders'.
I spent more time playing with my han solo pistol than the lightsaber, but that might be because original toy lightsabers were total garbage.

You couldn't hit shit with them, true, but goddamn did they make an awesome noise.   I wish they'd remake them with modern plastics & molding techs.

This thread is drifting from the original intent pretty badly. We've had the SWG discussion so often it's auto-denned these days. How about letting it go, admitting the flop and moving on.  Seriously, you're as bad as the Trammel-haters and denned for the same reasons.

On that note: Companion death.  Yes, I expect it'll cause some people angst, but I also expect it to be a low, low number, particularly with the pop-ups.  The question at hand is really how loudly will they bitch and how will Bioware handle that noise.  So far they're taking a "Well, tough for those guys," position on a lot of issues.  You can't maintain that front when a game is live because of the ill will it generates.

(http://dl.dropbox.com/u/82533/facepalm01.gif)


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Merusk on June 25, 2011, 10:27:27 AM
Fooook. I fail.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Sir T on June 25, 2011, 10:31:25 AM
You know, I'm playing though Oblivion right now with a Jedi custom class - Blade, Block, Armorer, Acrobatics, Alteration, Mysticism, Illusion. It pretty much rocks. It does lack a range capability but that's why I have a bow and arrows.  :awesome_for_real: Besides who needs range when they are all fighting one another?  :grin:

I'll stop being off topic...


Title: Re: *twitches*
Post by: Crumbs on June 25, 2011, 10:33:17 AM
Had they stayed with the original, they'd probably be something closer to what EVE is today.  Niche, but solid enough a popiulation to continue development.

Speculation, of course.

I think that's absolutely true.  SWGemu is proof.  


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Surlyboi on June 25, 2011, 10:45:21 AM
I was five when Star Wars was released, lightsabers aren't actually a massive part of that story but they were still awesome enough for me to register them at five as 'better than blasters and speeders'.
I spent more time playing with my han solo pistol than the lightsaber, but that might be because original toy lightsabers were total garbage.

You couldn't hit shit with them, true, but goddamn did they make an awesome noise.   I wish they'd remake them with modern plastics & molding techs.

Oh, but they did. (http://www.thinkgeek.com/geektoys/collectibles/e26d/) Not as nice as the ones I make, but not bad either.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Amaron on June 25, 2011, 10:56:26 AM
Well, if they had stuck in a good combat system would that have really made the difference though?  I mean, maybe, but I'm betting people still wouldn't have liked the sandbox direction even with snappy combat, at least in the long run.

I guess I didn't really word it correctly.   I was saying that a good combat experience with accessible PvE should of been the core of the game content INSTEAD of the sandbox stuff.    They could of put sandbox in everywhere else as long as people could kill stuff 90% of the time and reap rewards for it.   EQ proved that's where the money was.   SWG just needed to swoop up all the casuals who didn't like the way EQ nutstomped them.

That and the Jedi.   Really the license was just a complete handicap without the Jedi.

Oh, but they did. (http://www.thinkgeek.com/geektoys/collectibles/e26d/) Not as nice as the ones I make, but not bad either.

Shit I'm a sad person.   When I looked at those I just thought how awesome it would be to buy one and take it to midnight release for SWTOR.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: WindupAtheist on June 25, 2011, 11:10:55 AM
You could do a sandbox game and have it make money, easy. You just couldn't blow $80 million on production in vain hopes of getting Warcraft numbers. You could even do it in a Star Wars setting, but the game would have to be... not a "Well I can't be a Jedi but my pikeman sure is good at milking banthas, and isn't that was Star Wars is really all about?" goddamn abomination.

I mean I play UO. Still. I enjoy the sandboxiness of it, but I don't craft or grow plants or any of that shit. I kill things and socialize, mostly. Why don't I just go do that in any old game? Because when I do it in UO I can make up any sort of character I want, not one of ten classes, I can dress him however I want and still be combat effective, and the game isn't trying to feed my life story to me. "You are a noble warrior of the Alliance and you are concerned about the Murlocs in Redshire or whatever the fuck. No? Fine, fuck you, don't level then!" It's also not screaming "GROUP WITH 24 OTHER ASSHOLES OR YOU'RE A SECOND-CLASS FAGGOT!"

I mean, forget about building virtual farms for a minute. Can't I just have an actual MMO where you don't just play one of ten varieties of useless assholes that have to either team up to accomplish anything or else live as Untermenschen?


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Malakili on June 25, 2011, 11:17:02 AM

I mean, forget about building virtual farms for a minute. Can't I just have an actual MMO where you don't just play one of ten varieties of useless assholes that have to either team up to accomplish anything or else live as Untermenschen?



Fallen Earth maybe? Its going free to play, so you could check it out.   I agree with what you've said though, I think choosing to play a combat oriented character in a game like UO is a fine choice, and I think its a more interesting choice because you don't have to do that.  I'm not saying everyone needs to be a Bantha milker, but I think having people who don't fight or fight minimally is a good thing for a game.

Incidentally, the thing that came to mind when I read your post was something like a multiplayer/persistent world Morrowind.  I'd buy that.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: stu on June 25, 2011, 11:48:48 AM
I liked my Ranger. He harvested animal resources for all sorts of crafters on the server. That shit was fun. :/


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Crumbs on June 25, 2011, 01:51:16 PM
Well I can't be a Jedi but my pikeman sure is good at milking banthas,

LOL

Incidentally, the best player I knew in SWG was a pikeman and he won a duel with 3 jedis at the same time.  I know this statement invites all sorts of bashing but it was one of the most memorable things I've seen in all my years of online games.

Also, SWGemu forums are hot, and many of the twitter "SWG" comments mention SWGemu.  #justsayin


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Merusk on June 25, 2011, 03:55:33 PM
I was five when Star Wars was released, lightsabers aren't actually a massive part of that story but they were still awesome enough for me to register them at five as 'better than blasters and speeders'.
I spent more time playing with my han solo pistol than the lightsaber, but that might be because original toy lightsabers were total garbage.

You couldn't hit shit with them, true, but goddamn did they make an awesome noise.   I wish they'd remake them with modern plastics & molding techs.

Oh, but they did. (http://www.thinkgeek.com/geektoys/collectibles/e26d/) Not as nice as the ones I make, but not bad either.

Yeah, but you still can't hit shit with them, don't make the awesome wind-powered noise and require batteries.   I was thinking just fix the "can't hit things" problem and keep the rest of the old toy.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Venkman on June 25, 2011, 04:54:52 PM
LORE LORE LORE

DON'T CARE. STAR WARS. NEED LIGHTSABER.

Quote
Regardless, set aside the holocron mess for a sec. I don't think Jedi would have felt right in SWF. And personally I don't think people needed to play Jedi as much as the lens of history (and SWTOR) makes some believe. A better combat system that made sense to the combat fan would have done a lot more for SWG than having everyone running around with a light saber.

You are wrong. Also, remember this when Star Wars: Half Our Classes Have Lightsabers comes out in a box with a guy triple-wielding lightsabers on the front of it and outsells the entire history of SWG in like a month.

That's a foregone conclusion. My point wasn't about the lore for the sake of lore though. It was about the license. I have no idea what the licensing agreement was. But, licensing isn't just signing on the dotted line either. It's that plus someone looking over your shoulder forever while you make decisions outside of their area of expertise and compromise to close the gap. Therefore, I'd bet large that given the period during which this was greenlit, and the setting of the game, the edict was "rare/no Jedi". The rest was just details on how to make them "rare". For SWG, there wasn't going to be a good answer.

That was nowhere near the biggest problem with the game either.  But the actual problems have been discussed more often than why WoW was successful.

And as I said on page one: this was my UO 2. It just happened to be called "Star Wars". So I personally didn't care about the lore.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Fordel on June 25, 2011, 05:52:08 PM
Yeah, but you still can't hit shit with them, don't make the awesome wind-powered noise and require batteries.   I was thinking just fix the "can't hit things" problem and keep the rest of the old toy.


My nephew has the latest in actual toy lightsabers, they telescope into the handle and you can extend them out with a button press and a swing of the saber. You can also smack things with them without much issue, as my bruises from his last visit will attest to. They aren't that expensive either, got them on sale for like 5 bucks each.

They don't make any noises though.  :sad:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Margalis on June 25, 2011, 06:13:56 PM
That's a foregone conclusion. My point wasn't about the lore for the sake of lore though. It was about the license. I have no idea what the licensing agreement was. But, licensing isn't just signing on the dotted line either. It's that plus someone looking over your shoulder forever while you make decisions outside of their area of expertise and compromise to close the gap. Therefore, I'd bet large that given the period during which this was greenlit, and the setting of the game, the edict was "rare/no Jedi". The rest was just details on how to make them "rare". For SWG, there wasn't going to be a good answer.

Why in the world would you sign an agreement to make a Star Wars MMO if the agreement doesn't allow for Jedis?

That's like signing an agreement to make a Warhammer 40K MMO but you aren't allowed to include Orks and Space Marines. If what you say is true then all that does is transform "it's stupid to make a Star Wars game without lightsabers" into "it's stupid to agree to make a Star Wars game without lightsabers then go ahead and make it despite the fact that that's a terrible fucking idea."

This smacks of over thinking to me. Too many Jedi doesn't jive with the fiction that only 30 extended universe super nerds in the world care about - yay. Balancing a Jedi against other classes is hard because Jedi are supposed to be awesome - whatever. People like laser swords. That's like THE ONLY GOOD THING about Star Wars. FFS find a way to make it work!

If you take laser swords out of Star Wars you have complete shit. What is Star Wars at that point? CGI dinosaurs?


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Merusk on June 25, 2011, 06:50:58 PM
If you take laser swords out of Star Wars you have complete shit. What is Star Wars at that point? CGI dinosaurs?

Apparently milking banthas and a universe where it's possible to cross the galaxy in a few days but impossible to haul water for less money than sucking it out of the arid air of a desert.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Malakili on June 25, 2011, 07:04:05 PM

This smacks of over thinking to me. Too many Jedi doesn't jive with the fiction that only 30 extended universe super nerds in the world care about - yay. Balancing a Jedi against other classes is hard because Jedi are supposed to be awesome - whatever. People like laser swords. That's like THE ONLY GOOD THING about Star Wars. FFS find a way to make it work!


Thats kind of non-trivial, Jedi in the original series BECAUSE they are awesome, rare, and way more powerful than non-Jedi.  Make them prentiful and balanced and they aren't really all that special, hell, Bounty Hunters and Smugglers (if we had to call them classes), are "cooler" than Jedi if everything is balanced.

SWTOR is doing it full on, and thats fine we will see what happens, but I still think SWG made a fine approach.  But hey, with an argument like "wollolololololol only nerds care about lore" nothing is going to make you care, so whatever.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: MournelitheCalix on June 25, 2011, 07:07:33 PM
Well, my first proposal was not to have Jedi as PCs at all, but that lasted for mere seconds after I proposed it. :)
 

Raph first off thank you for SWG, I loved the game (pre-CU) from start to finish and really would love to play another one.  I would though like to ask you two questions about SWG if I could.  There was a random encounter on Tatooine where a slave girl gets killed before you and gives you a disk before dying.  

Just Two Questions:

1.  Why didn't the devs make more meaningful random content like that, that would have rewarded exploration?  I ask because I thought it was so obvious with your spawning algorithms seemingly set to do this anyway (ie: actual NPC bases, not the little boxes spawning in the middle of nowhere).

2.  Was this encounter ever solveable?  I thought and my memory on this is not so fresh as it once was but I thought we were supposed to give this disk to someone.  I was never able to give it to anyone.




Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Venkman on June 25, 2011, 07:28:00 PM
If you take laser swords out of Star Wars you have complete shit. What is Star Wars at that point? CGI dinosaurs?

I sorta agree. However, that's through a lens of hindsight. Not having been in the early negotiations, I'm totally guessing about the topics and the timing. I think SWG took 3-4 years to develop, so am adding in another year from the moment someone said "that EQ1 thing looks like moneyhats, let's make one of them there new fangled "MMORPG" things".

That puts us right around when Episode 1 came out, maybe even before it. Were we thinkiing Star Wars was all about lightsabers in the late 90s? I don't know. I was really into the EU stuff at that point, and to me the IP was about a bunch of crap that either got retconned or nixed altogether. Already had a thick skin at that point, even midichlorians didn't bother me (ok, not as much as others maybe).

In any case, if all I knew about SW was the first three movies, there was exactly one Jedi that mattered. If all I knew about SW was the movies and some Lucasarts SW games, that doesn't increase the amount of Jedi. All the Jedi I knew about were whoever Luke was picking up years after RotJ as he was rebuilding the academy on Yavin IV under the watchful gaze of Exar Kun. But from a game play standpoint, I wasn't expecting Jedi as much as I was really aggravated by the lack of space combat. If we could resurrect Slow News Day or old LtM before it, I'm sure there's a bunch of posts in there with me saying "how the eff do you launch a SW game without space combat.".

We'll never know for sure probably, since all the people involved are too professional to talk about this kind of stuff, or to take chances confirming or denying. And besides, it doesn't truly matter because TOR has been skinned enough like Clone Wars to give us what we think we really wanted in 2003 anyway. :)

And before anyone states the obvious, yes, I'm totally overthinking this. SWG topics is my own personal "mechs vs tanks".  :oh_i_see:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Tannhauser on June 25, 2011, 07:36:53 PM
SWG wasn't a failure, it generated revenue for eight years.  But, yeah, it wasn't very good.  I did enjoy the crafting and living near Anchorhead.  But the combat was bad (OMG HAM), no Jedi and no spaceflight (at first) made it seem like the game was designed by someone who had heard of Star Wars but had never seen it.  

It was half-baked and poorly designed, but the sandbox did feel good.  

For the record, I loved UO and have many great memories of it. My iconic MMO.  I can't think of a single great memory of SWG.


Title: Re: *twitches*
Post by: UnSub on June 25, 2011, 08:35:49 PM
Had they stayed with the original, they'd probably be something closer to what EVE is today.  Niche, but solid enough a popiulation to continue development.

Speculation, of course.

I think that's absolutely true.  SWGemu is proof.  


How many people play SWGemu? And what does it cost to play?


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Margalis on June 25, 2011, 10:06:37 PM
I have nothing against EU nerds but you guys have to remember you are a small niche. Yes, only SW nerds care about SW lore.

MMOs already have the problem where everyone is the chosen hero, Jedi don't change that. Sure, it's kind of silly if Jedi are supposed to be rare and there are 100,000 running around. Then against it's kind of silly when you are given a quest to rescue the princess from the dungeon because you are the only guy strong enough and 2 seconds later someone else is given the same quest to rescue the same princess from the same dungeon because they are also the only guy strong enough.


Title: Re: *twitches*
Post by: Crumbs on June 25, 2011, 10:17:15 PM
Had they stayed with the original, they'd probably be something closer to what EVE is today.  Niche, but solid enough a popiulation to continue development.

Speculation, of course.

I think that's absolutely true.  SWGemu is proof.  


How many people play SWGemu? And what does it cost to play?

 :oh_i_see:

"solid enough a population to continue development"


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Raph on June 25, 2011, 10:31:33 PM
Well, my first proposal was not to have Jedi as PCs at all, but that lasted for mere seconds after I proposed it. :)
 

Raph first off thank you for SWG, I loved the game (pre-CU) from start to finish and really would love to play another one.  I would though like to ask you two questions about SWG if I could.  There was a random encounter on Tatooine where a slave girl gets killed before you and gives you a disk before dying.  

Just Two Questions:

1.  Why didn't the devs make more meaningful random content like that, that would have rewarded exploration?  I ask because I thought it was so obvious with your spawning algorithms seemingly set to do this anyway (ie: actual NPC bases, not the little boxes spawning in the middle of nowhere).

2.  Was this encounter ever solveable?  I thought and my memory on this is not so fresh as it once was but I thought we were supposed to give this disk to someone.  I was never able to give it to anyone.




The answer to this is in a post on my blog:

http://www.raphkoster.com/2010/04/30/dynamic-pois/


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Raph on June 25, 2011, 10:43:00 PM
Yeah, I can't really speak to most of the stuff in the thread; there are many more moving parts that are not public knowledge.

Some things I think it is safe to say: the requirement to have Jedi, make them be like in the movies, make them rare, plus the time period being mandated... Yes, it was basically all required, and yeah, kind of impossible. I did suggest using the post-movie period -- there's a lot of stuff in the EU that is really great and would have been fresh and new to more casual fans. And many more Jedi start popping up.

There was also a desire to not cannibalize EQ, and make the game different. Despite that, SWG WAS intended to have tons of content. There are a lot of reasons why it didn't.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lum on June 25, 2011, 11:00:36 PM
Too many Jedi doesn't jive with the fiction that only 30 extended universe super nerds in the world care about - yay.

Actually, if you don't count the EU (which you shouldn't because it's horrible), in the time period of the game (the first 3 movies) there were three living Jedi. Five if you count the Sith. This was kind of the entire plot of the movies. It's a bit more to overlook than "30 EU nerds" and is an excellent argument why setting an MMO in the time frame of the movies is a bad idea.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Amaron on June 25, 2011, 11:42:37 PM
There was also a desire to not cannibalize EQ, and make the game different.

I kind of figured on this.   Did you guys feel at the time that SWG should of tried to be the first mass market MMO?    What I mean is, was there a conscious decision (due to risk/whatever) to give up on the idea of making SWG much bigger than EQ?   Or did it just not really occur to anyone inside SOE at that point?

I feel that WoW caught everyone by surprise of course but I still felt it was clear that the market was ready for a big game anyways.   It's feels like the worst problem was that Lucas didn't have many options besides SoE to work with.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Montague on June 26, 2011, 12:04:51 AM
Well, my first proposal was not to have Jedi as PCs at all, but that lasted for mere seconds after I proposed it. :)
 

Raph first off thank you for SWG, I loved the game (pre-CU) from start to finish and really would love to play another one.  I would though like to ask you two questions about SWG if I could.  There was a random encounter on Tatooine where a slave girl gets killed before you and gives you a disk before dying.  

Just Two Questions:

1.  Why didn't the devs make more meaningful random content like that, that would have rewarded exploration?  I ask because I thought it was so obvious with your spawning algorithms seemingly set to do this anyway (ie: actual NPC bases, not the little boxes spawning in the middle of nowhere).

2.  Was this encounter ever solveable?  I thought and my memory on this is not so fresh as it once was but I thought we were supposed to give this disk to someone.  I was never able to give it to anyone.




The answer to this is in a post on my blog:

http://www.raphkoster.com/2010/04/30/dynamic-pois/

Quote from: Brandon Reinhart

I designed and implemented the slave girl POI and a couple others.
Dynamic POIs were a failure and reflected larger failures in how we built content on SWG.
Dynamic POI spawning was problematic for a long time. One algorithm used would spawn content in areas near players…every player was given an allotment of POIs. The spawning system would try to place the POI in the path of the player, so that as they explored they would run into some interesting even unfolding in the world. This was incredibly naive. Most players congregated in cities, so you’d get a crust of POI content around the edges of the city — just beyond the radius where they weren’t allowed to spawn. The player’s content allotment would then be met. The result was a thick ring of creatures and events and then the rest of the world being mostly barren.
The idea generation / content creation / idea validation process on SWG was broken. There _was no methodological idea validation_. We would have weeks of content creation and no one was actually playing that content. Designers would implement dynamic pois without really knowing if they were fun, if they would function correctly, etc. When playtests did happen they were overwhelmed by fundamental problems in the game design (broken combat, broken professions, etc). Getting a clear evaluation of secondary systems like dynamic content spawning was extremely difficult. As a result the system shipped in a broken state.
Another failure of dynamic POIs were the cost. They were expensive to implement, but only interesting the first time they were encountered. Once the player had played them they became more annoying than useful. They are, essentially, quests pushed to the player. The system doesn’t care (or even know) if the player had seen that content before. The dynamic POIs often involved complex branching dialog trees, multiple characters interacting on unknown terrain, etc. This involved a lot of implementation time for a payoff that didn’t scale to the investment.
Another failure was the fragility of any complex scenario when spawned in a random world location. A dynamic POI might break if it spawned an Imperial soldier near a rebel base — the two would start to fight interrupting the scenario. The designer had no idea where the scenario would be spawning or even if it was a appropriate location for the story they were trying to tell or the npc actors involved.
I better stop now before I have flashbacks.

 

That post on Raph's blog is very enlightening. Dynamic content sounds awesome on the surface but yeah, I can see being on my way to a raid/instance/whatever and then some random quest that I didnt ask for pops up in my face. Goes to show that the road to Hell is paved with good ideas and crap project management.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Bzalthek on June 26, 2011, 12:19:20 AM
Well make it require a voluntary commitment by the player.  Like a golden cock appears and starts spinning in your UI.  CLICK for your POI wankery!  And you can say "hellz yeah, it's time to slay the bantha!" or "bros before hos, chucklefuck!" and decline.  And later, if you feel like it, you can go back and start your golden wang adventure.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Raph on June 26, 2011, 12:22:33 AM

And yet Jedi appearing is what started the downward spiral. I wish we'd kept them out altogether!  :uhrr:

You think adding easier to get Jedi before NGE started a downward spiral? 

Not think, know. Holocron drops that first Xmas, specifically.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Evildrider on June 26, 2011, 12:27:26 AM
That crap was crazy.  I got lucky on both my jedi and had to grind 6 classes on one and 7 on the other :D


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Raph on June 26, 2011, 12:37:48 AM
There was also a desire to not cannibalize EQ, and make the game different.

I kind of figured on this.   Did you guys feel at the time that SWG should of tried to be the first mass market MMO?    What I mean is, was there a conscious decision (due to risk/whatever) to give up on the idea of making SWG much bigger than EQ?   Or did it just not really occur to anyone inside SOE at that point?

I feel that WoW caught everyone by surprise of course but I still felt it was clear that the market was ready for a big game anyways.   It's feels like the worst problem was that Lucas didn't have many options besides SoE to work with.

The intent was absolutely to make the big mass market MMO. Making a combat only game seemed at the time the wrong way to go about that. The casual features that were in SWG were the ones aimed more mass market. And sure enough, time has shown that farming, dancing, business management, house decorating, crafting, the whole asynch play stuff, and the like ARE way, WAY more mass market than combat. Just not in MMOs... In social games.

There's a great case to be made that all the ideas were put into the wrong game on several different levels... Not just in the SW universe, but into a core MMO at all, and into a retail disk product, and into too big a product.

The combat and the content needed to be there, no doubt at all, to satisfy the core. Big miss there.

Side note: all the biggest hits in games are and have always been homegrown brands. Look up the historical performance of licensed titles... Saying "it's SW, therefore it must be huge" does not accord with reality in any other genre of game. This has not prevented half my career having been work on adapting IP from other media into games... Virtually none of which ever came to fruition. I think I have written treatments or done meetings for a dozen or so.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Montague on June 26, 2011, 12:52:55 AM
Well make it require a voluntary commitment by the player.  Like a golden cock appears and starts spinning in your UI.  CLICK for your POI wankery!  And you can say "hellz yeah, it's time to slay the bantha!" or "bros before hos, chucklefuck!" and decline.  And later, if you feel like it, you can go back and start your golden wang adventure.

But then that defeats the purpose of dynamic content no? Spinning golden cock or golden exclamation point - same diff.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Margalis on June 26, 2011, 03:02:15 AM
People are saying that about Kinect Star Wars. "Hey it has Star Wars on the box, it will sell a bajillion copies!" There have been probably 50 Star Wars video games made, the vast majority are moderate sellers.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Amaron on June 26, 2011, 04:35:27 AM
The intent was absolutely to make the big mass market MMO. Making a combat only game seemed at the time the wrong way to go about that. The casual features that were in SWG were the ones aimed more mass market. And sure enough, time has shown that farming, dancing, business management, house decorating, crafting, the whole asynch play stuff, and the like ARE way, WAY more mass market than combat. Just not in MMOs... In social games.

That's fair enough I guess.   I never considered that the intent might of been to pull in non gamers.   That seems like a pretty big miss for the license but hindsight.  I'll admit I never considered anyone would try to go quite that mass market without some sort of interm step away from EQ's extreme niche.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lantyssa on June 26, 2011, 05:29:54 AM
Well, it could have worked.  Initial sales were excellent.

Unfortunately the market they were targeting isn't willing to put up with bugs.  They don't complain, they just wander off to other things.  They aren't interested in monthly fees or commitment.  They, at least initially, needed a simple system to ease them into the more complex aspects of the game.

A lot of the game was close.  Unfortunately they suffered from being too early in MMO's lifespan and having way too many buggy, partially, or non-developed systems.  And of course tied to an IP at the most constrained point in its timeline.

How good it turned out for a segment of players is really pretty incredible given the constraints and when it was developed.  I'm glad it was the first non-MUD game that really got its hooks into me, and I still hold out hope that some will, one day, make something with just as many great ideas but add a few more coats of polish and give it sufficient time to get completed.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Amaron on June 26, 2011, 05:36:28 AM
Well, it could have worked.  Initial sales were excellent.

It definitely could have worked if they'd marketed it as what it was.  That and finished it.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: VainEldritch on June 26, 2011, 07:23:00 AM
Well, it could have worked.  Initial sales were excellent.


Smed has admitted this.

Hindsight is such bloody annoying thing.

If SWTOR can deliver on the core combat, the story and the polish, it'll be the most frustrating thing that sandbox elements have been excluded.

My (forlorn) hope is that SWTOR will be such a ballistic success that end game will be expanded to allow for a more "sandboxy" continuation at max level, bracketed by expansions that allow story to continue. 


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Malakili on June 26, 2011, 07:47:33 AM
The problem is that you're basically talking about two effectively separate games in one.  Its not some kind of trivial thing to just tack on a bunch of sandbox elements onto a game and hope they work out in the end game after people didn't participate at all for 50 levels (or however many, I don't know what max level is).   Aside from the development issues, I'm sure you're going to have a bunch of pissed off customers who get to max level and suddenly have a different game to play than they have been, one of the major things WoW has done of the years is trying to make their end game coherent for people who have just leveled up, and raiding isn't even sandboxy.

I'm fine with TOR just going full on for what it is. I'd rather have it just nail its design for what it is than get all muddled up trying to add in a bunch of different play styles.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Der Helm on June 26, 2011, 07:50:47 AM
It definitely could of worked if they'd marketed it as what it was.  That and finished it.

Quote
It definitely could of worked if

Quote
could of worked

Quote
could of

 :angryfist:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: MournelitheCalix on June 26, 2011, 08:27:44 AM
Raph thanks for the link to the blog you wrote.  It did indeed answer the questions i had, and in hindsight is sort of funny.  I spent days weeks getting rebel rep so that I could do the rebel theme park back then.  I was so sure it was connected to that themepark.  Anyway good times, and a great game.



Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ratman_tf on June 26, 2011, 08:30:26 AM
LORE LORE LORE

DON'T CARE. STAR WARS. NEED LIGHTSABER.

I was going to make a bounty hunter just to kill all the Jolt Cola Jedis, but then they took the permadeath out.  :heartbreak:


Title: Re: *twitches*
Post by: UnSub on June 26, 2011, 09:13:04 AM
Had they stayed with the original, they'd probably be something closer to what EVE is today.  Niche, but solid enough a popiulation to continue development.

Speculation, of course.

I think that's absolutely true.  SWGemu is proof.  


How many people play SWGemu? And what does it cost to play?

 :oh_i_see:

"solid enough a population to continue development"

I'm honestly not trying to trip you up; I'm asking because I'm curious. A F2P open source title has lower barriers to keep running than a professionally developed game. A solid population could be 8 people plus a coder who wants to do something with their friends.


Title: Re: *twitches*
Post by: Crumbs on June 26, 2011, 11:45:55 AM
I'm honestly not trying to trip you up; I'm asking because I'm curious. A F2P open source title has lower barriers to keep running than a professionally developed game. A solid population could be 8 people plus a coder who wants to do something with their friends.

My apologies for the guarded response. 

I am not on the staff but I can tell you what I know from following the project and playing from time to time:  It's currently F2P because it's still in development.  As for numbers, I just checked the forum roster and there are 36388 registered users.  Of course it's safe to say that there are not 36k regular players.  It usually depends on what is being tested.  If the game was finished and worked well, that forum statistic could be a good indicator of a ballpark figure...many of them would probably be long gone but many new people would catch wind of it and join.

There have been times when I logged on and there are players everywhere in Theed and Coronet.  Cantinas full of entertainers, people in the spaceport plazas, group pvp skirmishes going on.  There are regular guilds that seem to form back up after every server wipe.  But the population goes up and down...usually corresponding with the times that the "blue frogs" are up.  Blue frogs are little nodes at spaceport entrances that give out free skills and items for testing. 

I think it was going to remain F2P even if it went live, because of legality issues.  However, with SWG out of the way, perhaps things are different now?  Which leads me to my honest question, for the forum:

With all due respect to everyone's opinions about the game, do you think it's possible for a project like SWGemu to get some sort of boost now that SWG is ending?  If so, what would it take?  Again, I'm not on the emu staff so I don't speak for them.  I'm just an old fan of the game and would like to see a solid revival of it.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: palmer_eldritch on June 26, 2011, 11:58:10 AM
I hate to be negative about what sounds like a cool emu which I will probably check out, but nothing associated with SWG is open source and if anyone involved in this thinks they are going to be able to start charging for entry then they might want to take legal advice now rather than later. Personally I'd be delighted if they manage to turn their emu into a going concern (in the sense of creating an income from it) but also very surprised.


Title: Re: *twitches*
Post by: Rasix on June 26, 2011, 12:39:36 PM
I think it was going to remain F2P even if it went live, because of legality issues. 

Umm, I hate to be a downer here, but swgemu's situation is not improved now that SWG is going to be dead.  In fact, I'd consider it much worse now that the contract between LA and SOE will be terminated.

That's unless swgemu has consent directly from LucasArts.  Do they?


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Crumbs on June 26, 2011, 12:44:17 PM
Rasix:  Not sure about consent, but I don't think they have any plans to implement sub fees.  They give the option to donate.
Palmer:  Here is some info from the FAQ:

Quote
Q. Does SWGEmu provide its own client application, so that I don't have to use Sony Online Entertainment's client to connect to the server?

A. Yes, actually, SWGEmu has a Core3Client, which is available on the open-source SVN repository. However, it should be noted that this client does not have a graphical interface, and can only be used via the command line. There are plans to eventually build a client application with a graphical interface, but such will probably not become a reality until after the release of version 1.0 of the SWGEmu server software.

Q. If SWGEmu writes all of it's own code, why does the game feel so much like Sony Online Entertainment's version?

A. This is the objective of the project - Imitating an exact replica of Star Wars Galaxies at the era of Pre-CU. This simply is testament to the fact that the SWGEmu developers are doing a fantastic job writing code which emulates the same game Sony Online Entertainment once provided. Furthermore, if you are using Sony Online Entertainment's client application to connect to an SWGEmu server, then this will only reinforce the nostalgic feel.

Q. Is SWGEmu legal?

A. This question pops up about once per month on our forums, but the never changing answer is simply, yes. Understand, there is a fine line which SWGEmu has yet to cross. Since SWGEmu doesn't distribute any of Sony Online Entertainment's copyrighted material, it does not break any copyright laws. SWGEmu works very hard to stay within it's legal right to produce it's software, and will do it's best to never include copyrighted materials, or infringe on any software patents.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Nyght on June 26, 2011, 12:48:22 PM
That is nice and all, but regardless of if they are truly legal or not, it will not prevent them from being sued. And given the likely depth of their pockets, I doubt they would survive even a mild assault from Lucas.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Amaron on June 26, 2011, 02:44:55 PM
That is nice and all, but regardless of if they are truly legal or not, it will not prevent them from being sued. And given the likely depth of their pockets, I doubt they would survive even a mild assault from Lucas.

The fact that they're canceling the main game brings up an interesting legal question though.   I am obviously not a lawyer but I'd imagine it gives them a bit more wiggle room in some areas.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Simond on June 26, 2011, 04:28:26 PM
No. it really doesn't.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Amaron on June 26, 2011, 06:14:17 PM
No. it really doesn't.

I didn't say they could get away with it.   I simply said wiggle room.   Meaning specifically certain damage claims can't be made anymore.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: AcidCat on June 26, 2011, 06:27:43 PM
I never played SWG. I had purchased my first game-capable PC around the time it was released, but that was for the specific purpose of playing PlanetSide. After that, FFXI was my first "real" mmo (Phantasy Star Online on Dreamcast surely doesn't count).

These days I would appreciate the sandbox it apparently offered, but only well after the fact.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: UnSub on June 26, 2011, 06:49:01 PM
No. it really doesn't.

I didn't say they could get away with it.   I simply said wiggle room.   Meaning specifically certain damage claims can't be made anymore.

If you are SOE, you are correct. If you are EA and about to launch the now only official Star Wars MMO on the market...  :grin:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Selby on June 26, 2011, 07:03:21 PM
I simply said wiggle room.   Meaning specifically certain damage claims can't be made anymore.
Just because an artist's album gets deleted or goes out of print doesn't mean you can pirate it with more wiggle room, someone somewhere still owns the rights to the original material even if they are sitting on it.  Same goes with video games.  Abandonware sites have run into issues with this from games that have been out of print for 10+ years.  I know emulators aren't technically pirating in the same vein, but they still use IP developed by someone who legally owns it even if that owner chooses to keep it off the market.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ingmar on June 26, 2011, 08:14:19 PM
Bladerunner grungy universe. 

What in the goddamn hell are you people smoking?


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Fordel on June 26, 2011, 08:21:55 PM
Vapors from the moisture farm?


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Amaron on June 26, 2011, 08:49:35 PM
Just because an artist's album gets deleted or goes out of print doesn't mean you can pirate it with more wiggle room,

Whoa whoa who said anything about pirating it?   Didn't they say explicitly you have to own a legal copy of the game?


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Trippy on June 26, 2011, 09:25:56 PM
Q. Is SWGEmu legal?

A. This question pops up about once per month on our forums, but the never changing answer is simply, yes. Understand, there is a fine line which SWGEmu has yet to cross. Since SWGEmu doesn't distribute any of Sony Online Entertainment's copyrighted material, it does not break any copyright laws. SWGEmu works very hard to stay within it's legal right to produce it's software, and will do it's best to never include copyrighted materials, or infringe on any software patents.
Wrong. See: bnetd.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Rasix on June 26, 2011, 10:02:43 PM
Just because an artist's album gets deleted or goes out of print doesn't mean you can pirate it with more wiggle room,

Whoa whoa who said anything about pirating it?   Didn't they say explicitly you have to own a legal copy of the game?

A legal copy of a game that can no longer be played past Dec 15 because the vendor no longer has access to the IP for that game.  Like I said (ok, implied), I think their position got much, much worse.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Amaron on June 26, 2011, 10:19:34 PM
Wrong. See: bnetd.

bnetd is only illegal in the US via two specific parts of the DMCA.   That's exactly what I'm talking about in fact.   Now that SoE has essentially disabled SWG they can't pull out the DMCA to claim a DRM mechanism is being circumvented.   The DRM mechanism is gone and doesn't even function anymore.

The most interesting point though from the bnetd case is probably this: "Appellants failed to establish a genuine issue of material fact as to the applicability of the interoperability exception [of the DMCA]. The district court properly granted summary judgement in favor of Blizzard and Vivendi on the operability exception."

In essence it was ruled bnetd failed to prove that it was needed for interoperability.   Proving swgemu is needed for interoperability when the game doesn't even work is easy.

A legal copy of a game that can no longer be played past Dec 15 because the vendor no longer has access to the IP for that game. 

The issue is entirely about DRM and only DRM.   Some IP issues might come up if they actually tried to extend the original client with new content of course.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: UnSub on June 26, 2011, 10:25:04 PM
It's more likely that LucasArts (or EA) sends a message one day to all SWG emulators that says, "See all those Star Wars characters and names you are using? Stop it." That they haven't so far may have been because SOE didn't think it was worth chasing that particular issue. However, the comments of people who are leaving SWG and heading to an emulator might raise it above the 'we don't care' threshold.



Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Amaron on June 26, 2011, 10:27:48 PM
It's more likely that LucasArts (or EA) sends a message one day to all SWG emulators that says, "See all those Star Wars characters and names you are using? Stop it." That they haven't so far may have been because SOE didn't think it was worth chasing that particular issue. However, the comments of people who are leaving SWG and heading to an emulator might raise it above the 'we don't care' threshold.

They can't really do that since they released to the buyer a license to view that content.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lum on June 26, 2011, 11:21:03 PM
The issue is entirely about DRM and only DRM.  

No, it's really not. Lucasarts licensed SOE the rights to use the Lucasfilm-owned content in SWG. That license is expiring (which Smedley said was one of the main reasons SWG is being shut down). It doesn't mean "oh, we only enforce licenses for big companies" as any number of fan-driven mods hit with cease-and-desist orders can attest.

There's also the not minor fact that the SWG client, client-server protocol, and game content is all SOE's intellectual property, which is why every MMO emulation project is technically illegal and which is why every MMO emulation project over a given size which tries to make $ is shut down quickly (by lawyers in some cases, by the FBI in a few).


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ingmar on June 26, 2011, 11:22:55 PM
It's more likely that LucasArts (or EA) sends a message one day to all SWG emulators that says, "See all those Star Wars characters and names you are using? Stop it." That they haven't so far may have been because SOE didn't think it was worth chasing that particular issue. However, the comments of people who are leaving SWG and heading to an emulator might raise it above the 'we don't care' threshold.

They can't really do that since they released to the buyer a license to view that content.

But they didn't license the guys running the server to show it.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Tale on June 27, 2011, 01:24:24 AM
I've two things to say:

1) I entered SWG beta with the greatest scepticism and little knowledge of the IP. But I became drawn in by the team's deep, complex intentions for the game. It was tough to get your head around the plans and I think few people, even here on F13, understand what it could have been (if there had been time and money). There was genius at work, so the fate of SWG is sad. I had some great times in it anyway.

2) I hope SWGEmu can survive. I never thought I'd experience pre-CU SWG again and it actually delivers. The world has moved on, so it's only ever going to be a niche community. If you want them in your fold, the real answer is to release something good enough that they will play instead.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Amaron on June 27, 2011, 04:32:06 AM
But they didn't license the guys running the server to show it.

All that stuff is in the client so the server just says "show character #42" which happens to be Darth Vader.  Of course that assumes they do it all properly.   If they just half ass it and create their own Darth Vader and send that character to the client then they're fucked.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Amaron on June 27, 2011, 04:39:28 AM
No, it's really not. Lucasarts licensed SOE the rights to use the Lucasfilm-owned content in SWG. That license is expiring (which Smedley said was one of the main reasons SWG is being shut down).
The license expiring does not matter at all.  IP infringement is IP infringement no matter WHO is the current holder of the IP.   Lucas might be more likely to sue but that isn't really the discussion.

Quote
There's also the not minor fact that the SWG client, client-server protocol, and game content is all SOE's intellectual property

They are not distributing the client.   Also client-server protocols are not covered under copyright law.   Those can only be protected with patents and the EULA.   EULA's can not exclude reverse engineering for purposes of interoperability as well.   That right at least is still protected by law.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Merusk on June 27, 2011, 04:52:32 AM
For not being a lawyer, you sure try to argue like one.

Fact is, if EA or LA decide they want SWGemu dead, it will be dead.  Either via bleeding them out of time and money or judgement in their favor.  The rest is internet herf-blerf.



Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Amaron on June 27, 2011, 05:00:32 AM
For not being a lawyer, you sure try to argue like one.
Forgive me my profession is software development and a lot of it is reverse engineering so a bit of annoying fanatical interest in the topic tends to pop out.

Quote
Fact is, if EA or LA decide they want SWGemu dead, it will be dead. 
I agree they'll 99% likely just fold without even arguing their case.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: palmer_eldritch on June 27, 2011, 08:03:09 AM
So this server doesn't include any material that is the intellectual property of someone else? It never, for example, sends data to clients which include a text string with the word "Jedi" in it? Or "Tatooine"?

It doesn't replicate systems which are the intellectual property of SOE, such as the class and skills system seen in SWG?

It doesn't depend for its operation on users obtaining a copy of the SWG client and then using that client and the assets it contains in a manner specifically prohibited by the EULA? I gather the argument would be that the person who wrote the server software (the emu) and the person using the client are different people, but the emu is literally good for nothing without the client, unless you really like command lines.

Edit: I realise I'm being a bit of a cock but the idea that copyright and intellectual property rights don't really exist any more is one of my pet peeves. Sorry.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Malakili on June 27, 2011, 08:11:20 AM
So this server doesn't include any material that is the intellectual property of someone else? It never, for example, sends data to clients which include a text string with the word "Jedi" in it? Or "Tatooine"?

It doesn't replicate systems which are the intellectual property of SOE, such as the class and skills system seen in SWG?

It doesn't depend for its operation on users obtaining a copy of the SWG client and then using that client and the assets it contains in a manner specifically prohibited by the EULA? I gather the argument would be that the person who wrote the server software (the emu) and the person using the client are different people, but the emu is literally good for nothing without the client, unless you really like command lines.

Edit: I realise I'm being a bit of a cock but the idea that copyright and intellectual property rights don't really exist any more is one of my pet peeves. Sorry.

I think what they were claiming is that the stuff that DOES isn't distributed by them, i.e. you have to have purchased a legal copy of SWG to play.  Maybe its worth making the distinction maybe it isn't, I'm no lawyer.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Nyght on June 27, 2011, 08:39:27 AM
It really doesn't matter. They may be perfectly within their rights. But if legal action is brought against them, they will have to defend themselves. That will cost coin. Game over.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: palmer_eldritch on June 27, 2011, 09:01:36 AM
So this server doesn't include any material that is the intellectual property of someone else? It never, for example, sends data to clients which include a text string with the word "Jedi" in it? Or "Tatooine"?

It doesn't replicate systems which are the intellectual property of SOE, such as the class and skills system seen in SWG?

It doesn't depend for its operation on users obtaining a copy of the SWG client and then using that client and the assets it contains in a manner specifically prohibited by the EULA? I gather the argument would be that the person who wrote the server software (the emu) and the person using the client are different people, but the emu is literally good for nothing without the client, unless you really like command lines.

Edit: I realise I'm being a bit of a cock but the idea that copyright and intellectual property rights don't really exist any more is one of my pet peeves. Sorry.

I think what they were claiming is that the stuff that DOES isn't distributed by them, i.e. you have to have purchased a legal copy of SWG to play.  Maybe its worth making the distinction maybe it isn't, I'm no lawyer.

I am asking questions about how their "open source" server code works, ie the emulator itself. Does it not send text files to the client? Does it not control game systems such as skill use and gain? It can't all be client-side.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lantyssa on June 27, 2011, 10:22:08 AM
Well, SOE has already given them their blessing, so it's only Lucas Arts that is the potential problem.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ratman_tf on June 27, 2011, 10:35:00 AM
Well, SOE has already given them their blessing, so it's only Lucas Arts that is the potential problem.

http://www.youtube.com/watch?v=ekzslGuSQC8


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Crumbs on June 27, 2011, 11:04:06 AM
Granted, this is around 1990, but:  Lucas didn't go after Luther Campbell for "Luke Skyywalker Records" until the 2 Live Crew got huge.  If the emu stays f2p and doesn't advertise, maybe things would be copacetic....

And who knows, maybe if they let Lucas redo the graphics and change the Ewok music he'll get on board  :why_so_serious:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Dark_MadMax on June 27, 2011, 11:14:30 AM
BTW this is another perfect example why you should never go after  shiny mainstream IP. I would bet that SWG would be a heck a lot better if it didnt have any SW in it. On top of that it wouldnt be shut down just because more mainstream  product appeared and the way needed to be "cleared". SWG was a damn solid sandbox  and it had pretty solid sub base (unlike vanguard). They could have boosted their numbers even more if they went f2p.  But alas...


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Xanthippe on June 27, 2011, 11:19:07 AM
Can someone please remind me what happened with this game from its genesis, particularly the crafting system?  I'm having trouble remembering (and I only played this game for about 2 months after launch).  It seems to be considered almost the Holy Grail of crafting but I can't recall why the devs fucked it all up.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Mnemon on June 27, 2011, 11:46:15 AM
That is nice and all, but regardless of if they are truly legal or not, it will not prevent them from being sued. And given the likely depth of their pockets, I doubt they would survive even a mild assault from Lucas.

I know they've gotten a blessing from Smedley to develop the Emu. I personally confirmed it a number of years back (and still have the email).

With that said, I don't think those guys intended to ever release an emulator.

Any time they get close, they dump the whole thing and start all over again, creating all sorts of good reasons for why they're basically starting from almost scratch.

Truth is they could have released a playable emulator for servers years ago. It might not have been 100 percent (Emus never are) but it would have been close enough IMO. And the current version they have is not significantly better than past versions.

But they haven't IMO for two reasons ...

1 - They get a ton of donations. If they release the code at least some of that money goes to the folks hosting servers and communities. Remember these are the folks who already had one of their devs clear out the paypal account for thousands a few years back. So there is money there.

2 - It diminishes their role in the emu community, and people will take their project and it'll branch off in different directions.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Malakili on June 27, 2011, 11:48:03 AM
Can someone please remind me what happened with this game from its genesis, particularly the crafting system?  I'm having trouble remembering (and I only played this game for about 2 months after launch).  It seems to be considered almost the Holy Grail of crafting but I can't recall why the devs fucked it all up.

http://en.wikipedia.org/wiki/Star_Wars_Galaxies#Reception_and_criticism


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Mnemon on June 27, 2011, 11:48:29 AM
For not being a lawyer, you sure try to argue like one.

Fact is, if EA or LA decide they want SWGemu dead, it will be dead.  Either via bleeding them out of time and money or judgement in their favor.  The rest is internet herf-blerf.


Dunno about that. WoW would like nothing better than to squash all private servers - and you can find dozens with a google search.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Mnemon on June 27, 2011, 11:56:01 AM
There was also a desire to not cannibalize EQ, and make the game different.

I kind of figured on this.   Did you guys feel at the time that SWG should of tried to be the first mass market MMO?    What I mean is, was there a conscious decision (due to risk/whatever) to give up on the idea of making SWG much bigger than EQ?   Or did it just not really occur to anyone inside SOE at that point?

I feel that WoW caught everyone by surprise of course but I still felt it was clear that the market was ready for a big game anyways.   It's feels like the worst problem was that Lucas didn't have many options besides SoE to work with.

The intent was absolutely to make the big mass market MMO. Making a combat only game seemed at the time the wrong way to go about that. The casual features that were in SWG were the ones aimed more mass market. And sure enough, time has shown that farming, dancing, business management, house decorating, crafting, the whole asynch play stuff, and the like ARE way, WAY more mass market than combat. Just not in MMOs... In social games.

There's a great case to be made that all the ideas were put into the wrong game on several different levels... Not just in the SW universe, but into a core MMO at all, and into a retail disk product, and into too big a product.

The combat and the content needed to be there, no doubt at all, to satisfy the core. Big miss there.

Side note: all the biggest hits in games are and have always been homegrown brands. Look up the historical performance of licensed titles... Saying "it's SW, therefore it must be huge" does not accord with reality in any other genre of game. This has not prevented half my career having been work on adapting IP from other media into games... Virtually none of which ever came to fruition. I think I have written treatments or done meetings for a dozen or so.

First thanks for your role in SWG. It was my first ever MMO and despite the pain that came with the NGE, I made a lot of friends (and enemies) that I'm still in contact with today.

As mentioned, one of the great things about SWG was the community. Some five plus years since I stopped playing, we have a guild of dozens of people who have kept in touch ready to play together again in TOR.

Personally, I would have loved to have seen what the CU could have done if allowed to breathe for more than six months. The Pre-CU period had a lot going for it, but I also think folks look at it through rose colored glasses.

The community has just gotten past the shock of the CU's launch, most of the bugs were ironed out, and people started coming back to the game. IMO the game was defiantly back on the upswing after months of treading water (or losing ground), only to have all that momentum crash up against the NGE.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Crumbs on June 27, 2011, 12:03:54 PM
Can someone please remind me what happened with this game from its genesis, particularly the crafting system?  I'm having trouble remembering (and I only played this game for about 2 months after launch).  It seems to be considered almost the Holy Grail of crafting but I can't recall why the devs fucked it all up.

Can do.

First off, the best items in the game were player made.  This made crafters not only useful but essential.

Resources weren't nodes, and they had stats that fluctuated.  For example, in April maybe you had to go to Tatooine for the best of a certain kind of metal.  In May, that same metal would have different stats, and the good stuff would be on another planet.  It was up to you to find the locations off the good stuff when the shift occurred.  Same went for hide, meat, and flora.  Instead of nodes, you "surveyed" the ground, sort of like archeology in wow, to pinpoint the best concentration of resources like metal and water that were found underground, or flora above ground.  Hide & meat, obviously, came from creatures.  Since players only got one character slot per server, crafters needed combat buddies or money to get resources.  This made everyone work together for a shared goal:  crafters got their mats and fighters got their gear.  This also made everyone get second accounts but that's another story...

Once you found the water, flora or metal, you didn't just stand there and grab it.  You needed machinery to harvest it.  Bigger harvesters were more expensive but could extract at better rates.  Harvesters needed money and resources to run, but they ran 24/7 regardless of whether or not you're online.

Once you had the mats, you didn't just stand there and rub your hands together.  You had to buy the machinery (factories) to manufacture the items.  Basically, and I'm wracking my brain to remember the details, but when you knew you had high quality mats, you made a "blueprint" instead of the item itself.  This blueprint would be inserted into your factory and you'd add x amount of each material to create x amount of items.  For example, if you wanted to make 100 copies of the same gun, and each took 10 ore, you would drop 1000 ore into your factory and whatever multiple needed of the other mats.  Again, this would take time and would run even when you were offline.  If you didn't want to make a large run of items or were leveling up the skills, you could make items one at a time, but it involved a lot of dragging and dropping.  Here's a video link:

http://www.youtube.com/watch?v=DW72-dIiXgs&feature=related

At 0:31 in that vid, you'll see four slots that get filled with the same item.  It was a simple item that just needed 4 helpings of any ore.  More complex recipes had a higher number of slots, each a different resource with different quality requirements.  

When your stuff was done, give some to your guildies that helped you get the mats, sell some at a reduced price to your guildies who didn't help, and sell some at higher prices to the public.  

Selling to the public was a game in itself.  You could place vendors in your house, guild hall, or merchant tent.  Any player could walk up to them and access them like an auction house, except only your inventory was shown.  Pricing wasn't as simple as competing other sellers for the same items.  Even if 20 crafters were selling the same gun, people would seek out the best quality model of that gun.  As time went on, players knew where to go for the best stuff because word travelled fast.

Best of all, there was no such thing as bound items (until later).  So as one player received upgrades, they could give their old stuff to someone else.  

Baby's crying, no time to edit, hope this made sense


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Fordel on June 27, 2011, 12:21:37 PM
That makes me angry just reading it. God damn crafting fuckers.  :angryfist:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Mrbloodworth on June 27, 2011, 12:24:41 PM
You used crafting tools for one offs, Factories were for copies and schematic runs. He didn't even go into experimentation points. (http://swg.wikia.com/wiki/Experimentation)


Talking about all this makes me pine for SWG Pre-CU. Dam it.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Sky on June 27, 2011, 12:27:10 PM
If that crafting system had fed a robust combat system (like, say, its contemporary Planetside) it would've been amazing. I've never mentioned this before.

The crafting and merchant system was really, really cool...and I wasn't involved in it. I made the mistake of trying to be a combat character.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Mrbloodworth on June 27, 2011, 12:32:32 PM
If that crafting system had fed a robust combat system (like, say, its contemporary Planetside) it would've been amazing. I've never mentioned this before.

The crafting and merchant system was really, really cool...and I wasn't involved in it. I made the mistake of trying to be a combat character.

I didn't really have an issue with the combat system other than: Doctor buffs, Eye shots, Melee VS. Ranged issues. But I suppose I agree with you mostly.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: DraconianOne on June 27, 2011, 12:38:19 PM
The crafting and merchant system was really, really cool...and I wasn't involved in it. I made the mistake of trying to be a combat character.

My few years in SWG were spent either being a resource & energy vendor or flying in space. Or dancing. The combat thing passed me by entirely until shortly before the end.

Space though - too much time spent playing that.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Fordel on June 27, 2011, 12:41:17 PM
If that crafting system had fed a robust combat system (like, say, its contemporary Planetside) it would've been amazing. I've never mentioned this before.

The crafting and merchant system was really, really cool...and I wasn't involved in it. I made the mistake of trying to be a combat character.



I disagree, if the combat system wasn't horse shit, the crafting system would've been hated by the people just wanting to shoot wookies or whatever.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Mrbloodworth on June 27, 2011, 12:45:23 PM
Really, one of the best "worlds" to play in.

Raph, strip out the IP and do it again. I work for peanuts!


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Sjofn on June 27, 2011, 12:54:28 PM

... sort of like archeology in wow ...

<eyetwitch>

I am glad that existed for the people who liked it. I am. But that sounds really annoying to me. I assume the prices were outrageous? How did people make money to afford shit without crafting themselves?


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Xanthippe on June 27, 2011, 12:57:36 PM
If that crafting system had fed a robust combat system (like, say, its contemporary Planetside) it would've been amazing. I've never mentioned this before.

The crafting and merchant system was really, really cool...and I wasn't involved in it. I made the mistake of trying to be a combat character.

I loved the crafting but didn't like the combat system too much, as I recall.

Thanks for the pointer, Malakili, that helped.

Thanks, Crumbs, for the summary, it sounds familiar, now I remember.

What I still do not understand, though, is _why_ they fucked up the crafting system.  I don't recall complaints that it was too complex or not fun - the opposite, in fact.  I wonder what sort of data they used to determine that they needed to revamp the whole thing - the seats of their pants?  "Hey, subs are dropping, let's take the best part of our game and completely futz with it until it's a mere shell of what it used to be!"



Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Simond on June 27, 2011, 01:01:21 PM
Because poopsocking crafters are still poopsockers.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Merusk on June 27, 2011, 01:04:47 PM
If that crafting system had fed a robust combat system (like, say, its contemporary Planetside) it would've been amazing. I've never mentioned this before.

The crafting and merchant system was really, really cool...and I wasn't involved in it. I made the mistake of trying to be a combat character.



I disagree, if the combat system wasn't horse shit, the crafting system would've been hated by the people just wanting to shoot wookies or whatever.

This.  "Relevant" crafting is always seen as some utopia when it's really just funneling money to a few players who aren't doing anything but pissing off your combat players.  If your game isn't combat-centric, great.  If it's anything like a DIKU you're just going to drive away the players actually using the content you're producing.

Crafting-centric games also suck for the time-limited and so I do my best to stay far away from them.

Because poopsocking crafters are still poopsockers.

Exactly, but now they're running the entire economy instead of just subsidizing it.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Bunk on June 27, 2011, 01:09:30 PM
I loved the crafting, despite its poopsockiness. The problem was, it really punished you if you wanted to play solo at all. With one maxed out crafting tree, along with the basic skills to support it, there was only enough left to make a character that was about an even fight with a wamprat. So I had my cool crafter, who couldn't explore, couldn't visit other worlds, could go on hunts with friends, etc.  Would have been ok if I could have made a second character to adventure with.

I eventually quit the game when I realized that crafting had become as much of a cut throat race to the top in the game as everything else - a mediocre crafter could not sell anything, there was simply no demand for anything but the highest tier stuff. So when it started to feel like a job, that I was obligated to log in every single day, I just quit.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Morat20 on June 27, 2011, 01:10:10 PM
I disagree, if the combat system wasn't horse shit, the crafting system would've been hated by the people just wanting to shoot wookies or whatever.
No, they'd have just used a terminal to locate the nearest place to buy a gun, locate the cheapest one, and buy it. They wouldn't care about the 20,000,000 credit uber-crafted Gun of Doom that the server only had FOUR of because the guy that made it only had enough uber-components to make the four.

Seriously. That's what they would have fucking done. Combat characters don't GIVE a shit. They look at what they need ("A better gun" or "Better Armor"), the cash they have (X credits) and go looking for the best they can find. (Hence vendors). They then use this damn thing to get more money to get a BETTER gun.

In fact, other than a few hard core raiders, most combat characters would PREFER the system of "I give you X cash, you give me fucking awesome weapon" to "I kill 8000 Rancors for a 0.0002% drop chance of that weapon". Because then they could kill whatever the fuck they wanted, and still be earning the money.

I made a good living as a scout by keeping an eye on the forums for people wanting new spawns of meat. A friend of mine was a Master Ranger and we'd basically go shoot and harvest everything whenever a really top-notch spawn hit, then either fill orders or auction it.

I had enough Merchant to have vendors, and I kept a set of harvestors going 24/7 -- didn't bother moving them, I'd just switch them to whatever spawn was decent. (If there wasn't one, I'd sell it for cheap grindables). Same with energy. I had a factory -- specialized mostly in furniture and paintings, since I always had tons of hide and whatnot. I made a very steady income stream that way.

I was just getting into bio-engineering when the CU hit. That was fun.

Bunk: I think I heard that, orginally the design (God I hate that word in relation to SWG. It reeks of "Shit we dropped to make the schedule, and didn't bother thinking of the consequences") was that you could drop lower-level boxes. You just worked your way up a tree. Master Weaponsmiths, for instance, would require people with the lower boxes still to make the sub-components. It's just experimentation points and keeping all those boxes fucked this -- I think because they had issues balancing the skill system for combat with the ability to drop boxes.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Sjofn on June 27, 2011, 01:22:45 PM
They wouldn't care about the 20,000,000 credit uber-crafted Gun of Doom that the server only had FOUR of because the guy that made it only had enough uber-components to make the four.

The hell they wouldn't.


EDIT: That is to say, if the combat in SWG wasn't shitty, the people there for the combat would absolutely hate that a) there are only four Super Awesome Guns and b) that they could not afford one. They probably didn't care in SWG because ... well, the combat was shitty anyway.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Merusk on June 27, 2011, 01:27:57 PM
They wouldn't care about the 20,000,000 credit uber-crafted Gun of Doom that the server only had FOUR of because the guy that made it only had enough uber-components to make the four.

The hell they wouldn't.


EDIT: That is to say, if the combat in SWG wasn't shitty, the people there for the combat would absolutely hate that a) there are only four Super Awesome Guns and b) that they could not afford one. They probably didn't care in SWG because ... well, the combat was shitty anyway.

Yeah, you're just wrong here, Morad.  Even with the shitty combat I had players tracking down my friend - the 2nd best gunsmith on scyllia - for said rare items.  She was where the bulk of my best ore went because she couldn't afford to buy it up like the conglomerate of catasses that wanted to corner the market.

SWG taught me that crafters in MMOs are all the worst abuses of RL business practices you can think of just waiting to happen.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Crumbs on June 27, 2011, 01:29:54 PM

This.  "Relevant" crafting is always seen as some utopia when it's really just funneling money to a few players who aren't doing anything but pissing off your combat players.  If your game isn't combat-centric, great.  If it's anything like a DIKU you're just going to drive away the players actually using the content you're producing.


This assumes that one hasn't spent time on the server, made friends, joined a guild, and became part of the manufacturing system.  I never paid a dime for my gear and I had some of the best on the server, because I helped secure the resources for my guild (and later, for my city).

It's a weird paradox in mmos.  People have this thing about gear quality but they want to treat the game like street fighter 2.  


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Sjofn on June 27, 2011, 01:34:03 PM
This assumes that one hasn't spent time on the server, made friends, joined a guild, and became part of the manufacturing system.

So it's like raiding, only instead of fighting a big bad lore figure, you beat on rats for their meat to bait traps for wolves for their pretty, pretty pelts, in the hopes you can bribe some people into giving you not-shitty gear because they needed those pelts to line the insides of some boots. Yes, combat-centric people would totally adore that.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Fordel on June 27, 2011, 01:35:05 PM
This assumes that one hasn't spent time on the server, made friends, joined a guild, and became part of the manufacturing raiding system.


-fake edit-

Dammit Sjofn!  :why_so_serious:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Malakili on June 27, 2011, 01:37:35 PM
They wouldn't care about the 20,000,000 credit uber-crafted Gun of Doom that the server only had FOUR of because the guy that made it only had enough uber-components to make the four.

The hell they wouldn't.


EDIT: That is to say, if the combat in SWG wasn't shitty, the people there for the combat would absolutely hate that a) there are only four Super Awesome Guns and b) that they could not afford one. They probably didn't care in SWG because ... well, the combat was shitty anyway.

Yeah, you're just wrong here, Morad.  Even with the shitty combat I had players tracking down my friend - the 2nd best gunsmith on scyllia - for said rare items.  She was where the bulk of my best ore went because she couldn't afford to buy it up like the conglomerate of catasses that wanted to corner the market.

SWG taught me that crafters in MMOs are all the worst abuses of RL business practices you can think of just waiting to happen.

Thats why you need full PvP - crafters abusing ecomonic power? Nothing a little force can't solve  :grin: :why_so_serious:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Fordel on June 27, 2011, 01:39:18 PM
Except if they are the only supplier of said force and you are impotent without their stuff.  :oh_i_see:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Crumbs on June 27, 2011, 01:44:54 PM
This assumes that one hasn't spent time on the server, made friends, joined a guild, and became part of the manufacturing system.

So it's like raiding, only instead of fighting a big bad lore figure, you beat on rats for their meat to bait traps for wolves for their pretty, pretty pelts, in the hopes you can bribe some people to giving you not-shitty gear because they needed those pelts to line the insides of some boots. Yes, combat-centric people would totally adore that.

Let's talk about the rest of the game.  If all we ever did was gather mats and craft stuff, then yes, that would be boring.  There was a point though:  open world PVP.  Imps v Rebs.  The real fun was invading cities and taking out bases, or defending your own city.  Or just chasing people from planet to planet, or getting chased.  To do this, gear helped.  It was worth it to help get the gear made.  In that respect, it's not like raiding at all.

Open world pvp was a huge part of SWG, if not only because there was nothing else to do.  But take a look at all the subsequent games in which there was a player base who really yearned for open world pvp.  Wow failed hard, WAR tried but made the mistake of adding battlegrounds.  FE, well the first time I took out half of my team with a friendly fire AOE I unsubbed.  If a player needs a hamster pellet for every move they make, then SWG was definitely not for them...the fun was in the experience itself.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Xanthippe on June 27, 2011, 01:46:34 PM
Ok, so, crafters loved it and everybody else didn't?

So what happened?  The crafting was redone and everybody flocked to play with the new better crafting system? No, no they didn't.

So for those who claim the crafting wasn't the Holy Grail of mmo crafting - what is?  Y'all sound like a bunch of crafting h8rs.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Malakili on June 27, 2011, 01:49:18 PM
Ok, so, crafters loved it and everybody else didn't?

So what happened?  The crafting was redone and everybody flocked to play with the new better crafting system? No, no they didn't.

So for those who claim the crafting wasn't the Holy Grail of mmo crafting - what is?  Y'all sound like a bunch of crafting h8rs.

NGE happened.   Most of the people who would've liked the NGE went to WoW, most of the people who liked SWG for what it was felt betrayed by the changes.  The end.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Sjofn on June 27, 2011, 01:59:13 PM
This assumes that one hasn't spent time on the server, made friends, joined a guild, and became part of the manufacturing system.

So it's like raiding, only instead of fighting a big bad lore figure, you beat on rats for their meat to bait traps for wolves for their pretty, pretty pelts, in the hopes you can bribe some people to giving you not-shitty gear because they needed those pelts to line the insides of some boots. Yes, combat-centric people would totally adore that.

Let's talk about the rest of the game.  If all we ever did was gather mats and craft stuff, then yes, that would be boring.  There was a point though:  open world PVP.  Imps v Rebs.  The real fun was invading cities and taking out bases, or defending your own city.  Or just chasing people from planet to planet, or getting chased.  To do this, gear helped.  It was worth it to help get the gear made.  In that respect, it's not like raiding at all.

Um, that is exactly like raiding, only you're either paying out the nose for it or organizing quilting bees instead of a raid. People raid because it "helps" them do whatever it is they like to do, be it more raiding or to get some best-in-slot doohicky they can't get some other way. Generally speaking, people who like to fight are going to prefer fighting for it, not literally farming for it by growing Space Rice for the Space Chef who is friends with the Best Space Gunsmith on the planet.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Crumbs on June 27, 2011, 02:04:30 PM
This assumes that one hasn't spent time on the server, made friends, joined a guild, and became part of the manufacturing system.

So it's like raiding, only instead of fighting a big bad lore figure, you beat on rats for their meat to bait traps for wolves for their pretty, pretty pelts, in the hopes you can bribe some people to giving you not-shitty gear because they needed those pelts to line the insides of some boots. Yes, combat-centric people would totally adore that.

Let's talk about the rest of the game.  If all we ever did was gather mats and craft stuff, then yes, that would be boring.  There was a point though:  open world PVP.  Imps v Rebs.  The real fun was invading cities and taking out bases, or defending your own city.  Or just chasing people from planet to planet, or getting chased.  To do this, gear helped.  It was worth it to help get the gear made.  In that respect, it's not like raiding at all.

Um, that is exactly like raiding, only you're either paying out the nose for it or organizing quilting bees instead of a raid. People raid because it "helps" them do whatever it is they like to do, be it more raiding or to get some best-in-slot doohicky they can't get some other way. Generally speaking, people who like to fight are going to prefer fighting for it, not literally farming for it by growing Space Rice for the Space Chef who is friends with the Best Space Gunsmith on the planet.

I think there's a NO U thread for SWG already so I'll capitulate. 

People who liked SWG liked it, not sure what else there is to say.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lantyssa on June 27, 2011, 02:05:12 PM
I am glad that existed for the people who liked it. I am. But that sounds really annoying to me. I assume the prices were outrageous? How did people make money to afford shit without crafting themselves?
Prices could very a lot.  Combat guys would make money from missions or selling materials to crafters.  They very tip-top items would often selling for huge prices, but as quality dropped so did prices.  There were people that specialized in all levels of quality, from newbie gear (because you were restricted by skills) and  selection, to quality.  As a Bio-Engineer I made custom pets, chef tissues (for food, which combat peeps would eat), and tailor tissues.  Pets I did for fun, the tissues I did to get rich, though I'd make batches of lesser tissues for crafters to make mid-range gear.  The materials were cheaper, so those batches were, and people could still see an improvement over the goods which didn't use tissues, which were optional.

But just being a crafter wasn't enough to cause high prices.  You had to know your stuff.  You had to search out a supply of the best materials -- random stats for a given spawn, limited life-spans for harvesting periods, and blueprints required identical components.  You could make a run of near-perfect items, but it might be months before you could come close again.  When I got high stat materials, I'd hoard them for special projects.  You also had to understand material qualities, which could vary between types.  Copper almost always had a high conductivity but a lower durability.  Some recipes might use any metal, but if the end result depending on durability and not conductivity, you'd want to use an iron or steel.  One might use both and you'd have to pick what to sacrifice.  Some might use highly specific materials and the only stats available might suck.  Knowing where you could use low quality and where to use high quality made a huge difference in final product.  Plus experimentation where skilled crafters could increase certain categories, yet high-end items could never be maxed in all of them.  Choosing high damage, over low point cost, over faster attack was important.  (As a Teras Kasi I had to get my local Weaponsmith to custom-build low-HAM vibro-knucklers.)

So you had producers and you had craftsmen.  Some people did it for fun, some did it for profit.  And crafters never had to touch the combat game if they didn't want to because hunters did it as a part of their normal combat routine.  Leveling could get a little grindy, but otherwise no other crafting system has come close to touching it.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lantyssa on June 27, 2011, 02:11:18 PM
So it's like raiding, only instead of fighting a big bad lore figure, you beat on rats for their meat to bait traps for wolves for their pretty, pretty pelts, in the hopes you can bribe some people into giving you not-shitty gear because they needed those pelts to line the insides of some boots. Yes, combat-centric people would totally adore that.
Combat people were by no means poor.  They weren't second-class.

There was room for everyone to play how they wanted.  The only downside was it was difficult to both craft and do combat to the highest levels.  Thankfully as a Creature Handler my skills overlapped with other professions I enjoyed, so I could be very effective even when I didn't have many combat skills.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Sjofn on June 27, 2011, 02:15:55 PM
But just being a crafter wasn't enough to cause high prices.  You had to know your stuff.

This, too, sounds like raiding.

This is my only point, that the crafters of SWG were pretty clearly also catasses of the highest order. And I can see how people would think fondly upon a game where they could catass in a way different from every other game out there. I'm just making the point that while it was cool for the crafting people, the notion that had the combat in SWG not been shit, the combat people would've been happy as clams in that situation is probably not the case.

I mean dang, in DAoC you'd have masterpiece armor going for a bajillion gold (plat, whatever) over 99% shit because you could squeeze a little bit more customization out of it. I cannot imagine SWG would've been any different in that regard, especially because of the PvP aspect.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Fordel on June 27, 2011, 02:18:30 PM
The only thing that saved DaoC in that regard, was the fact you would get your 100% and would be DONE. Stat caps are a wonderful thing. You got your suit and went on to the actual fucking game, instead of endlessly preparing the infrastructure to maybe play the game one day.



Well, untill they made ToA and fucked it all up. (DaoC's own NGE extinction level event.)  :why_so_serious:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ingmar on June 27, 2011, 02:18:39 PM
Ooh ooh is it time for my DAOC crafting/stat cap/hybrid class balance rant?


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Fordel on June 27, 2011, 02:20:24 PM
I can EVADE it!  :awesome_for_real:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ingmar on June 27, 2011, 02:23:18 PM
 :angryfist:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Morat20 on June 27, 2011, 02:57:05 PM
Yeah, you're just wrong here, Morad.  Even with the shitty combat I had players tracking down my friend - the 2nd best gunsmith on scyllia - for said rare items.  She was where the bulk of my best ore went because she couldn't afford to buy it up like the conglomerate of catasses that wanted to corner the market.

SWG taught me that crafters in MMOs are all the worst abuses of RL business practices you can think of just waiting to happen.
You obviously haven't met the folks with the ultra-rare BoE drops on auction houses.

Seriously, combat-types didn't bitch when they were selling the rare drops and rare materials for insane prices TO the crafters, but sure as hell bitched when the stuff came back just as pricey. There was a real level of supply and demand there.

I think the most money I made off of materials -- which I got farming birds that wouldn't have been a threat to a first day, stark naked toon -- set me for the life of the game. I didn't worry about money ever again, and all it took was two boxes of scout and a few free evenings. Crafters were paying insane amounts per unit because each bird only dropped one or two units, and the spawns were rare and only had two or three birds.

Those greedy little craftards paid me enough for it that I changed to top-end armor and weapons and had enough money in the bank to get two houses (one for me, one for my merchants) and decorate them -- and buy a few rare paintings and schematics too.

Taking that an adding a few other things led to a 25k doc buff that left your combat toon a walking god for three hours, who could earn back that 25k in about four minutes with no risk.

As to "you'd never be able to have that gun" -- frankly, you could always buy it off the guy that has it (no soul-bound items) or just wait. Sooner or later another crafter would make something just as good, although if you didn't want to wait you could find out what they needed and go find the materials yourself. I knew a few that did exactly that.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: eldaec on June 27, 2011, 04:43:39 PM
The loot and resource model in SWG was the one undeniably great system.

The only game that comes close is EVE and not very close at that.

And it was unfortunate that the design of gear that came out of resources+crafting was pretty lacklustre.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Tale on June 27, 2011, 05:53:02 PM
Taking that an adding a few other things led to a 25k doc buff that left your combat toon a walking god for three hours, who could earn back that 25k in about four minutes with no risk.

As to "you'd never be able to have that gun" -- frankly, you could always buy it off the guy that has it (no soul-bound items) or just wait. Sooner or later another crafter would make something just as good, although if you didn't want to wait you could find out what they needed and go find the materials yourself. I knew a few that did exactly that.

I experienced the game differently.

I gathered my own resources and mass-produced some of the best Doctor buffs, but never sold them. Imperials knew I buffed overts for free, coverts for donation. I never buffed Rebels. I funded this by selling well-crafted Stim B (low-level heals) on the open market.

I was a Master Doctor with some Carbineer skills, plus basic Artisan and Scout skills (from memory I switched points between those two as needed). This enabled me to find resources, place harvesters, kill/harvest meat, run a crafting lab and factory, and fight in team PvP raids, all with one character. Within our player city we had armorers and weaponsmiths doing the same, equipping our alliance with the best items. Our cantina always had entertainers buffing, so we could defend the city.

It wasn't perfect, but the popular culture of queueing for buffs in NPC cities to play the PvE game or one-on-one PvP paled in comparison.

The most amazing time, though, was just after retail launch. I had crafted Doctor buffs in beta (one of only 2-3 people to do so, as far as I'm aware). I levelled up my Doctor/Carbineer in retail, buffed myself and ran around as an overt Imperial in Coronet with my more HAM than any Rebel had ever seen, mowing them down. They thought I was a hacker  :grin:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: naum on June 27, 2011, 06:43:39 PM
I really wanted to like this game.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Merusk on June 27, 2011, 07:26:40 PM
To reiterate: The "you just weren't playing right" comments from raider-haters have been the best part of this thread.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Crumbs on June 27, 2011, 08:00:50 PM
To reiterate: The "you just weren't playing right" comments from swg-haters have been the best part of this thread.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Bzalthek on June 27, 2011, 08:15:51 PM
To reiterate:  You are all a bunch of bitter asstwats.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Jobu on June 27, 2011, 08:25:57 PM
I can speak specifically to the metallic gathering part of the resource system. I spent most of my time running a very high end resource empire. I would scour every planet and find the exact spot with the highest density of highest quality metal, and sell it on my exclusive vendor. I became insanely rich doing so, and helped drive traffic to and from the player city I setup shop in.

I think the best way to "get it" is that it was very much like min-maxing in a stat heavy RPG. The same warm sensation one gets from collecting all your pokemon, or power-leveling your dudes in Final Fantasy is very similar. As a bonus you got to explore and see the entire game. I had so many random, entertaining encounters with other players while I was deep in a swamp trying to place harvesters.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Fordel on June 27, 2011, 09:34:22 PM
The problem I have with 'crafting', is the same problem I have with raid-centric games or FFA-PvP games.


In order for crafting to be 'relevant' to a game, it must have it's hooks into every other aspect of said game. If the non-crafting player base can just ignore the crafting part of a game, then the crafters no longer have THEIR desired game... but when the crafter's do have their game, everyone else gets to either 'deal with it' or play something else.


It's the same way the "Wolf" wants to gank those noob "Sheep" in a FFA-style game. The Wolf doesn't have his game if all the Sheep are safely in the pen out of harms way. Give the Wolf his Sheep; the Wolf will be happy, but the Sheep certainly won't.

Wolves need their Sheep, Crafter's need their Consumers.


The Raiders have mostly adapted at this point, they actually can exist in their own little raid bubble and don't need to lord over the entirety of the rest of a game anymore in order for them to have THEIR game. Mostly...  :why_so_serious:. There's still a large chunk that "NEED" their specific raid game to be the most important thing ever and everything else must be subservient to it.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Tale on June 28, 2011, 01:33:26 AM
To reiterate: The "you just weren't playing right" comments from raider-haters have been the best part of this thread.

I don't understand your view. I liked my time in SWG after 3 years of raiding in EQ1, which I also liked. My next game was WoW raiding. Then Tabula Rasa non-raiding. They're not mutually exclusive play styles.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: palmer_eldritch on June 28, 2011, 02:47:28 AM
I played a master tailor in SWG, mainly making dresses for entertainers. More recently, I've been raiding in EQ2 with a proper serious guild. I enjoyed both experiences, but they had nothing in common.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: palmer_eldritch on June 28, 2011, 02:50:11 AM
It's funny though, some of the arguments on this board are the same arguments you saw on the SWG forums when the game was new.

Some players really hated having to pay another player for a gun.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Merusk on June 28, 2011, 03:34:20 AM
To reiterate: The "you just weren't playing right" comments from raider-haters have been the best part of this thread.

I don't understand your view. I liked my time in SWG after 3 years of raiding in EQ1, which I also liked. My next game was WoW raiding. Then Tabula Rasa non-raiding. They're not mutually exclusive play styles.

I never said they were.  The fun part is watching people use similar arguments in a role-reversal situation.  Foibles like that amuse me. I don't see you praising SWG to high-heaven as some holy grail while also bitching you can't get the best stuff in WoW.

To reiterate: The "you just weren't playing right" comments from swg-haters have been the best part of this thread.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lantyssa on June 28, 2011, 05:57:31 AM
As to "you'd never be able to have that gun" -- frankly, you could always buy it off the guy that has it (no soul-bound items) or just wait. Sooner or later another crafter would make something just as good, although if you didn't want to wait you could find out what they needed and go find the materials yourself. I knew a few that did exactly that.
Barter was quite common with all the crafters I knew.  Hunter brings in materials and gets a few of the finished products in return.  Since most people supplied their friends and cities for free or at cost, and made their money from sales to outsiders, there was a lot of cooperation.

Being able to have player run cities made a huge change in social dynamics.  It's not like a city in WoW where the entire population sits, it broke it into more tribal units which got to know one another.  When a stranger was visiting your city, you knew they were.  Yet since they were rare, and you were on home turf, people often started up conversations with complete strangers!  It was completely natural.

That's important to understand, Sjofn.  Social dynamics were very different, so behaviors were, too.  You can't apply a lot of the behaviors you've seen in other MMOs to SWG because the environments were not interchangable.  It's why the game spawn multiple 200 page threads.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Surlyboi on June 28, 2011, 06:35:27 AM
That's important to understand, Sjofn.  Social dynamics were very different, so behaviors were, too.  You can't apply a lot of the behaviors you've seen in other MMOs to SWG because the environments were not interchangable.  It's why the game spawn multiple 200 page threads.

This. A million times, this. If you didn't play it. And I mean, really play it; if you didn't go out there and grind a few professions and hang with a some people and just really become part of the whole ecosystem, you won't understand. There is no comparison to raids and raiders that will ever accurately fit what happened in SWG.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Nija on June 28, 2011, 07:08:36 AM
Man, people really do have wildly different tastes.

The harvesters were the worst ever. If you thought the player housing sprawl in UO was bad, SWG was infinitely worse. You'd crest a hill and it would be harvesters as far as the eye could see. I think they finally limited the number of harvesters you could have per player, but for the entire time I played you could have as many as you wanted.

Good riddance, terrible game.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Surlyboi on June 28, 2011, 07:15:49 AM
Really?

All the other stuff the game had going on and that's what you're stuck on? Shit, I was barely on the settled planets enough to care.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: WindupAtheist on June 28, 2011, 07:21:38 AM
I'm a UO guy and a non-raider and every single time people talk about this game it sounds fucking terrible


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Surlyboi on June 28, 2011, 07:33:18 AM
Yeah, but that's because you're a professional troll.  :why_so_serious:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Dark_MadMax on June 28, 2011, 08:00:33 AM
Man when I was young and dumb ( now not young anymore , still dumb though) I used to troll SWG beta boards in order to convince them the game was "sh!t" and they need scrap their combat system and implement a better one. ALAS they  never listened (ahaahah  ) . So I never payed. Apparently I wasn't only one who thought everything but sandbox elements in SWG pretty much sucked. Sandbox elements were pretty damn  good I'd give them that.

They should have hired somebody who actually enjoys pew-pew games and made  a decent  combat system. That and of course whole SW license was a horrible idea.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Sky on June 28, 2011, 08:01:25 AM
To reiterate: The "you just weren't playing right" comments from raider-haters have been the best part of this thread.
:why_so_serious:

But to provide an answer: the catass achievers in SWG actually helped the community because it was based on people buying up their stuff. Without the folks who tirelessly surveyed the planets to find the very best raw ingredients, who developed the schematics and created the amazing rifle of pwnage, my casual self wouldn't have been able to dislike the combat half as well.

edit: Oh, man. Now I'm agreeing with Dark_MadMax. Time to lock this thread!  :ye_gods:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Nija on June 28, 2011, 08:15:38 AM
Really?

All the other stuff the game had going on and that's what you're stuck on? Shit, I was barely on the settled planets enough to care.

They got a box sale and a free month out of me. I didn't see anything beyond the land-rush and one shot rifle kills.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: WindupAtheist on June 28, 2011, 11:25:23 AM
I made this back when laughing at twitch was still new. May as well use it one last time.

(http://i38.photobucket.com/albums/e121/GrimDysart/GLpeeSWG.jpg)


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: DraconianOne on June 28, 2011, 11:46:47 AM
Isn't it time for some Vader pics now?

Or, how about this: http://www.youtube.com/watch?v=RFKnMCRwNOI (http://www.youtube.com/watch?v=RFKnMCRwNOI)


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: eldaec on June 28, 2011, 12:04:14 PM
I'm a UO guy and a non-raider and every single time people talk about this game it sounds fucking terrible

Why do you hate Star Wars WUA?


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ingmar on June 28, 2011, 12:05:15 PM
That's important to understand, Sjofn.  Social dynamics were very different, so behaviors were, too.  You can't apply a lot of the behaviors you've seen in other MMOs to SWG because the environments were not interchangable.  It's why the game spawn multiple 200 page threads.

This. A million times, this. If you didn't play it. And I mean, really play it; if you didn't go out there and grind a few professions and hang with a some people and just really become part of the whole ecosystem, you won't understand. There is no comparison to raids and raiders that will ever accurately fit what happened in SWG.

You sound exactly like the raiders in vanilla WoW trying to 'explain' to casuals that they could never understand what was involved in raiding without actually doing it. I mean literally you're using the exact same words they did, with what at least comes across as the same attitude.

EDIT: And also exactly like the 8v8 purist PVPers from DAOC, now that I think about it.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Sjofn on June 28, 2011, 12:28:40 PM
Yeah, it's the exact same "You just aren't doing it right, duh" vibe. And that's fine, it just means the game wasn't for me, because the way of doing it right (much like vanillla raiding in WoW) makes my eye twitch just thinking about it. I wouldn't have wished NGE on it, that's for sure. But it doesn't mean the game was some sort of nirvana that if only people would try harder, they too could love the catassery.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: WindupAtheist on June 28, 2011, 12:38:37 PM
Why do you hate Star Wars WUA?

Are you kidding? I love Star Wars! All those long drawn-out scenes of Luke and Han accompanying crafters into the forest while they mine ore to make blasters, oh and all the heroic animal tamers and pikemen fighting against the evil Empire! Who can forget the exciting sequence of Luke getting a doctor to buff him so his Stormtrooper armor didn't fall off?

Fuck this game, it should have been murdered in the cradle.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Crumbs on June 28, 2011, 12:47:34 PM
Well hey, we get a NGE do-over around September, so all is not lost.   :why_so_serious:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: DraconianOne on June 28, 2011, 01:42:42 PM
Fuck this game, it should have been murdered in the cradle.

So should you but these boards would have been that much less without your ubiquitous charm.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: eldaec on June 28, 2011, 01:46:57 PM
Why do you hate Star Wars WUA?

Are you kidding? I love Star Wars! All those long drawn-out scenes of Luke and Han accompanying crafters into the forest while they mine ore to make blasters, oh and all the heroic animal tamers and pikemen fighting against the evil Empire! Who can forget the exciting sequence of Luke getting a doctor to buff him so his Stormtropper armor didn't fall off?

Fuck this game, it should have been murdered in the cradle.

You're just pissed that they removed outcasting.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: UnSub on June 28, 2011, 05:53:28 PM
Wakes are rarely ever any fun, and this thread stands testament to that fact.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Hoax on June 28, 2011, 06:17:04 PM
That's important to understand, Sjofn.  Social dynamics were very different, so behaviors were, too.  You can't apply a lot of the behaviors you've seen in other MMOs to SWG because the environments were not interchangable.  It's why the game spawn multiple 200 page threads.

This. A million times, this. If you didn't play it. And I mean, really play it; if you didn't go out there and grind a few professions and hang with a some people and just really become part of the whole ecosystem, you won't understand. There is no comparison to raids and raiders that will ever accurately fit what happened in SWG.

You sound exactly like the raiders in vanilla WoW trying to 'explain' to casuals that they could never understand what was involved in raiding without actually doing it. I mean literally you're using the exact same words they did, with what at least comes across as the same attitude.

EDIT: And also exactly like the 8v8 purist PVPers from DAOC, now that I think about it.

I don't think this is a fair comparison at all.

The early days of MMO were different, the early days when something is barely defined are always a little crazy compared to what it becomes once its a known commodity. Early EQ1 and other games of that era were virtual worlds first and games second. It was much more wild west either in terms of pvp, death penalties, progression, zone size, no instancing whatever. I think it was less about those aspects of the MMO's back then though and more about the gamers themselves. We didn't go into those early attempts with anything but wide eye'd wonder and a willingness to immerse ourselves in the game world. Its just not that way anymore.

I don't think that is really the same as raiders telling casuals that they will never get it.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Surlyboi on June 28, 2011, 07:18:36 PM
That's important to understand, Sjofn.  Social dynamics were very different, so behaviors were, too.  You can't apply a lot of the behaviors you've seen in other MMOs to SWG because the environments were not interchangable.  It's why the game spawn multiple 200 page threads.

This. A million times, this. If you didn't play it. And I mean, really play it; if you didn't go out there and grind a few professions and hang with a some people and just really become part of the whole ecosystem, you won't understand. There is no comparison to raids and raiders that will ever accurately fit what happened in SWG.

You sound exactly like the raiders in vanilla WoW trying to 'explain' to casuals that they could never understand what was involved in raiding without actually doing it. I mean literally you're using the exact same words they did, with what at least comes across as the same attitude.

EDIT: And also exactly like the 8v8 purist PVPers from DAOC, now that I think about it.

Except, that I've raided. And the comparison is bullshit. Raiding is nothing like what went on in SWG. So yeah, compare me to those asshats all you want. Still not nearly the same.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lantyssa on June 28, 2011, 07:52:55 PM
Yeah, it's the exact same "You just aren't doing it right, duh" vibe. And that's fine, it just means the game wasn't for me, because the way of doing it right (much like vanillla raiding in WoW) makes my eye twitch just thinking about it. I wouldn't have wished NGE on it, that's for sure. But it doesn't mean the game was some sort of nirvana that if only people would try harder, they too could love the catassery.
It's not about telling you how to play.  Those days are long gone.  I'm simply explaining my perceptions of how it was.  It may never be reproduceable, and I won't claim that it's gaming paradise for everyone.  For some of us though, it's not something which has been replicated.

I'm just saying there wasn't the disparity that you seemed to think existed between crafters and combat players.  My PA was 150+ at its peak, but from when it was just twenty people with an outpost in the middle of nowhere to a teeming city, there was a place for everyone.  I saw it in other guilds, and I saw it running into complete strangers in the middle of nowhere.  Being able to set up temporary camps ten miles from nothing which turns into a camping party is just not something possible in other games.

The social dynamics were different.  There can be debate about if it was the systems, or the people attracted by the systems, or timing in the MMO genre, but the feel of the game was different.  That's all I'm saying.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: taolurker on June 28, 2011, 11:28:46 PM
So along with closing SWG, Sony has also decided to change their pricing plans.

A copy of the email I just received:

Full pricing plan details are here: http://www.soe.com/gamepass/


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: UnSub on June 29, 2011, 05:30:39 AM
Heh, it's reduced the cost to play DCUO from AU$20 to AU$16. Too late, too late.  :awesome_for_real:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: 5150 on June 29, 2011, 05:57:48 AM
Ok I appreciate this reply is some 4 pages late but I managed to miss the beginning of the thread due to working at places with web filters in place :-(

The biggest thing I never understood was why SWG couldn't accomodate all the play type and why the the virtual world players had to be burned at the stake to satisfy the action players?

I disagree they needed to force everyone into a character class to make things 'less confusing'. Resulting in the 'Lando' class being unable to participate in any combat content.

If action types dont want to be dependant on crafters then they should be able to obtain npc/loot items but accept a lower quality than player crafted. Forcing crafters into the 'Lando' role and then maginalizing the crafters role is just a bait and switch (just like trials of obiwan followed by removal of the CH class was).

I dont really have an opinion on the Jedi thing actually. I was never going to be in a position to devote enough skill points to force stuff to be a Jedi so it was never going to be an issue for me. I did the village because it was content to do and opened up some crafting related force stuff and a friend who did make Jedi got killed by BH gank squads at star ports alot (probably tracked down by BH droids sold by me ironically). But seeing all the Jedi's post-NGE was just looked stupid.

The over-the-shoulder camera and increased graphics speed was just shit though!

I did always hope they would one day do a 'classic' server (a bit like EQ) but thats obviously not going to happen now.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: WindupAtheist on June 29, 2011, 06:21:22 AM
Incidentally...

Fact is, if EA or LA decide they want SWGemu dead, it will be dead.  Either via bleeding them out of time and money or judgement in their favor.  The rest is internet herf-blerf.

If they really gave a crap they'd work on the project quietly and distribute it to the far corners of the earth. Even if EA remembered that they own UO and went full Nazi about it tomorrow, they couldn't shut down all the freeshards operating around the world. No more than Blizzard can shut down the scads of emulated servers despite their efforts.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Xanthippe on June 29, 2011, 01:20:36 PM

The biggest thing I never understood was why SWG couldn't accomodate all the play type and why the the virtual world players had to be burned at the stake to satisfy the action players?


I have a similar question.  Were those unhappy with the pre-NGE state of the game happy with the post-NGE state of the game?


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ingmar on June 29, 2011, 01:25:46 PM

The biggest thing I never understood was why SWG couldn't accomodate all the play type and why the the virtual world players had to be burned at the stake to satisfy the action players?


I have a similar question.  Were those unhappy with the pre-NGE state of the game happy with the post-NGE state of the game?

My understanding was all the players who would have been happy with post-NGE SWG had already left, so they were changing it out from under the people that actually liked the current design. Kind of a "if it had been like this from the beginning it would have been better" kind of thing, but they made the change so late in the game's life that it only pissed off the remaining base.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Morat20 on June 29, 2011, 01:47:33 PM
My understanding was all the players who would have been happy with post-NGE SWG had already left, so they were changing it out from under the people that actually liked the current design. Kind of a "if it had been like this from the beginning it would have been better" kind of thing, but they made the change so late in the game's life that it only pissed off the remaining base.
I would also add: "Probably not" since that sort of fundamental engine design in a mature product generally doesn't work well. They might have been happier with the NGE (those that had left previously because they didn't like SimBeru) but wouldn't have stayed, because it just didn't work as well as other games that were designed with it from the ground up.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: WindupAtheist on June 29, 2011, 02:28:47 PM
How can you take this game away from us? You do know you are making a mistake ! TOR isnt the game people are thinking its gona be and after the play it and realize it they wil be begging to play SWG again. People ! IN TOR you cant go all over the planets like you can here in SWG. YOu cant fly ( Basically ) anywhere you want to in TOR. like yiou can here in SWG.  My heart has been broken.  I may as well stop playing swg no. I will never play another lucas arts game or hjave anything to do with SOE in any way shape form or fashion. This should be a crime! (http://forums.station.sony.com/swg/posts/list.m?&topic_id=1222222)


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Reg on June 29, 2011, 03:48:39 PM
I can see Peaches writing something like that when they finally shut down UO.  :awesome_for_real:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: WindupAtheist on June 29, 2011, 04:00:18 PM
Probably. I think when it happens I'll most enjoy the people trying to claim that it's all because they nerfed PK 15 years ago or however long the game lasts. But really I think the knowledge that there are a million freeshards and any dipshit with a PC can make their own will mitigate the insanity a bit.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Der Helm on June 29, 2011, 04:13:05 PM
How can you take this game away from us? You do know you are making a mistake ! TOR isnt the game people are thinking its gona be and after the play it and realize it they wil be begging to play SWG again. People ! IN TOR you cant go all over the planets like you can here in SWG. YOu cant fly ( Basically ) anywhere you want to in TOR. like yiou can here in SWG.  My heart has been broken.  I may as well stop playing swg no. I will never play another lucas arts game or hjave anything to do with SOE in any way shape form or fashion. This should be a crime! (http://forums.station.sony.com/swg/posts/list.m?&topic_id=1222222)


Quote
I look forward to 3 or 4 things everyday Coming home from work , seeing my son and playing SWG.

That thread is awesome.  :awesome_for_real:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Merusk on June 29, 2011, 04:20:56 PM
People with shitty lives and so become heavily invested in a virtual life that then goes to shit freak out. Not new.

There's movie potential there, though.
http://www.imdb.com/title/tt0462246/


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: UnSub on June 29, 2011, 06:20:27 PM
This was my favourite (http://mmogamerzz.blogspot.com/2011/06/why-im-boycotting-swtor.html):

Quote
You should be proud of the pre cu game Raph. There was no game like it and probably never will be since everyone is chasing wow’s sub base with crappy wow clone after clone. When will these companies get it through their head it wasn’t wow the game that made it popular, it was a faithful blizzard following made up of diablo, starcraft and warcraft fans. Couple that with the fact that Blizzard used subliminal audio tracks and hypnotic use of colours to brain wash players into a zombified state, thats how you retain 10 million subscribers.. Theres no other reason for it.. WoW as a game sucked pretty bad, and if you follow the corporate food chain up to the top of who's running blizzard you find someone deeply rooted in Illuminati beliefs and practice. Think I'm joking? Go do your home work..


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Malakili on June 29, 2011, 06:49:55 PM
This was my favourite (http://mmogamerzz.blogspot.com/2011/06/why-im-boycotting-swtor.html):

Quote
You should be proud of the pre cu game Raph. There was no game like it and probably never will be since everyone is chasing wow’s sub base with crappy wow clone after clone. When will these companies get it through their head it wasn’t wow the game that made it popular, it was a faithful blizzard following made up of diablo, starcraft and warcraft fans. Couple that with the fact that Blizzard used subliminal audio tracks and hypnotic use of colours to brain wash players into a zombified state, thats how you retain 10 million subscribers.. Theres no other reason for it.. WoW as a game sucked pretty bad, and if you follow the corporate food chain up to the top of who's running blizzard you find someone deeply rooted in Illuminati beliefs and practice. Think I'm joking? Go do your home work..

Thats historic.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: DayDream on June 29, 2011, 07:07:51 PM
I wanna say that's got a 50/50 chance of being a troll.  That might be too generous though.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Soln on June 29, 2011, 08:11:37 PM
well, I liked SWG.  I got sucked into trying to figure out the FS Slot.  It was a great and unintentional mystery.  PvP was "fun"... in a hair pulling way.  But really the crafting, social stuff (so many emotes and animations) and the opportunity to build (businesses, player cities, player faction forts, player homes with sometimes incredible designs) was unsurpassed.

The SWGEmu is going well but needs more coders.  I hope they finish.  SWG should live on in a pre-CU state.  

Edit: I should add for honesty -- I spent too long and too often dealing with a lot of broken stuff in SWG.  


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Paelos on June 29, 2011, 08:15:51 PM
This was my favourite (http://mmogamerzz.blogspot.com/2011/06/why-im-boycotting-swtor.html):

Quote
You should be proud of the pre cu game Raph. There was no game like it and probably never will be since everyone is chasing wow’s sub base with crappy wow clone after clone. When will these companies get it through their head it wasn’t wow the game that made it popular, it was a faithful blizzard following made up of diablo, starcraft and warcraft fans. Couple that with the fact that Blizzard used subliminal audio tracks and hypnotic use of colours to brain wash players into a zombified state, thats how you retain 10 million subscribers.. Theres no other reason for it.. WoW as a game sucked pretty bad, and if you follow the corporate food chain up to the top of who's running blizzard you find someone deeply rooted in Illuminati beliefs and practice. Think I'm joking? Go do your home work..

Thats historic.

I'm jealous I didn't think of making that kind of insane rant first. It seems so obvious now.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Sjofn on June 29, 2011, 08:26:41 PM
What I liked was the ambush. I was just reading it, thinking to myself "blah blah, typical po- holy shit, it just got awesome!"


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Tale on June 29, 2011, 10:25:15 PM

The biggest thing I never understood was why SWG couldn't accomodate all the play type and why the the virtual world players had to be burned at the stake to satisfy the action players?


I have a similar question.  Were those unhappy with the pre-NGE state of the game happy with the post-NGE state of the game?

My understanding was all the players who would have been happy with post-NGE SWG had already left, so they were changing it out from under the people that actually liked the current design. Kind of a "if it had been like this from the beginning it would have been better" kind of thing, but they made the change so late in the game's life that it only pissed off the remaining base.

The NGE could not be played. They broke the game. It consisted of a cool Star Warsy tutorial that spat you out into an unfinished total game redesign, implemented on a whim from a test project, that was still missing core systems.

Also, the sequence of events went: design expansion pack, sell pre-orders, then suddenly decide to replace all gameplay mechanisms with broken new stuff, just before the expansion launched, breaking both the existing game and the expansion, while keeping people's money.

The NGE was a do-over of the Combat Upgrade (CU), a revamp of similar scale that had occurred a few months earlier, which had effectively deleted most crafting output and rendered in-game achievements to that point irrelevant. These were again erased en masse (with no warning) for the NGE.

So it was a non-functional revamp of a revamp, with a clear fuck you to anyone who had played to that point. It's hard to see a "better" for anyone in that, action-oriented player or not!


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Mazakiel on June 29, 2011, 11:46:20 PM
What I liked was the ambush. I was just reading it, thinking to myself "blah blah, typical po- holy shit, it just got awesome!"

All it needs is a chalkboard to show the connections.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: UnSub on June 30, 2011, 12:08:47 AM
What I liked was the ambush. I was just reading it, thinking to myself "blah blah, typical po- holy shit, it just got awesome!"

All it needs is a chalkboard to show the connections.

The blog has a picture.

It didn't set off my trolldar precisely because the crazy was so deeply placed. You've have to read a lot of the usual complaints to get to that particular bit.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Sjofn on June 30, 2011, 12:33:41 AM
Ha! Yes, that would make it just about perfect.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lantyssa on June 30, 2011, 06:22:44 AM
Also, the sequence of events went: design expansion pack, sell pre-orders, then suddenly decide to replace all gameplay mechanisms with broken new stuff, just before the expansion launched, breaking both the existing game and the expansion, while keeping people's money.
Mostly right, but I believe the NGE was announced the day after the expansion released, and implemented 15 days after.  So it was an extra fuck you and PR nightmare.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Malakili on June 30, 2011, 06:54:20 AM
Also, the sequence of events went: design expansion pack, sell pre-orders, then suddenly decide to replace all gameplay mechanisms with broken new stuff, just before the expansion launched, breaking both the existing game and the expansion, while keeping people's money.
Mostly right, but I believe the NGE was announced the day after the expansion released, and implemented 15 days after.  So it was an extra fuck you and PR nightmare.

Didn't they end up offering refunds for Trials of Obi-Wan?  Not that it matters that much, the damage was already done.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Sky on June 30, 2011, 07:07:36 AM
The NGE could not be played. They broke the game. It consisted of a cool Star Warsy tutorial that spat you out into an unfinished total game redesign, implemented on a whim from a test project, that was still missing core systems.
This. I actually enjoyed the NGE. I had fun in the early crafted stages. There were a couple 'dark jedi' decision points where a master spoke to you. You could ally up with the Imperial faction. Then...it abruptly ended.

And in no way should they ever have done anything negative against the community and craftards who were the core of the game. As I've said before in this thread, with them there, the action part of the game was much richer and more immersive. The best pvp I had in UO was as a militia unit for the roleplaying community.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ginaz on June 30, 2011, 07:18:46 AM
Also, the sequence of events went: design expansion pack, sell pre-orders, then suddenly decide to replace all gameplay mechanisms with broken new stuff, just before the expansion launched, breaking both the existing game and the expansion, while keeping people's money.
Mostly right, but I believe the NGE was announced the day after the expansion released, and implemented 15 days after.  So it was an extra fuck you and PR nightmare.

Didn't they end up offering refunds for Trials of Obi-Wan?  Not that it matters that much, the damage was already done.

They did, but I suspect it was more to do with legal reasons (fraud?) than out of the goodness of their hearts.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lantyssa on June 30, 2011, 09:56:09 AM
They weren't going to at first, but then people were calling for a class action suit with that kind of bait-and-switch.  It really was a disaster in so many ways it's unimaginable.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Surlyboi on June 30, 2011, 10:00:32 AM
They weren't going to at first, but then people were calling for a class action suit with that kind of bait-and-switch.  It really was a disaster in so many ways it's unimaginable.

Unimaginable except for the fact that it happened. That and the recurring, "we lost all the original code, so we can't go back" excuse. Who the fuck does that? The whole fucking debacle was so clownshoes that if it hadn't actually happened, yeah, anyone bringing it up as a hypothetical would have been laughed at.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: WayAbvPar on June 30, 2011, 10:09:10 AM
This thread has made me more interested in SWG than at any other time after my early beta invite  :awesome_for_real:

I would love to see Raph give us a sandbox unbeholden to some draconian IP master. Set it in the Wild West- other than Call of Juarez and RDR, that genre has been critically underused and underappreciated. Hell, I would pay $20 Six Gun Shootout with updated graphics and UI today!


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Malakili on June 30, 2011, 11:03:02 AM
This thread has made me more interested in SWG than at any other time after my early beta invite  :awesome_for_real:

I would love to see Raph give us a sandbox unbeholden to some draconian IP master. Set it in the Wild West- other than Call of Juarez and RDR, that genre has been critically underused and underappreciated. Hell, I would pay $20 Six Gun Shootout with updated graphics and UI today!

I was hoping Fallen Earth was going to go in this direction actually.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: koro on June 30, 2011, 03:56:01 PM
The NGE could not be played. They broke the game. It consisted of a cool Star Warsy tutorial that spat you out into an unfinished total game redesign, implemented on a whim from a test project, that was still missing core systems.
This. I actually enjoyed the NGE. I had fun in the early crafted stages. There were a couple 'dark jedi' decision points where a master spoke to you. You could ally up with the Imperial faction. Then...it abruptly ended.

And in no way should they ever have done anything negative against the community and craftards who were the core of the game. As I've said before in this thread, with them there, the action part of the game was much richer and more immersive. The best pvp I had in UO was as a militia unit for the roleplaying community.
I played SWG briefly with my girlfriend (who was a launch-until-CU vet) post-NGE, and one of the first things I noticed when I got dropped off on Tattooine after the tutorial - besides the massive amount of credit seller spam - was that, even two years after the NGE hit, weapons and items for professions that no longer existed would still drop because they hadn't had the staff or the time to clean up the database and flush out all the old items.

I always felt that was a perfect introduction to the NGE.

Oh, and there was also the weird balance kick SOE was on for it at the time. A few weeks before I played, Sony felt that players were xping too fast solo, so they completely fucking broke slightly tweaked the aggro system so that more of a mob spawn would attack you at once, practically necessitating group play (or a respec into Jedi or Bounty Hunter) past a pretty low level. But then shortly after, they felt that the people grouping up to xp were leveling too fast, so they completely fucking broke slightly tweaked the group xp system so that you got less xp by being grouped. The only problem was, just one other person in your group slashed your xp/hour by 40% through xp reductions alone, and it got worse from then on. Pretty much the only way to level was via powerleveling, and it sucked.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Nevermore on June 30, 2011, 04:05:07 PM
This thread has made me more interested in SWG than at any other time after my early beta invite  :awesome_for_real:

I would love to see Raph give us a sandbox unbeholden to some draconian IP master. Set it in the Wild West- other than Call of Juarez and RDR, that genre has been critically underused and underappreciated. Hell, I would pay $20 Six Gun Shootout with updated graphics and UI today!

He should hook up with Shane Hensley and do a Deadlands game.  :-P


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: UnSub on June 30, 2011, 07:26:58 PM
The Deadlands MMO was started at FireSky / Cheyenne Mountain Entertainment. It didn't end well and now Hensley is back at Cryptic (who would probably be open to developing a Deadlands MMO...).

Videos (linked through my blog) found here (http://unsubject.wordpress.com/2010/11/20/deadlands-mmo-the-video/) and here (http://unsubject.wordpress.com/2010/11/20/deadlands-mmo-the-video-the-sequels/).

Lots of people SAY they want a sandbox, but turn their noses up at the sandboxes available because they aren't the right kind of sandbox.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Riggswolfe on June 30, 2011, 07:52:18 PM
Lots of people SAY they want a sandbox, but turn their noses up at the sandboxes available because they aren't the right kind of sandbox.

It is my belief that sandboxes tend to fail because they are difficult to do correctly:

UO, it was a griefer paradise when it first launched and never really recovered. If it had launched as Trammel it might have held on for awhile though its graphics would have doomed it eventually.

SWG, launched early with some poorly thought out designs. HAM, no vehicles or space, etc

EVE, a niche hit for people that don't mind spreadsheets in their MMO.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Malakili on June 30, 2011, 08:47:16 PM


Lots of people SAY they want a sandbox, but turn their noses up at the sandboxes available because they aren't the right kind of sandbox.

Its really the time.  I love the idea of the sandbox still, but when you have that much freedom to do things, if you aren't actively in game DOING them, you're going to be falling way behind / becoming irrelevant really quick, and since these things also usually have a strong player driven/PvP component that matters.  You can't have as much fun in the sandbox if you are still using a plastic toy shovel and everyone else is using a backhoe.  Something like Minecraft is probably a great example of how to do a casual sandbox, and look how enormously popular that is.

Example:  EVE - I would change very little about EVE if I was given the opportunity, still, at the end of the year, there a much better chance I'll have a sub to SWTOR - which took me literally 2 years to come to peace with for not being sandboxy enough - than EVE, simply because I don't have the kind of time required to play EVE that way I'd want to play it, and if I'm going to have 10 hours to play an MMO a week, I'm going to pick one that is friendly to that schedule.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Fordel on June 30, 2011, 08:49:40 PM
What always cracked me up about EVE, you could turn the game into a Turn Based browser game and as long as you kept a little flash graphic of your ship in station that the player could spin, no one would notice for months.  :why_so_serious:




Title: Re: Another One Bites the Dust: SWG Edition!
Post by: WindupAtheist on July 01, 2011, 01:07:49 AM
The problem is that every time someone goes to make a sandbox MMO, it's some broke-dick indie that probably couldn't publish a successful flash game trying to sell some sort of over-the-top Wurmesque hellworld of a virtual universe which, even if it worked as advertised, would only appeal to the absolute beardiest of necks and griefers who like to work for weeks to earn their jollies. I just want to own a little stone tower out in the woods and tame a wolf to be my pet, not spend two hours on a forty-step crafting process making turnip soup so I don't starve into permadeath.

Think of everything bad you can say about latter-era UO and then remember that despite EVERYTHING the game still has enough life left in it to have active development and a dozens-strong Live Events team, even as it's years-newer successors go into their graves. I keep saying this but it's worth repeating: Remake this with modern tech while avoiding the mistakes of the past and designing with expandability in mind, and you can probably grab a few hundred thousand people and gross $50 million a year basically forever.

Let people have their own houses and shops that they can customize from the ground up. (Instanced, in the world, or a combination.) Let them dress up however the hell they want, and design their own character types from a list of skills. Have things wear out but be replaceable so crafting is 'meaningful' but keep the power curve relatively shallow so it isn't TOO meaningful. Have PVP but make it consentual depending on server type.

Put in sandbox elements but don't go so fucking hardcore with them that they shit up the game. It's not THAT hard. It's sure as hell a more viable business plan than a lot of this indie shit seems to have.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Tale on July 01, 2011, 02:59:48 AM
Let people have their own houses and shops that they can customize from the ground up. (Instanced, in the world, or a combination.) Let them dress up however the hell they want, and design their own character types from a list of skills. Have things wear out but be replaceable so crafting is 'meaningful' but keep the power curve relatively shallow so it isn't TOO meaningful. Have PVP but make it consentual depending on server type.

Except for the "too meaningful" crafting, that part of your post does describe SWG.

This could lead to a discussion of PvP consent and TEFs (temporary enemy flag, a contagious PvP+ timer acquired through faction-linked actions). So I'll say it now. Anyone who claims a TEF they didn't understand is essentially Jason with the password Jason1, baffled he got hacked. He shot at a rival faction's NPC and forgot. He healed a PvP+ ally. He healed someone who had healed a PvP+ ally. He was ganked before he knew it. Jason is still mad at Raph.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Merusk on July 01, 2011, 04:29:26 AM
I am not and I resent the implication that I never understood TEF.  :grin:

And the whole "too meaningful" crafting bit is a HUGE "except for."  It's like saying "Release-build UO was the best game ever, except for the ganking, stealing and bugs."


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: palmer_eldritch on July 01, 2011, 04:30:09 AM
The problem is that every time someone goes to make a sandbox MMO, it's some broke-dick indie that probably couldn't publish a successful flash game trying to sell some sort of over-the-top Wurmesque hellworld of a virtual universe which, even if it worked as advertised, would only appeal to the absolute beardiest of necks and griefers who like to work for weeks to earn their jollies. I just want to own a little stone tower out in the woods and tame a wolf to be my pet, not spend two hours on a forty-step crafting process making turnip soup so I don't starve into permadeath.

Think of everything bad you can say about latter-era UO and then remember that despite EVERYTHING the game still has enough life left in it to have active development and a dozens-strong Live Events team, even as it's years-newer successors go into their graves. I keep saying this but it's worth repeating: Remake this with modern tech while avoiding the mistakes of the past and designing with expandability in mind, and you can probably grab a few hundred thousand people and gross $50 million a year basically forever.

Let people have their own houses and shops that they can customize from the ground up. (Instanced, in the world, or a combination.) Let them dress up however the hell they want, and design their own character types from a list of skills. Have things wear out but be replaceable so crafting is 'meaningful' but keep the power curve relatively shallow so it isn't TOO meaningful. Have PVP but make it consentual depending on server type.

Put in sandbox elements but don't go so fucking hardcore with them that they shit up the game. It's not THAT hard. It's sure as hell a more viable business plan than a lot of this indie shit seems to have.

How did a man who is so wrong about SWG write such a good post?


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: luckton on July 01, 2011, 04:53:11 AM
So besides Eve, is there a choice MMO that the SWG crowd is jumping ship to?


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: 5150 on July 01, 2011, 05:22:20 AM
Apparently there's a player petition about not closing SWG down and making it F2P.

I'd wish them luck but I wouldn't go back even if it was F2P (logged in exactly once during my free 45 days) and if we couldn't get NGE rolled back I doubt they'll get F2P.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lantyssa on July 01, 2011, 05:32:43 AM
How did a man who is so wrong about SWG write such a good post?
Because he's a professional troll, but actually has a good eye for the important bits of making a great game.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: UnSub on July 01, 2011, 07:00:47 AM
Apparently there's a player petition about not closing SWG down and making it F2P.

SOE isn't shutting SWG down because they are tired of it; they are shutting it down because they can't agree with LucasArts on the licensing contract. If SOE could make SWG F2P, they probably would.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Comstar on July 01, 2011, 08:16:55 AM
So besides Eve, is there a choice MMO that the SWG crowd is jumping ship to?

Perptuuumm. Mechs instead of ships, and like Eve was 5 years ago. So not really a replacement.

Otherwise, join BAT COUNTRY in EVE ONLINE: GOONSWARM FEDERATION 2011 the next generation.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Surlyboi on July 01, 2011, 08:29:20 AM
Or Fallen Earth. Especially after it goes F2P.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Raph on July 01, 2011, 10:47:17 AM
Lots of people SAY they want a sandbox, but turn their noses up at the sandboxes available because they aren't the right kind of sandbox.

It is my belief that sandboxes tend to fail because they are difficult to do correctly:

UO, it was a griefer paradise when it first launched and never really recovered. If it had launched as Trammel it might have held on for awhile though its graphics would have doomed it eventually.

SWG, launched early with some poorly thought out designs. HAM, no vehicles or space, etc

EVE, a niche hit for people that don't mind spreadsheets in their MMO.

Your definition of failure is weird. UO "not held on for a while"? It's still running and has made crazy bank over its lifetime. All those games have made hundreds of millions of dollars.

I (gasp) think WUA is right.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Morat20 on July 01, 2011, 11:09:49 AM
There's an X-factor at work here, in the more sandbox games. What encourages "stickiness"? Not to the game, but to other people? Forming communities.

SWG worked for crafters so much not just because of a complex crafting system -- heck, they could have been doing it puzzle-pirates for all I think it really matters (although there is something to be said for a mini-game that feels 'real', rather than obvious minigame) -- but because crafters networked with each other and then combat types coalesced around them.

There was an interdependence there, where the very top tiers couldn't really be satisifed with stuff bought off of vendors. They had to find other top-tier crafters, from other professions, and trade components and make custom orders. Which drew in top-tier rangers and scouts to bring in materials.

But why did it work in SWG, despite the game's numerous and glaring flaws (sorry, Raph, but it was a mess in a lot of places)? I think that's sort of a 'why Facebook and not MySpace' sort of question.

Or heck, why EVE? Something about people forming real, if virtual, communities. Groups that aren't just there to bring down mass DPS on a raid-target (which requires, among other things, leadership, a sizeable bulk logged on a the same time, etc) but even if logged on at 2:00 AM are still feeling like they're a valued contributer to their Guild, City, PA or whatever.

I can't do EVE battles because I can't do 3:00 AM shit. It was hard as hell to make a regular 10 or 25 man raid, just once a week, in WoW. But in SWG I could log-on, play the way I wanted (build shit, explore, set factories to running, futz over my vendors) and feel like I was contributing. I could see it in the msgs I got (people asking if I could make certain things for them, make certain components), in the stuff moving on and off my vendors, or just knowing that farming birds on Dantooine wasn't "kill for XP and maybe loot" but filling a doctor's needs.

*shrug*. You want sandbox? I think you *must* give people reasons to band together, encourage them to interconnect -- but you can't mandate they all have to be on at the same damn time, or have an actual leader willing to herd cats. You need organic connections and the flexibility to fufill them in the player's own time.

It's a game, not a job.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ingmar on July 01, 2011, 11:20:49 AM
At the same time being dependent on other players too much can be detrimental, because when people who you rely on to do whatever it is you do quit, it is often a lot easier to walk away yourself than to rebuild all those relationships with new people all over again (and again, and again, given the way MMO populations turn over.)


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: KallDrexx on July 01, 2011, 11:46:37 AM
People claim they want a sandbox, but people (whether they admit it or not) also need direction and focus or else they will sit there and go "wtf should I do now" and their interest will start to wane.  A lot of people need someone (something) to tell them what to do, and providing a sandbox but also giving direction/focus to those who need it is hard from a design perspective and is getting harder with more choices in games that focus more on giving players direction (WoW and most MMOs that come out). 


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: WindupAtheist on July 01, 2011, 11:53:26 AM
Except for the "too meaningful" crafting, that part of your post does describe SWG.

Actually, now that I think about it, current-day UO crafting is probably "too meaningful" by my standards. So I guess I don't mind as much as I thought I did. I have a dedicated crafter I keep in touch with who made my armor for a good price, as well as the armor of four or five different people I referred to him, and to whom I give right of first refusal when I have crafting materials to sell.

I guess I may as well describe the system. It's been around for a couple years now.


I don't mind it. I can have a custom suit made that looks like whatever I want with whatever stats I want, crafters get to enjoy making the best stuff, and since a lot of the resources come from PVE the crafters need fighters like me in more than just a "Someone has to buy this shit!" sense.

One of these sandbox indies that crops up from time to time needs to try building/refining a system like this. Not just coming up with one where creating a sword hilt takes 37 steps because they think sandbox = tedium.

EDIT: Really the problem with SWG was the SW part. Make it a fantasy game without all the expectations the Star Wars license places upon it, and I'd have probably played it. The developers wouldn't have felt like it needed to be NGE'd to be more "iconic", and it probably wouldn't be getting shut down right now.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Morat20 on July 01, 2011, 11:58:03 AM
At the same time being dependent on other players too much can be detrimental, because when people who you rely on to do whatever it is you do quit, it is often a lot easier to walk away yourself than to rebuild all those relationships with new people all over again (and again, and again, given the way MMO populations turn over.)
Very true. One of the things SWG did right on that was player-owned vendors and their Auction House stuff. (Admittedly, it would have been better if people could FIND them more easily at the beginning, and the AH wasn't so limited. I understand they wanted people to use vendors, but people couldn't get to vendors).

A casual player could go get decent gear easily enough, and then move on. The communities formed more around the 'experienced' players -- casuals would transition there when they started to want a steady supply of good gear, trusted people to play with, customers for their own goods or loot, and access to better housing/shuttles/etc.

SWG did lack some obvious direction for players, though. I was lucky to join with a few friends giving us a pre-built group and a variety of useful skills -- and some information sharing.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: 5150 on July 01, 2011, 12:03:34 PM
There's an X-factor at work here, in the more sandbox games. What encourages "stickiness"? Not to the game, but to other people? Forming communities.

SWG worked for crafters so much not just because of a complex crafting system -- heck, they could have been doing it puzzle-pirates for all I think it really matters (although there is something to be said for a mini-game that feels 'real', rather than obvious minigame) -- but because crafters networked with each other and then combat types coalesced around them.

There was an interdependence there, where the very top tiers couldn't really be satisifed with stuff bought off of vendors. They had to find other top-tier crafters, from other professions, and trade components and make custom orders. Which drew in top-tier rangers and scouts to bring in materials.

But why did it work in SWG, despite the game's numerous and glaring flaws (sorry, Raph, but it was a mess in a lot of places)? I think that's sort of a 'why Facebook and not MySpace' sort of question.

Or heck, why EVE? Something about people forming real, if virtual, communities. Groups that aren't just there to bring down mass DPS on a raid-target (which requires, among other things, leadership, a sizeable bulk logged on a the same time, etc) but even if logged on at 2:00 AM are still feeling like they're a valued contributer to their Guild, City, PA or whatever.

I think the enforced 'downtime' worked here (medical centres, cantinas, shuttles/starports). As much as some of the players bitched so hard it eventually got these thigs removed they forced the players to not only depend on each other but the be around each other (as opposed to grinding xp on Darthomir until your doctor buffs ran out the rest of the time). This was a good thing even though most players didnt seem to realise/appreciate this (which is why the customer isnt always right).

Now you just use global vendor search (or whatever they called it) and jump in your spaceship (or insta starport travel if you are a newbie) to buy stuff and never see a doctor or entertainer again (to the best of my knowledge, I couldnt do combat after they turned me into Lando!)


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ingmar on July 01, 2011, 12:09:51 PM
Uh, no. If the bitching is as universal as that the customer is almost certainly right. They're paying to have fun (in theory), a system like that is a huge anti-fun wall for most people.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Morat20 on July 01, 2011, 12:25:00 PM
Uh, no. If the bitching is as universal as that the customer is almost certainly right. They're paying to have fun (in theory), a system like that is a huge anti-fun wall for most people.
Not...exactly. You have to look a bit deeper. People are often, to be blunt, really confused about what they want. In games, especially complex ones, they often don't realize what would happen if they GOT what they wanted.

And then, more importantly, there's the fact that the loudest whiner isn't "your customers". I don't envy the poor folks whose job is to wade through cancellations, forum whinings, feedback surveys, and polls to find the sticky spots and then pass them onto the designers who have to figure out what should be fixed, what can be fixed, and what effects it's likely to have.

IIRC, the "happiest" the SWG forums and playerbase ever was was during a six-month or so period when the Dev team did NOTHING but basically tackle, one after another, a serious of really annoying issues -- most of them simple bugs, bad GUI choices, and broken mechanics. There weren't a lot of fixes that altered gameplay, other than making it work 'as intended' more than anything.

There's no use removing, for instance, gameplay mechanics in place to drive increased socialization if the result will be players screaming just as loudly that they never see anyone again.

The real sticky spots are a lot harder to find than listening to forum bitchings, because the plain and simple matter is that the biggest forum bitchers (and thus generally the loudest voices) are people who don't want 'a better game' so much as they want 'my guy to be better'.

it may be one of those things with no real 'solution' -- make Devs play the game? They focus on how they want to play it. Listen to cancelled subs? Those guys probably aren't coming back, no matter what you do. Listen to current players? Which ones? The whiny min-maxers? The "I care only about my specific class and this specific weapon" guys? The ones who want more raids? The ones who want more sandbox?

My personal thought is if you find a developer, community correspondent, PR guy, tester -- anyone -- with a feel for teasing out the REAL sticky shit from the whining -- pay that guy a ton and listen to him. :)


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Mrbloodworth on July 01, 2011, 12:37:14 PM
Battle fatigue and related systems was great. 


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: MournelitheCalix on July 01, 2011, 02:04:33 PM
Not...exactly. You have to look a bit deeper. People are often, to be blunt, really confused about what they want. In games, especially complex ones, they often don't realize what would happen if they GOT what they wanted.

I respectfully disagree here.  I think the development of preCU SWG would have greatly benefitted after the first maximization patches by listening to the player base.  Many fixes that people were asking for and that the game greatly needed were summarily ignored and the player base correctly identified huge problems in the combat system. 

The biggest case in point was how mind was affected by combat.  Early on people saw how grossly overpowered states were and mind shots.  When BH's first started terrorizing people with eye shot was the first time that the dev team was alerted to a problem and they promptly ignored the base.  When eyeshot was "addressed" the problem had not only bloomed but graduated into a full fledge catastrophy when people started using the CM Mind disease and Mind poison abilities without any check.  Mind fire came later but that also went to show you instead of addressing the root problem that team made it a lot worse.

Had they listened early on, I think the CU would not have been deemed "necessary."  In turn many people like myself would not have left as early and disgruntled as we were.  The mind flaw was just one thing to, its important to note I could also say the same about Squad leaders, riflemen, carabineers, Bounty Hunters, stacking and crafting issues like DE, Armorsmith and Chef.  The team would have done well to listen to the many lists they were provided from feedback with their customers.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: DraconianOne on July 01, 2011, 02:50:44 PM
EDIT: Really the problem with SWG was the SW part. Make it a fantasy game without all the expectations the Star Wars license places upon it, and I'd have probably played it. The developers wouldn't have felt like it needed to be NGE'd to be more "iconic", and it probably wouldn't be getting shut down right now.

Totally agree with you (but don't tell anyone).  SWG was about as Star Wars as my sweaty arse.



Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Morat20 on July 01, 2011, 02:58:53 PM
I think I was unclear -- you may be right in specific cases but saying something that's close to "The customer is always right" in videogames is a generally bad idea.

Game's aren't like customer service, especially not when your loudest and most virulent feedback comes from a tiny, self-selecting sample (forums, mostly). However, if a single feature or gameplay element is causing 90% of your customers to complain -- by all means, look at it.

Just be aware your customers generally have no fucking idea what they really like and don't like about a given game. (Or, in some cases, know way the fuck too much). They know if they like it, but they couldn't coherently explain why they liked X better than Y in a way that'll help you design.

And to be honest, a lot of times they'll bitch about one thing but really mean something else. Whatever they're bitching about is just an icon for the real problem.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lantyssa on July 01, 2011, 08:11:51 PM
IIRC, the "happiest" the SWG forums and playerbase ever was was during a six-month or so period when the Dev team did NOTHING but basically tackle, one after another, a serious of really annoying issues -- most of them simple bugs, bad GUI choices, and broken mechanics. There weren't a lot of fixes that altered gameplay, other than making it work 'as intended' more than anything.
Yes.  I believe that was the couple of months Gordon Walton was in charge.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Goumindong on July 01, 2011, 10:18:53 PM
I think I was unclear -- you may be right in specific cases but saying something that's close to "The customer is always right" in videogames is a generally bad idea.

Game's aren't like customer service, especially not when your loudest and most virulent feedback comes from a tiny, self-selecting sample (forums, mostly). However, if a single feature or gameplay element is causing 90% of your customers to complain -- by all means, look at it.

Just be aware your customers generally have no fucking idea what they really like and don't like about a given game. (Or, in some cases, know way the fuck too much). They know if they like it, but they couldn't coherently explain why they liked X better than Y in a way that'll help you design.

And to be honest, a lot of times they'll bitch about one thing but really mean something else. Whatever they're bitching about is just an icon for the real problem.

Unfortunately this also probably describes the design team as well.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: MournelitheCalix on July 01, 2011, 10:48:09 PM
IIRC, the "happiest" the SWG forums and playerbase ever was was during a six-month or so period when the Dev team did NOTHING but basically tackle, one after another, a serious of really annoying issues -- most of them simple bugs, bad GUI choices, and broken mechanics. There weren't a lot of fixes that altered gameplay, other than making it work 'as intended' more than anything.
Yes.  I believe that was the couple of months Gordon Walton was in charge.

I remember that time to, it was after the DE "revamp" that caused DE's to quit the game.  SOETyrant  I believe he was called.  His changes made the game better and there was a perception that finally someone was listening.  Sadly I think he joined Vogel in SW:TOR almost immediately after taking over and things immediately went downhill.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lantyssa on July 02, 2011, 05:43:38 AM
Unfortunately it's really hard to attribute a lot of changes to any one lead.  Besides some things being in the pipe for so long, we knew there were like five factions trying to impose their own vision on the game.  Other than bug fixes, which he posted about being one of his focuses, I don't know what good or bad he did.

So other than not changing the game from under your customers... having steady leadership helps, too.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Surlyboi on July 02, 2011, 08:13:25 AM
The guy I truly blame is Julio Torres from Lucasarts. Fucker seemed genuinely proud of the fucking NGE and actively trolled the complaint threads in the forums with what amounted to "we're not changing back, so you can suck it" posts.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Rishathra on July 02, 2011, 10:52:37 AM
I'm not sure how much actual blame I would direct towards him personally, but the guy was definitely a colossal douchebag.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Tale on July 02, 2011, 04:32:26 PM
The people you're all mentioning merely inherited SWG from its developers.

The original team disintegrated when beta was cut short. The new guys only had an initial roadmap: finish mounts, vehicles, and player cities.

After that, it was a cheap tattoo place adding to a Monet. What's with all the water lilies? Needs more tramp stamp.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Sheepherder on July 02, 2011, 08:27:13 PM
I think I was unclear -- you may be right in specific cases but saying something that's close to "The customer is always right" in videogames is a generally bad idea.

Game's aren't like customer service, especially not when your loudest and most virulent feedback comes from a tiny, self-selecting sample (forums, mostly). However, if a single feature or gameplay element is causing 90% of your customers to complain -- by all means, look at it.

Just be aware your customers generally have no fucking idea what they really like and don't like about a given game. (Or, in some cases, know way the fuck too much). They know if they like it, but they couldn't coherently explain why they liked X better than Y in a way that'll help you design.

And to be honest, a lot of times they'll bitch about one thing but really mean something else. Whatever they're bitching about is just an icon for the real problem.

You literally contradicted everything you said point by point in the same post. :oh_i_see:

Players almost always know what they don't want after the fact.  This is due to the fact that when a developer has a bad idea it's inevitably "I'm going to violate you with a sharp object and you're going to enjoy it" bad.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Morat20 on July 03, 2011, 08:43:59 AM
You literally contradicted everything you said point by point in the same post. :oh_i_see:

Players almost always know what they don't want after the fact.  This is due to the fact that when a developer has a bad idea it's inevitably "I'm going to violate you with a sharp object and you're going to enjoy it" bad.
No, seriously players don't know for the most part. They can be specific -- like "I really hate X" and scream for hours about it. That's what they say. What they really dislike might be anything from "I hate the fact that X doesn't make me an uber PvP king" to "X isn't as good as my alt's Y, which seems like it should be the same" to "This class doesn't play the way I want".

Or it could be X is just a pointless suck mechanic. If you just change whatever they're bitching about, you'll fuck game balance and screw up a dozen things that are related to it. (Something the SWG developers seemed to do often). If you understand WHY they're bitching, you can change/alter or just plain ignore the bitching depending.

But you can't give players carte blanche to alter design, because they'll "alter it" into them winning 100% of the time. Which is, frankly, a boring game they'd quit.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: palmer_eldritch on July 03, 2011, 09:03:25 AM
I ran a NWN server where many players said they wanted it to be hard to get XP and items because they wanted to play in a roleplaying server and not a monty-haul server where everyone was max level and carrying a dozen magic swords. They wanted a realistic world, where players couldn't just walk in to an orc stronghold and expect to wipe the orcs out.

The harder we made the world, the more they min-maxed, grinded, exploited and did anything other than stop and talk to each other (ie, roleplay).


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Morat20 on July 03, 2011, 11:11:58 AM
One of the things I admire Raph for is his willingness to actually sit down and try to figure out what the hell gamers want, and how to give it to them.

Which is hard because "fun" is nebulous. And while games and gameplay have long been studied, the things videogames and MMORPGs -- and social games like Puzzle Pirates or Farmville -- can let you do really expands that beyond the well-known studies. In a way, video games are cutting-edge sociology.

I'm surprised they're not studied more than they are, but you'd need to find good socialogists who are ALSO gamers, because outsiders seem to make the weirdest-ass assumptions.

Raph fucked up SWG. Let's be honest. He delivered a ridiculous fucking mess. And yet...it generated a sizeable number of die-hard fans who are still looking for that game. They want a better, more functioning game, but he managed to put something together that people liked despite the glaring flaws. Sure, they'd want more now -- video games have evolved, tastes have evolved, technology has evolved....

But something in the way he put it together spoke to a lot of people. UO you could, possibly, handwave away. it was the first. It was novel. It tapped into the MUD/MUSH folks and gave them "more". Things can get popular just because there's not a lot of choices, you know? Best of a bad lot can be better than nothing.

But SWG had it, or at least some of it. People are still arguing and bitching about SWG, and there doesn't seem to be anything like a "I loved the CU" or "I loved the NGE" crowd as there is a pre-CU crowd. There were people who liked CU better or NGE better, but I haven't found any, really, who didn't ditch the game for another that "did it better".

Maybe SWG was simply lack of choice for a sim-World/social-space type game. I think it was a bit more, that Raph was a bit ahead of the curve in realizing that social bonds could be encouraged, and that doing so made games stickier -- and generated devoted fans.

Trying to figure out what that X factor is, and how many people respond to it, and how to get their attention is the rub. I think a lot of this is just wild-ass guessing, luck, and good timing.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Malakili on July 03, 2011, 11:51:05 AM
I ran a NWN server where many players said they wanted it to be hard to get XP and items because they wanted to play in a roleplaying server and not a monty-haul server where everyone was max level and carrying a dozen magic swords. They wanted a realistic world, where players couldn't just walk in to an orc stronghold and expect to wipe the orcs out.

The harder we made the world, the more they min-maxed, grinded, exploited and did anything other than stop and talk to each other (ie, roleplay).

Which one, if you are willing to say?  I played on City of Arabel for a long time and it was pretty low magic, and while there was a lot of min maxing, there was also a LOT of RP. 


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: palmer_eldritch on July 03, 2011, 12:05:25 PM
I ran a NWN server where many players said they wanted it to be hard to get XP and items because they wanted to play in a roleplaying server and not a monty-haul server where everyone was max level and carrying a dozen magic swords. They wanted a realistic world, where players couldn't just walk in to an orc stronghold and expect to wipe the orcs out.

The harder we made the world, the more they min-maxed, grinded, exploited and did anything other than stop and talk to each other (ie, roleplay).

Which one, if you are willing to say?  I played on City of Arabel for a long time and it was pretty low magic, and while there was a lot of min maxing, there was also a LOT of RP.  

It was called Battledale. The server worked pretty well, but partly because we didn't always give people what they said they wanted. We stayed low magic, and we did it simply by not having many magic items in the game - not by making the items that existed hard to get. Making something difficult to obtain doesn't actually make it rare. If it's possible to get it then people will get it (assuming they keep playing). It just means they have to jump through hoops, and probably resent you for making them do it.

But it's a good example of the way that how people behave isn't the same as the how they say they behave.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: 5150 on July 04, 2011, 08:22:46 AM
Uh, no. If the bitching is as universal as that the customer is almost certainly right. They're paying to have fun (in theory), a system like that is a huge anti-fun wall for most people.

I'll disagree with you here because no one knows where to draw the line and you can't define 'universal' as a forum community. Players would ask for faster levelling and/or easier to kill stuff and then they'd soon be bitching the game was too easy and that there were maxed level and bored because there was nothing to do/no challenge.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: WindupAtheist on July 04, 2011, 10:43:54 AM
I forgot about enforced downtime. That would have kept me from ever playing regardless of literally anything else. Fuck that shit.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Tale on July 04, 2011, 02:05:43 PM
I forgot about enforced downtime. That would have kept me from ever playing regardless of literally anything else. Fuck that shit.

That seemed more about confusion. Here's how it worked:

* Health and Action wounds (part of hitpoint/energy pools turns black, reducing pool until healed): Instantly curable by a Doctor (in the field, using a medical droid or campsite). Many people mistakenly thought they had to visit a Medical Center. Others only used /tendwound, a newbie medic skill intended for those who hadn't yet crafted wound packs. Many also thought they had to sit around in the Medical Center or campsite, which slowly healed you, point by point, over time.

* Mind wounds (affecting third hitpoint/energy pool) and Battle Fatigue (reduces effectiveness of heals on you): Curable fast by watching/listening to someone with dancer/musician skills (higher skill = faster heal), in the field by setting up a campsite, or in a Cantina (type of building in player city or NPC city). But many people relied on the newbie entertainers who healed you more slowly in an NPC city cantina, or sat alone in camps trying to heal themselves.

Seriously, I used to walk my Doctor into Medical Centers and one-shot cure the noobs who were sitting around having "enforced downtime". I'd get reactions like "what did you just DO to me?".

Another thing people didn't understand was that you needed to clone (create a bind point). If you died and respawned at your clone point, there was no penalty other than short-term rez effect. But if you just respawned somewhere else or without cloning, you took major health/action/mind wounds. This led to people accumulating all-black HAM (I levelled up by curing them). Many people were also unaware Doctors could resurrect in the field, as the Doctors they knew sat on their asses in cities spamming "20k for buffs".

On PvP raids, we'd have a couple of doctors behind walls doing cures, rezzes and rebuffs (drag the fallen person's corpse to them) and an entertainer in a campsite over a nearby hill, so we could keep fighting. You could destroy us by figuring this out, but most people didn't.

The SWG downtime system worked, but it may have been too complex.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Morat20 on July 04, 2011, 07:58:54 PM
The SWG downtime system worked, but it may have been too complex.
Let's go with "Poorly Documented". And also "Shit NPC alternative". Sitting slowly in the medical center was too slow. Pay-to-heal droids and entertainers in the cities would have worked. People in the field would have preferred a campsite and handy doctor/entertainer, since it'd be quick and then back into the action.

People who hit ghost hours would just need to pop back to a city every hour or so and spend a bit. As long as PC's, in the city or out, were better and quicker....

But yeah, lots of people didn't know how it worked and the game was very bad on educating players to what was a complex mechanic, at least for MMORPGs.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ingmar on July 04, 2011, 09:00:11 PM
Is it just me or did you just say 'there wasn't actually forced downtime' and then go on to describe the mind healing as being forced downtime?

EDIT: It sounds like at a minimum people were dependent on other players for healing, unless they themselves were Doctors?


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Soln on July 04, 2011, 09:17:40 PM
Is it just me or did you just say 'there wasn't actually forced downtime' and then go on to describe the mind healing as being forced downtime?

EDIT: It sounds like at a minimum people were dependent on other players for healing, unless they themselves were Doctors?

correct, which is why one popular FOTM was Master Doctor / Master Rifleman.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Tale on July 05, 2011, 03:32:44 AM
Is it just me or did you just say 'there wasn't actually forced downtime' and then go on to describe the mind healing as being forced downtime?

EDIT: It sounds like at a minimum people were dependent on other players for healing, unless they themselves were Doctors?

correct, which is why one popular FOTM was Master Doctor / Master Rifleman.

It's not correct.

1. I didn't say "there wasn't actually forced downtime". I said confusion/complexity seemed to convince people it was a bigger problem than it was.

2. You didn't need to be a Doctor to heal. I'm sorry I gave that impression - I was speaking as someone who played as a Master Doctor. It was a game where you chose skills from different trees, so if you didn't include any medical skills at all, you were deciding to be reliant on other players for healing.

3. The base medical profession was Medic (generic heal/cure/crafter). Mastering this led to Doctor (close-range heal/buff/cure/crafter) and Combat Medic (long-range heal/poison/disease/crafter). The higher you went up one of the Medic trees, the better crafted heal packs you could use. You needed Doctor skills to craft the better ones, but Medics could obtain and use more powerful medicines from Doctors. e.g. I sold Stimpack B, usable by novice medics, crafted from the best possible resources and experimented on as a Master Doctor, meaning they could deliver big heals.

4. Master Doctor/Master Rifleman sounds like overkill if it's just so you can buff and heal, as you could do this without spending points on medical crafting skills. Probably another result of confusion over complexity.

I don't want to paint SWG as teh bestest gaem evar. I found my fun there and I think it had a lot more to offer than people realise, but it had big problems.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Surlyboi on July 05, 2011, 03:46:53 AM
TKMs could also meditate all their wounds away. There were multiple ways to get rid of those black bars.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Shatter on July 05, 2011, 07:04:45 AM
TKM's were a great class but my favorite was combat medic.  Before they nerfed the ability to throw poisons threw a wall you could literally take out a raid party and not even get into LOS lol.  Good times good times


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Morat20 on July 05, 2011, 09:49:06 AM
TKMs could also meditate all their wounds away. There were multiple ways to get rid of those black bars.
TKM was quite awesome for that. Very solo-friendly class. I think you needed the Master box for that particular skill, which balanced it out somewhat.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Surlyboi on July 05, 2011, 10:16:53 AM
Just master meditation. Which was always the first line I went up after getting the TK line opened.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Soln on July 05, 2011, 10:39:01 AM
Is it just me or did you just say 'there wasn't actually forced downtime' and then go on to describe the mind healing as being forced downtime?

EDIT: It sounds like at a minimum people were dependent on other players for healing, unless they themselves were Doctors?

correct, which is why one popular FOTM was Master Doctor / Master Rifleman.

It's not correct.

1. I didn't say "there wasn't actually forced downtime". I said confusion/complexity seemed to convince people it was a bigger problem than it was.

2. You didn't need to be a Doctor to heal. I'm sorry I gave that impression - I was speaking as someone who played as a Master Doctor. It was a game where you chose skills from different trees, so if you didn't include any medical skills at all, you were deciding to be reliant on other players for healing.

3. The base medical profession was Medic (generic heal/cure/crafter). Mastering this led to Doctor (close-range heal/buff/cure/crafter) and Combat Medic (long-range heal/poison/disease/crafter). The higher you went up one of the Medic trees, the better crafted heal packs you could use. You needed Doctor skills to craft the better ones, but Medics could obtain and use more powerful medicines from Doctors. e.g. I sold Stimpack B, usable by novice medics, crafted from the best possible resources and experimented on as a Master Doctor, meaning they could deliver big heals.

4. Master Doctor/Master Rifleman sounds like overkill if it's just so you can buff and heal, as you could do this without spending points on medical crafting skills. Probably another result of confusion over complexity.

I don't want to paint SWG as teh bestest gaem evar. I found my fun there and I think it had a lot more to offer than people realise, but it had big problems.

uh I think we're both correct.  There was a forced handicap by wounds -- that was the temporary death penalty, which didn't expire on a timer but needed player action to refill pool(s).  And it's correct that you didn't need to be just a Doctor to heal Agil/Health wounds like you say.  I think the complexity probably was lack of documentation and/or lack of incentive for others to help you (when they weren't levelling heal xp)?  I dunno. 

I've often wondered how many of the problems could be tied to a crafting game whose output wasn't calibrated enough.  Certainly the over-reliance on powerful med buffs affected combat, as did uber poisons with CM's, Krayt Pistols, etc. 


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Morat20 on July 05, 2011, 11:17:18 AM
I've often wondered how many of the problems could be tied to a crafting game whose output wasn't calibrated enough.  Certainly the over-reliance on powerful med buffs affected combat, as did uber poisons with CM's, Krayt Pistols, etc. 
Supposedly -- and I'm using the word loosely here -- the original HAM design was fast-regenerating HAM, which meant what would end a fight was wound accumulation.

HAM was supposed to be closer to something like Focus in WoW -- skills would drain some of one or more of the pools, and when you ran a pool out you couldn't do anything (basically a self-stun, although I can't remember if you merely weren't able to use skills or if you dropped like a knockdown) until a few moments had passed and it had regenerated.

Running a pool out would give you a wound, whether it was because the guy attacking you had emptied your mind pool with his specials, or you ran it out youself spamming a special -- and when you had enough wounds, you dropped, end of fight.

You'd rez, heal the wounds, and head back.

Since regen never worked at anything like the correct speed they just made running a pool out be the fight-ender, instead of forcing a breather, and it ended up with massive buffs to take make it work. (Buffs to size, buffs to regen, etc).

Lastly, I don't think *anyone* ever ran the numbers on most crafting. There should have been a spreadsheet of minimum, maximum, and average crafting results for every product (not like paintings and furniture, but guns, armor, foods, buffs, etc), and the same for their combines (yes, it would have taken a lot of work. It was necessary) so that developers could see how good weapons, armor, etc could end up.

And with the understanding that the trend line would be towards the maximum, not hovering around the minimum, as crafters hoarded and stockpiled higher-end components.

Somehow, i don't think anyone had the time to vet the final crafting numbers properly.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ginaz on July 05, 2011, 11:39:19 AM
TKMs could also meditate all their wounds away. There were multiple ways to get rid of those black bars.
TKM was quite awesome for that. Very solo-friendly class. I think you needed the Master box for that particular skill, which balanced it out somewhat.

TKM was my favourite profession to combine with BH to go after Jedi, pre-cu.  Since no armor had lightsaber resists, the unarmed toughness mitigated some of the damage.  The dizzy/knock down ability was also nice.  I was a master at keeping people on the ground for a good part of the fight (one guy was down the whole time) and TKM enabled you put multiple states onto an opponent.  And yeah, the meditation ability was very nice and had a fairly cool looking animation as well.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: WindupAtheist on July 05, 2011, 12:11:28 PM
Any downtime more than stopping to eat a cheeseburger to restore health/mana and I'm out regardless of what else a game has or does.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Morat20 on July 05, 2011, 12:14:49 PM
Any downtime more than stopping to eat a cheeseburger to restore health/mana and I'm out regardless of what else a game has or does.
The downtime there was functionally equivilant, or at least if it had worked as designed, to the "downtime" of armor repair in WoW. Except having a medic, entertainer, and scout (One person could be all three of those, at least enough for jazz) could fix it in the field -- like a repair bot.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ratman_tf on July 05, 2011, 12:39:03 PM
This all seems strangely familiar...

(http://www.bitrebels.com/wp-content/uploads/2010/11/Docomo-1.jpg)


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: WindupAtheist on July 05, 2011, 12:46:26 PM
The whole entertainer thing just sounds like a total pants-on-head Raphism.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ingmar on July 05, 2011, 12:53:25 PM
Any downtime more than stopping to eat a cheeseburger to restore health/mana and I'm out regardless of what else a game has or does.
The downtime there was functionally equivilant, or at least if it had worked as designed, to the "downtime" of armor repair in WoW. Except having a medic, entertainer, and scout (One person could be all three of those, at least enough for jazz) could fix it in the field -- like a repair bot.

Armor is 100% functional til it breaks, it sounds like the wounds actually made you less effective progressively?


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lantyssa on July 05, 2011, 01:02:22 PM
Wounds usually weren't all that incapacitating in PvE, unless you ran into something like the Mantigrue Screecher or Toxic Merek Battlelord.  I loved watching people get hit by them.  "5... 4... 3... 2... 1... incap!"

Nowadays I don't think it'd work as a forced mechanic, but recovery rates really weren't as bad as other games of the time, and with a bit of preparation were easily mitigated.  The system couldn't work at all in a world where you pick one class and that's it.

Armor is 100% functional til it breaks, it sounds like the wounds actually made you less effective progressively?
Yes, though under most circumstances you were talking about a slow reduction to a 1-2% hit on your HAM.  Rezzing could ding you if you went to an unbound station.  Disease could blacken the bar a bit more, and a few very rare creatures were "g'bye now" levels of death.  (Incidentally I loved taming them.)


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Morat20 on July 05, 2011, 01:20:40 PM
Armor is 100% functional til it breaks, it sounds like the wounds actually made you less effective progressively?
yeah, because the combat whole system was fucked up. Wounds were SUPPOSED to be the fight ender, which means you lost, which means you rez/heal/whatever and go back to 100%.

Instead, people buffed the shit out of HAM bars that regenerated glacially without buffs, and "losing" a fight meant just getting a HAM bar depleted. Which was like wounds lowering your total health, instead of wounds BEING your health.

Like...say mind was 100 points. Supposed to be you'd spend like, I dunno, 20 to eyeshot a guy (doing 30 points of damage to his mind pool). You'd get those 20 back in like ten seconds. If you eyeshot a guy 5 times in 10 seconds (or the other guy hit your mind pool) you'd take anything over the 100 as wounds, leaving you like 90 to use in the fight. Eventually a pool would hit 100% wounds, and you'd die.

Instead, once you hit 0, you died AND got the wounds. Which means you rezzed with a total of 90 or so mind to use, until you healed.

And HAM regenerated super-slowly, unless you were buffed, in which case you had like 5000 mind and it regened at like 500 every 10 seconds, so you could never run out. Which meant people had to spam specials and weapon damage had to go up so you could actually incapaciate someone.

Original armor design was to work like wounds...like light armor might reduce your mind pool by 10, and heavy armor by 30. So less room to futz around. Done properly, it might have led to some rather interesting tradeoffs and styles. Instead it became a spamfest of specials that hit mind, because it was the hardest to heal.

Some classes were so screwed -- carbineers, for one -- that they actually killed themselves faster than they killed you.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Soln on July 05, 2011, 01:35:48 PM
as an aside, and I wish I had a picture, but for awhile it seemed the deadliest weapon in all of SWG was.... a CDEF Pistol with a massive Mind Poison DoT and a number of shots of.... -1.  Yeah infinite shots.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Morat20 on July 05, 2011, 01:50:48 PM
as an aside, and I wish I had a picture, but for awhile it seemed the deadliest weapon in all of SWG was.... a CDEF Pistol with a massive Mind Poison DoT and a number of shots of.... -1.  Yeah infinite shots.
Yeah, I loved me SWG. I would not, even remotely, claim the combat wasn't all sorts of fucked up. Or the crafting results. Overly complex system, insufficient testing cycle, and then moving to Live without legacy knowledge to actually FIX the broken shit -- and handle emergent behavior.

I don't think the Devs understood the game they were 'fixing', because design got thrown out the window as they rushed to launch. What went Live probably didn't look a whole lot like the original design, and there were so many moving parts and interlocking systems that no one stuck around long enough to get the expertise to even think about fixing it.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Tale on July 05, 2011, 03:42:26 PM
Shh, it's time for the non-SWG playing UO troll to add a random negative one-liner.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: WindupAtheist on July 05, 2011, 04:06:28 PM
No, no, sounds great. Totally not a disappointing shitpile of a game that nobody including the devs could make heads or tails of and should have been put out of it's misery years ago.

 :oh_i_see:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: palmer_eldritch on July 05, 2011, 04:07:49 PM
Hey, I understood it.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ginaz on July 05, 2011, 05:38:42 PM
as an aside, and I wish I had a picture, but for awhile it seemed the deadliest weapon in all of SWG was.... a CDEF Pistol with a massive Mind Poison DoT and a number of shots of.... -1.  Yeah infinite shots.

There was knife on the Intrepid server that did something like 700-800 fire damage a tick to the action (yellow) bar.  It was nasty and became known as "Da Knife".


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Count Nerfedalot on July 05, 2011, 08:48:26 PM
as an aside, and I wish I had a picture, but for awhile it seemed the deadliest weapon in all of SWG was.... a CDEF Pistol with a massive Mind Poison DoT and a number of shots of.... -1.  Yeah infinite shots.
Yeah, I loved me SWG. I would not, even remotely, claim the combat wasn't all sorts of fucked up. Or the crafting results. Overly complex system, insufficient testing cycle, and then moving to Live without legacy knowledge to actually FIX the broken shit -- and handle emergent behavior.

I don't think the Devs understood the game they were 'fixing', because design got thrown out the window as they rushed to launch. What went Live probably didn't look a whole lot like the original design, and there were so many moving parts and interlocking systems that no one stuck around long enough to get the expertise to even think about fixing it.

This is what I haven't been able to forgive Raph for. Risky design decisions in the pursuit of theory/dogma over reality/logic is one thing, but he and his team screwed the pooch with SWG's incomplete design, botched implementation and total failure to produce a software system that could even be completed much less maintained, then bailed rather than fix the mess they had made. "But I’d rather work on something with great potential than on fulfilling a promise of mediocrity." (quoted from his blog)  my ass.  That only flies when the work itself isn't mediocre (to be generous). He over promised and under delivered then took his bonus and promotion and ran and made no effort to make it right nor even acknowledge nor apologize for it. 



Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Tale on July 05, 2011, 09:31:36 PM
as an aside, and I wish I had a picture, but for awhile it seemed the deadliest weapon in all of SWG was.... a CDEF Pistol with a massive Mind Poison DoT and a number of shots of.... -1.  Yeah infinite shots.

I submitted the complaint that got this weapon removed. It was on Valcyn server, from whichever event gave those random temporary uber weapons. It was looted by someone in Soga Mijizi, a Rebel PvP guild that regularly raided our Imperial city.

At first, it belonged to some guy who used it until the shots ran out. It was then supposed to become unusable. Instead, it went to -1 shots which, as you say, was infinite. It was given to another player who was a regular PvP raider.

It spammed an area-effect mind poison DoT in a cone shape. It was far stronger than any craftable Combat Medic poison. At maximum buffed mind, it meant incapacitation on the second tick (incap = unconscious, ready to be killed with a deathblow or healed back to consciousness). It took two charges of a Doctor cure pack to remove the poison from one person. A poisoned Doctor had to attend to himself first, while everyone else fell incapacitated. Cures were only worth doing if the victim reached cover inside a private building, otherwise the gun would immediately inflict the poison again.

When we found out it had infinite charges, I submitted a detailed petition and the devs ultimately apologised and removed it. Soga Mijizi wasn't happy. My best PvP win :)


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Bloodgut on July 05, 2011, 09:53:48 PM
When I first heard of a SW MMO I thought of big space battles, being a BH, killing rebels etc. The last thing I thought of was decorating my house or a new dance routine.

I guess I should have read up on the game first before I subbed and recieved a free box.

I will never understand the reasoning that people wanted some SW sim world instead of an actual experience where you felt ike a rebel or a imp. Within 2-3 days I grew a hatred for the alliance in WOW that I never felt in SWG towards the rebels.

My opinion is that SW was the definate wrong choice to test out some world sim game instead of what WOW became, yet everyone claims Raph is some genious.

Oh well. I think myself and my guild would have stayed with SWG if it DIDN'T concentrate so much on the social aspects, and worry more about the actual war.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Kail on July 05, 2011, 10:34:19 PM
My opinion is that SW was the definate wrong choice to test out some world sim game instead of what WOW became, yet everyone claims Raph is some genious.

I don't know, I suspect SW could work as a worldy sandbox game.  If someone handed me a trillion dollars to design my ideal Star Wars game, it would probably be some open world GTA-esque thing with Jedi.  I'd say that the problem is more that SWG is lousy at simulating the Star Wars world rather than that "Star Wars world" games are a lousy idea in the first place.  Cities in SWG don't look or work like they do in the movies, combat doesn't work like it does in the movies, politics is nothing like it is in the movies, even crafting is nothing like it is in the movies.  I can't speak to the quality of the systems (since I spent less time in the game than I have reading this thread) but to me felt more like someone trying to fit the Star Wars license around a set of pre-concieved systems than someone looked at Star Wars and said "how can we design a game which feels like THIS".

Which is where a lot of this Raphites are coming from, I think.  This game and the SW license do not belong together.  You can say "the game would have been better without Raph" or you can say "the game would have been better without Star Wars," and either would be (maybe) true.  And while you can say "DIKU SW would have been more popular," that's kind of missing the point: that some people want to play these social games more than they want to play a Star Wars game. 


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: 5150 on July 06, 2011, 12:03:50 AM
When I first heard of a SW MMO I thought of big space battles, being a BH, killing rebels etc. The last thing I thought of was decorating my house or a new dance routine.

I find myself asking [again]

Why can it not be both? Does the presence of one prevent the presence of the other?


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Fordel on July 06, 2011, 12:09:15 AM
Unless you have unlimited Time and Money, yes, yes it does.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Rasix on July 06, 2011, 12:32:03 AM
When I first heard of a SW MMO I thought of big space battles, being a BH, killing rebels etc. The last thing I thought of was decorating my house or a new dance routine.

I find myself asking [again]

Why can it not be both? Does the presence of one prevent the presence of the other?

In SWG, yes it did. Sure you could be some sort of mutant hybrid (some of the combinations I had while clinging to droid engineer were hilarious); but socialization, crafting, and combat skill points came out of the same pool.  Bone-headed design decision #3,445.

Combined with single characters per server..  /BIG_SIGH.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: 5150 on July 06, 2011, 01:59:32 AM
I'm going to disagree with you both on two counts.

Firstly the 'happy' element of the community didn't need to be touched [by the NGE] to try and appease the 'unhappy' part. I think the issue here is that LA/SOE decided to throw the baby out with the bath water and massively over-extended the scope of what needed to be fixed (i.e. fixed character classes) with the NGE.

Those unhappy/not-starwarsy-enough types wouldn't have spent points in the 'non-combat' skill trees anyway so why is that a problem? - if they don't want to have to deal with other elements of the community (crafters/healers etc) why the hell are they playing an MMOG?


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Shatter on July 06, 2011, 04:10:09 AM
 I did enjoy my dancer phase in SWG when I was trying to unlock my Jedi, watching people run through the cantina fighting it out.  Rift and WOW have the achievements that offer nothing other then doing it to do it.  Never underestimate the attractiveness of a useless activity in an MMO cause there will be a group of people who enjoy it.  Im usually in the group who enjoys killing those people


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Merusk on July 06, 2011, 04:29:37 AM
but to me felt more like someone trying to fit the Star Wars license around a set of pre-concieved systems than someone looked at Star Wars and said "how can we design a game which feels like THIS".

Well, because it was.  All the defenders want that Sandbox game and like to ignore that it wasn't appropriate for the license.  There's all kinds of mindtwisting that's happened over the years that boils down to "no, really I wanted to be Aunt Beru when I first watched ANH."  To that I said and still say, "bullshit."

The entire push to not see SWG as the colossal failure it was comes from people desperate to see a sandbox MMO.  That's not going to happen and I feel bad for it.  That still doesn't excuse the failure to deliver on the license rather than pushing a new UO in a SWG wrapper.

SWG always felt like Raph trying to fix mistakes made in UO and show that it was better than EQ.  My sentiments mirror Nerfdalot up above on this topic.

The genre could benefit greatly from a well-executed and well thought-out sandbox, but that time is passed.  Social media F2P games take their place and aren't nearly as complex and don't build as many new social connections.  The days of the Premium-fee MMO seem limited, which is also sad as the Cash-Shop games lack even the depth of WoW in favor of nickel and diming you out of more than that $180 a year.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Malakili on July 06, 2011, 05:19:41 AM

Well, because it was.  All the defenders want that Sandbox game and like to ignore that it wasn't appropriate for the license.  There's all kinds of mindtwisting that's happened over the years that boils down to "no, really I wanted to be Aunt Beru when I first watched ANH."  To that I said and still say, "bullshit."



I agree and disagree.  I love playing *not* the hero.  One of the reasons I love EVE so much is because I can play the game and be effectively an industrial worker in a remote part of the galaxy, and still have a place in the game.  To be fair to you, Star Wars always HAS been about the Heroes.   But I also watch those movies and think about all the not-heroic stuff that is going on in the galaxy and think it would be neat to see what that is like too.  Same with lord of the rings  - the FIRST thing I did in that game was just wander around Hobbiton for a few hours in LOTRO.

Now, being the hero is fun, and being powerful is fun, but one of the things that I like about sandbox MMOs is that you get to see the non-heroic side of these worlds too (less so in LOTRO of course, where they shoe horn you into the plot).   When it came to Star Wars Galaxies, it let me LIVE Star Wars more than PLAY Star Wars, and as a Star Wars junkie I loved it for that.  Was it fun 100% of the time, no.  But that was never the point for me. 

You can call bullshit if you want, but I'm the kind of person that doesn't like to be the center of attention, I like to be quietly good and what I do and stay out of the limelight (in real life).   I like games that let me do something similar.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Merusk on July 06, 2011, 06:04:53 AM
That's great, now the question is are there enough of you to sustain a large-budget MMO project.  History would appear to tell us the answer is "no."


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: KallDrexx on July 06, 2011, 06:09:54 AM
Not...exactly. You have to look a bit deeper. People are often, to be blunt, really confused about what they want. In games, especially complex ones, they often don't realize what would happen if they GOT what they wanted.

And then, more importantly, there's the fact that the loudest whiner isn't "your customers". I don't envy the poor folks whose job is to wade through cancellations, forum whinings, feedback surveys, and polls to find the sticky spots and then pass them onto the designers who have to figure out what should be fixed, what can be fixed, and what effects it's likely to have.

Ugh I hate this line of thinking.  The lead designer for Fury had the same ideals ("Do players know what they want?" was actually an interview question he gave me).  You can't dismiss complainers because "they aren't your customers" or "they just don't understand".  That's up there with Brad Mquad (sp?) complaining that players don't understand the Vision (TM). 

The reality is that when players complain they usually go for the extreme point of view in their complaints, and as a game designer you have to look at the complaints and find out what their core issue is of their complaints and find ways to design around that.  Instead game developers tend to take the complaints at face value and outright dismiss it, and then act all surprised when their games fail.  Most of the time there is legitimacy to what players are complaining about, but it's hidden in between the lines of their complaints.

Game design is harder than it looks, and since the players are the customers then ignoring them will make your game go die much faster


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Malakili on July 06, 2011, 06:31:50 AM
That's great, now the question is are there enough of you to sustain a large-budget MMO project.  History would appear to tell us the answer is "no."

Yes, this is 100% true also.  I have no problem admitting that.

Keep in mind, I also plan on playing SWTOR at this point.  I can have fun with a variety of types of games, I just think that what I described above is really fun for its own sake independent of setting.  The point I was really trying to make was "Its Star Wars, therefore mass Jedi with laser swords needed" isn't really a good argument against SWG in my opinion. "The Combat Sucked" "I hated the crafting mechanics" "I think downtime sucked"  those are all fine arguments against the game that I'm perfectly happy to accept.  But there is more than one way to do a setting.  While extensive moisture farming wasn't something the main characters spent time doing in the movies, it is clear that SOMEONE in the Star Wars universe is doing it, so it isn't like the stuff in SWG was totally against the setting.  It just wasn't Star Wars the movies, the game.  It was Star Wars the universe, the game.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lantyssa on July 06, 2011, 08:27:05 AM
That's great, now the question is are there enough of you to sustain a large-budget MMO project.  History would appear to tell us the answer is "no."
History tells us buggy games tend to lose customers.  The game was perfectly sustainable pre-NGE, and though down from its peak, still had more customers than 90% of other MMOs at that stage of their life.  All that despite idiotic balance changes, competing political interests, and the continuing annoyance of bugs.

Being "the hero" is fine for a single-player game, but much tougher in an MMO.  The entire design philosophy is making you weaker as you level up in comparison to your enemies, so you have to find groups to tackle the big-bad.  It's also completely subjective.  Plenty of people came away from the movies wanting to be Luke, Han, or Leia, but some of us just wanted to live in that universe.  Their stories were already written.  Watch the movies or read the novels if you want to be them.  How many works actually put as much effort as Star Wars into making the background interesting though?


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Sky on July 06, 2011, 08:39:56 AM
All those games have made hundreds of millions of dollars.
Actually...history tells us the answer is "yes."


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Morat20 on July 06, 2011, 09:10:44 AM
Game design is harder than it looks, and since the players are the customers then ignoring them will make your game go die much faster
I didn't say ignore them. I meant pretty much what you said -- that what they're bitching about is not necessarily the actual problem, and giving them exactly what they want won't necessarily make them happy.

And designing with a 'The customer is always right' mindset is a good way to make your game fail, because what your customer says and what he means isn't always the same thing, and some of what they say they want...they don't.

For a potential derail: Take full PvP -- lots of people say they want it. What they often really MEAN is "I want lots of sheep to fleece. And I don't want the sheep to be able to turn it off". You've got to look at that, look at the number of real wolves, real sheep, and pseudo wolves, and decide if that's really something for your game....

or if you're just going to please, for a brief time, a bunch of griefers who will then ragequit because the sheep avoid them.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Rasix on July 06, 2011, 09:19:01 AM
I'm going to disagree with you both on two counts.

Firstly the 'happy' element of the community didn't need to be touched [by the NGE] to try and appease the 'unhappy' part. I think the issue here is that LA/SOE decided to throw the baby out with the bath water and massively over-extended the scope of what needed to be fixed (i.e. fixed character classes) with the NGE.

Those unhappy/not-starwarsy-enough types wouldn't have spent points in the 'non-combat' skill trees anyway so why is that a problem? - if they don't want to have to deal with other elements of the community (crafters/healers etc) why the hell are they playing an MMOG?

How did you pull that out of what I said? 

I was only touching upon how the combat portions of the game and the ability to participate in them directly conflicted with the ability to participate in the crafting/social aspects because they were in the same pool of resources for your character. 

This was a major problem for me and for a lot of people I played with.  You could either be "Star Warsy" or "Sim Beru", but those of us that wanted to do both were fighting a losing battle with an extremely restrictive system.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Merusk on July 06, 2011, 10:51:52 AM
All those games have made hundreds of millions of dollars.
Actually...history tells us the answer is "yes."

Let's rephrase this for you, then.  As soon as making money becomes the metric for success you validate everything about pop music, Michael Bay and EA Games.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Sjofn on July 06, 2011, 11:07:58 AM
This was a major problem for me and for a lot of people I played with.  You could either be "Star Warsy" or "Sim Beru", but those of us that wanted to do both were fighting a losing battle with an extremely restrictive system.

I didn't try SWG, partly because of the one character, THAT IS ALL aspect. I would've been one of those miserable "I want to do all of it but I can't" people for sure. What was the reasoning behind that, does anyone know?


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Morat20 on July 06, 2011, 11:19:46 AM
I didn't try SWG, partly because of the one character, THAT IS ALL aspect. I would've been one of those miserable "I want to do all of it but I can't" people for sure. What was the reasoning behind that, does anyone know?
Twofold:

1) Because it encouraged community, rather than tons of alts.
2) Because of the nature of the skill system, you could be *anything* and change it at any time. Bored of pistoleer? Drop the boxes and start working up doctor. You could even do it piecemeal.

The only things you couldn't change were your race or gender. (You could change your looks by visiting...someone. Image Designers?. They finally added an NPC for it, I think, because Image Designers were a bit hard to find).

So the reasoning was you didn't need alts, because you could change your classes and skills at will. (You had to level up through the new skills, and you had a max number of points you could have, but literally it was just a choice to change).

I kinda liked that aspect, at least the flexibility and ability to change. I'd have preferred a way to change race/gender, because I had the urge to change later, but even without that....

Over the time I played I was a Tera Kasi Master, a Master Merchant, a Master Armorsmith, a Master Scout, a Master Pistoleer, and a Creature Handler -- and a few others that I took some or all of at times. Not because I was holocron grinding, but because I'd want a change. The only ones I felt "locked into" was part of the Merchant tree because I wanted to keep my vendors.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Soln on July 06, 2011, 11:23:21 AM
as an aside, and I wish I had a picture, but for awhile it seemed the deadliest weapon in all of SWG was.... a CDEF Pistol with a massive Mind Poison DoT and a number of shots of.... -1.  Yeah infinite shots.
...My best PvP win :)

Sir that's hilarious -- small place the Interweb!  Nice one.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Raph on July 06, 2011, 11:24:17 AM
The reasoning is pretty simple: there are two reasons to have multiple characters. One is to try everything, and the other is to cheat.

In the case of a game design with player interdependence and team-based PvP, the impetus to cheat is really really strong. Instead of working with others for supply chains, you'd do the whole chain yourself. Instead of knowing that an area was infested with Rebels but being unsure of how to scout it, you'd bring in your Reb mule and waltz through.

The "try everything" aspect is still a great reason to do it, don't get me wrong. That's why we let you drop skills and change. What you're really saying is "you want to do it all at once." Which immediately plays against interdependence and team dynamics.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Amaron on July 06, 2011, 11:26:45 AM
Which immediately plays against interdependence and team dynamics.

I'm not seeing the downside here.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Raph on July 06, 2011, 11:35:56 AM
What, you hate all team sports, all game mechanics arising from character classes, all economic gameplay involving multiple resources, and all other people?  :grin:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Amaron on July 06, 2011, 11:38:49 AM
What, you hate all team sports, all game mechanics arising from character classes, all economic gameplay involving multiple resources, and all other people?  :grin:

YES

Edit: Being more serious I just hate having to pick my in game friends based on their reliability.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Morat20 on July 06, 2011, 11:39:47 AM
I'm not seeing the downside here.
It's basically asking, in WoW, for a single character to be the best tank, best healer, best crowd control, and best DPS in the game. And also to be able to craft jewels, mine, harvest hide, do leatherwork, do tailoring, and do enchanting. I'm not aware of any game with crafting that lets you be the whole supply chain.

The skill system in SWG meant you could be the best at any given niche, create your own hybrid, or whatever. If you got bored, you could change it.

If you just wanted to be a crafter and never leave a player town? Don't bother with combat skills at all. Don't like crafting? Use all those points for combat. There were tradeoffs, of course, 'cause you didn't have unlimited skill points. Just like in WoW there are trade-offs -- you can be DPS or Tank or Healer or some mix, but if you're the mix you're not as good as the pure characters.

The variety was really good -- you had flavor of the month templates, of course, and variants -- DPS stackers, defense stackers, etc -- but most people seemed to pick up a collection of skills that worked for them.

I ended up with a solo type character, at the end -- TKM meant I didn't really have a problem with combat. I had enough scout to harvest meat, bone and hide. I had enough artisan and merchant to survey, place factories and excavaters, and have loot vendors. I had enough Creature Handler to tame creatures, though I was working my way up to being able to make them into mounts when I quit.

It fit exactly my play style. My friend, also tended to solo, was Master Ranger, Master Rifleman and...something else? My wife was working on bioengineer with her Wookie. She'd done medic, some doctor, and some dancer -- she was all over the place and barely combat capable, but then she only played when me and my friend were teamed up. (Made her darn useful in camp, though).

Edited to add: If you hate all team sports, game mechanics with character classes, and economic gameplay -- I think the type of game you want is called "Single Player". :)


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Raph on July 06, 2011, 11:42:40 AM
Well, that's fair. In SWG, it was much more about asynchronous contact and about weak ties, meaning it didn't have to be your friends, and didn't have to be trusted people. It wasn't like a raid group or the challenges of PUGs in class-based MMOs.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: WindupAtheist on July 06, 2011, 11:42:53 AM
And if you wanted to craft but also at some point wanted to pewpew in a Star Wars game? NO FUCK YOU I'M RAPH KOSTER AND YOU'RE AN ANT IN MY ANT FARM NOW BITCH, WAIT WHERE ARE YOU GOING?


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Amaron on July 06, 2011, 11:43:43 AM
stuff

The fact that you wrote all that in response actually makes me feel terribly guilty for not using a  :why_so_serious: face.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Morat20 on July 06, 2011, 11:46:57 AM
And if you wanted to craft but also at some point wanted to pewpew in a Star Wars game? NO FUCK YOU I'M RAPH KOSTER AND YOU'RE AN ANT IN MY ANT FARM NOW BITCH, WAIT WHERE ARE YOU GOING?
*raises hand*

I did both of those. At the same time even. I didn't pew-pew though, since Pistoleer was fucked up. :)

Amaron: I liked the skill system. I liked the flexibilty and the ability to change. I wish more games used something like that, instead of locking you into a class and forcing you to have a zillion alts. I also realize it's a bitch to balance and complex as shit, and DIKU frankly works. :)


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Raph on July 06, 2011, 11:47:42 AM
And if you wanted to craft but also at some point wanted to pewpew in a Star Wars game? NO FUCK YOU I'M RAPH KOSTER AND YOU'RE AN ANT IN MY ANT FARM NOW BITCH, WAIT WHERE ARE YOU GOING?

You had plenty of skill points to pewpew and craft and some left over to do even more. Seriously, it wasn't that big an issue in practice.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Sky on July 06, 2011, 11:48:22 AM
I think I did a short rant about not having crafting and adventure trees separate at some point in SWG.

But I like to 'cheat' at crafting. I want to have enough characters to cover all the crafting components and a shared inventory system to move items back and forth.

That said, SWG was one of the better games at actually being able to find components from others reliably (though quality was not guaranteed, obviously).


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ingmar on July 06, 2011, 11:56:33 AM
The reasoning is pretty simple: there are two reasons to have multiple characters. One is to try everything, and the other is to cheat.

In the case of a game design with player interdependence and team-based PvP, the impetus to cheat is really really strong. Instead of working with others for supply chains, you'd do the whole chain yourself. Instead of knowing that an area was infested with Rebels but being unsure of how to scout it, you'd bring in your Reb mule and waltz through.

The "try everything" aspect is still a great reason to do it, don't get me wrong. That's why we let you drop skills and change. What you're really saying is "you want to do it all at once." Which immediately plays against interdependence and team dynamics.

90% of people want to try everything. 90% of those people don't want to have to dump stuff they have a ton of time investment in to try something new. Numbers obviously pulled out of my ass, but I think they probably roughly approximate reality. Respeccing is great, resetting a skill grind to zero is not, if that's what is being described.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Morat20 on July 06, 2011, 12:06:53 PM
90% of people want to try everything. 90% of those people don't want to have to dump stuff they have a ton of time investment in to try something new. Numbers obviously pulled out of my ass, but I think they probably roughly approximate reality. Respeccing is great, resetting a skill grind to zero is not, if that's what is being described.
In practice it didn't really work out quite that badly, because you never 'started over'. You always had your cash, your gear, and because you could remove individual boxes, you were basically training a new talent without suddenly being a newb again. Say youyou were a Rifleman/Carbineer and wanted to drop Carbineer to take up TK. You'd only drop enough carbineer skills (if you  needed to at all) to take novice brawler and work up the brawl tree, dropping Carbineer boxes only when you had the unarmed XP to buy a new brawler box.

Which meant you'd generally keep all your defense stacking, to-hit bonuses, etc until you were replacing them with the new ones. The various "types" of XP were a bit of a pain, but it also meant you could bank them.

Personally I would have added an XP bonus to anyone who'd previously had, oh, a Master's box in a related skill (Like if you were a Master Rifleman, ranged Weapon XP would come faster) and MUCH faster XP to relearn a skill you'd once had. There was sort of the latter, in that you could keep some amount of XP even after you'd dropped the boxes. I don't remember what it was, but it was enough to pick up a box or two straight off if you went back.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Amaron on July 06, 2011, 12:07:51 PM
Sort of ontopic regarding one character per server:

I have to laugh a little that Raph basically had to go from getting fucked over by clownshoe retarded flatfiles (UO) to getting fucked over by Oracle (SWG).


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Rasix on July 06, 2011, 12:08:45 PM
90% of people want to try everything. 90% of those people don't want to have to dump stuff they have a ton of time investment in to try something new. Numbers obviously pulled out of my ass, but I think they probably roughly approximate reality. Respeccing is great, resetting a skill grind to zero is not, if that's what is being described.
In practice it didn't really work out quite that badly, because you never 'started over'. You always had your cash, your gear, and because you could remove individual boxes, you were basically training a new talent without suddenly being a newb again. Say youyou were a Rifleman/Carbineer and wanted to drop Carbineer to take up TK. You'd only drop enough carbineer skills (if you  needed to at all) to take novice brawler and work up the brawl tree, dropping Carbineer boxes only when you had the unarmed XP to buy a new brawler box.

Which meant you'd generally keep all your defense stacking, to-hit bonuses, etc until you were replacing them with the new ones. The various "types" of XP were a bit of a pain, but it also meant you could bank them.

Personally I would have added an XP bonus to anyone who'd previously had, oh, a Master's box in a related skill (Like if you were a Master Rifleman, ranged Weapon XP would come faster) and MUCH faster XP to relearn a skill you'd once had. There was sort of the latter, in that you could keep some amount of XP even after you'd dropped the boxes. I don't remember what it was, but it was enough to pick up a box or two straight off if you went back.

Sweet merciful Cthulhu.  :facepalm:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: eldaec on July 06, 2011, 12:11:27 PM
You had plenty of skill points to pewpew and craft and some left over to do even more. Seriously, it wasn't that big an issue in practice.

On a casual level this is true.

Problem was to get ~serious buisiness~ on any activity, especially crafting, required that you absolutely fill every box in a profession so you could reach Master, which typically added 30% to everything and made something of a mockery of the 'you can mix and match' ideal. After pre-reqs you could basically pick two professions.

I remember seeing the overweighted master boxes just before launch was the first moment I realised this was turning into a bit of a confused mess - felt like too many people trying to pull it different directions.

Quote
The "try everything" aspect is still a great reason to do it, don't get me wrong. That's why we let you drop skills and change. What you're really saying is "you want to do it all at once." Which immediately plays against interdependence and team dynamics.

EVE did this better
 - Add 'stuff' quicker than you can train it all.
 - In industry just have so much esoteric shit going on and keep lathering it on so nobody can realistically do it all.
 - In combat rely on the fact that you can only use one set of gear at a time to define roles.

I can't imagine ever permanently dropping anything that took a genuine grind to get in the first place (fuck weaponsmith).


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: WindupAtheist on July 06, 2011, 12:15:37 PM
It's basically asking, in WoW, for a single character to be the best tank, best healer, best crowd control, and best DPS in the game. And also to be able to craft jewels, mine, harvest hide, do leatherwork, do tailoring, and do enchanting. I'm not aware of any game with crafting that lets you be the whole supply chain.

One can make a shitload of characters in WoW and do pretty much every crafting profession if they want to, but there's still plenty of stuff on the auction house because nobody but a poopsock 5% actually wants to do all that shit.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Paelos on July 06, 2011, 12:18:15 PM
Yep, most people play a couple of characters, pick the profs that complement them, and move on with their lives.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: eldaec on July 06, 2011, 12:19:04 PM
. I'm not aware of any game with crafting that lets you be the whole supply chain.

There's UO, EVE, Atitd, and almost everything else bar the EQ clones.

EDIT : In fact, I don't remember even EQ forcing you to pick a crafter class?


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ingmar on July 06, 2011, 12:19:15 PM
The more I think about it the more I'm convinced that one character to a server *hurts* community, not builds it. If I feel like doing something else on a given night, I have to go do it on another server where my character built for that activity is, which takes me *away* from everyone I know. That's as anti-community as it gets.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Morat20 on July 06, 2011, 12:19:54 PM
Yep, most people play a couple of characters, pick the profs that complement them, and move on with their lives.
Which is, you know, what most people in SWG did. :)

You didn't think my TKM/some Merchant/Some Scout/Some CH was a flavor of the month, did you? :)

Ingmar: I can see your point, but my experience in WoW and SWG doesn't really support it. There seemed to be a lot more community in SWG than in WoW. That could just be player cities and houses. Frankly the lack of alts never seemed to be that big a deal. The handful of people so dang anal that they HAD to have multiple toons to cover all their crafting 'in house' or have a dedicated crafting and a dedicated combat toon bought two boxes.

95% of people just found a template they liked had fun doing whatever.

There were a lot of things wrong with the game (and your point about the huge Mastery bonuses is quite true -- it certainly had the feel of something slapped on at the end when they realized they'd never get the skill system working to their original ideas, or that their original ideas had some gamebreaking issues), but of all of them -- the lack of alts didn't really seem to be one of them.

As designed, the only people that really needed them were the ones who got them -- jedi, and that's because Jedi were supposed to be hunted. Not that that worked too well.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Crumbs on July 06, 2011, 12:33:39 PM
And if you wanted to craft but also at some point wanted to pewpew in a Star Wars game? NO FUCK YOU I'M RAPH KOSTER AND YOU'RE AN ANT IN MY ANT FARM NOW BITCH, WAIT WHERE ARE YOU GOING?

So your issue is with the single character slot.  I agree, that was restrictive.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Bunk on July 06, 2011, 01:04:09 PM
You had plenty of skill points to pewpew and craft and some left over to do even more. Seriously, it wasn't that big an issue in practice.

On a casual level this is true.

Problem was to get ~serious buisiness~ on any activity, especially crafting, required that you absolutely fill every box in a profession so you could reach Master, which typically added 30% to everything and made something of a mockery of the 'you can mix and match' ideal. After pre-reqs you could basically pick two professions.

I remember seeing the overweighted master boxes just before launch was the first moment I realised this was turning into a bit of a confused mess - felt like too many people trying to pull it different directions.

Quote
The "try everything" aspect is still a great reason to do it, don't get me wrong. That's why we let you drop skills and change. What you're really saying is "you want to do it all at once." Which immediately plays against interdependence and team dynamics.


I'll agree with eldaec here. I for example made what I intended to be a primarily social character, focused on tailoring (I have no idea why). Quickly figured out that in order to "matter" in the whole dynamic of the world, you had no choice but to master whatever profession you chose. I dabbled in the various entertainer trees for a bit, but ultimately dropped 90% of it because I just didn't have any room for it if I wanted to focus on crafting and still be able to leave town.

Maybe it was too much to ask to have a viable Tailor/Entertainer that could still shoot a blaster well enough to survive an encounter with a lone Tuskan Raider (I couldn't). So I dropped the entertaining almost completely and learned a few trees of combat skills. I still sucked at it, but at least I could explore a planet a bit.

It's too bad really, I get the idea for the single slot. The problem was, I loathed the idea of completely rewriting a character. If I spend the time to build a character up as one profession, I sure as hell didn't want to trash all those boxes to start a new one. I'm one of those guys who had four level 35 WoW characters at the same time. It wasn't about twinking, or muling - it was about wanting to experience different aspects of the game.

Oh, and the whole idea of leveling a character through every profession to unlock Jedi. I just still shake my head at that. Being able to make a change, move in a different direction as a character grows is one thing - but to just power through every single class? Why would I even bother naming such a character?


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lantyssa on July 06, 2011, 02:22:27 PM
The more I think about it the more I'm convinced that one character to a server *hurts* community, not builds it. If I feel like doing something else on a given night, I have to go do it on another server where my character built for that activity is, which takes me *away* from everyone I know. That's as anti-community as it gets.
It didn't work out that way.  You either didn't do that other activity or you changed professions over the course of a few weeks.  I've never seen a stronger community in a game than SWG.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Samwise on July 06, 2011, 02:54:28 PM
That said, SWG was one of the better games at actually being able to find components from others reliably (though quality was not guaranteed, obviously).

But the way the profession trees worked, you needed to have ALL the skill boxes in a profession (meaning you could craft any component that you might use) to get the Master box needed to be able to do ANYTHING in that profession at the highest level.  I.e. in terms of your skills there was no way to specialize in, say, assembling rifles, and work with someone else who specialized in making power cores or whatever.  If you want to make good rifles, you need Master Weaponsmith, which means you need to be equally good at making every weapon and every weapon component there is.

I mean, you could go through the charade of having a friend make your components so you could pretend that you were part of an efficient assembly line, but you were really just making more work for yourself and if your friend wasn't a master whatever you'd end up with a slightly lower quality product for your trouble.

God, you've gotten me started on SWG crafting again.  So many things about it were ALMOST really awesome and interesting.  ALMOST.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Slyfeind on July 06, 2011, 03:37:28 PM
The reasoning is pretty simple: there are two reasons to have multiple characters. One is to try everything, and the other is to cheat.

I'd think there's at least one more reason: to just build a character for its own sake, much in the way someone in ATITD builds a sculpture or someone in Minecraft builds a fortress. There are some aspects of "try everything" in there; like in WoW, if I made a gnome wizard and a human wizard, one is to experience the game with a short character and the other is to experience it with a slightly taller character. That can be solved with letting the player change races and appearances. But then if I wanted to make two orc warrior brothers, named Grott and Bruto, we can introduce name changes. But at that point, I wouldn't be playing Grott or Bruto; I would be playing one or the other with their name changed.

(Note this has nothing to do with roleplaying, though one could theoretically roleplay with any character, distinct or not.)


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Riggswolfe on July 06, 2011, 03:52:53 PM
The reasoning is pretty simple: there are two reasons to have multiple characters. One is to try everything, and the other is to cheat.

In the case of a game design with player interdependence and team-based PvP, the impetus to cheat is really really strong. Instead of working with others for supply chains, you'd do the whole chain yourself. Instead of knowing that an area was infested with Rebels but being unsure of how to scout it, you'd bring in your Reb mule and waltz through.

The "try everything" aspect is still a great reason to do it, don't get me wrong. That's why we let you drop skills and change. What you're really saying is "you want to do it all at once." Which immediately plays against interdependence and team dynamics.

Well player interdependence isn't enough reason to make people have only 1 character. As for PVP cheating, that's easy. Make it so that once you choose a "side" on a server, that's your side and you can't make characters that join the other side. See, oh, every RvR type game ever.

Not having multiple characters cut out the many, many players who get lots of pleasure from trying alts. I have a friend who has played LOTRO since launch and not one of her characters is max level because she likes to try different characters and crafting professions etc.

Finally, referring to cheating exposes another issue I suspect. It sounds like some SWG decisions were made with an us vs them mentality. Players were the enemy who had to be convinced to play the game the way the devs intended it.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Count Nerfedalot on July 06, 2011, 04:18:07 PM
God, you've gotten me started on SWG crafting again.  So many things about it were ALMOST really awesome and interesting.  ALMOST.

And every single one of those almosts is situated squarely at the intersection of a neck-beardy theory and reality.

Once again, the problem wasn't so much with any individual system or design decision.  The problem was with the whole complicated mess of them combined, and how they interacted with each other and had apparently unforeseen negative affects on each other.  Lots of cool systems/interesting design choices were designed/conceived in isolation, but the overall meta-design was either non-existant, incompetent, or completely obscured by the atrocious implementations of each of those individual systems which were themselves apparently crunched out in isolation then haphazardly thrown together with a total lack of (or incompetent) architectural design.

Providing lots of varied and interesting options for both crafting/socializing and combat was fantastic.
Shipping a world with so little actual content that participating in the various combat, crafting and socializing options (ie growing your character) was almost all there was to do was shortsighted.
Making hybrid crafter/combat players be weak sauce at both was stupid (issues with balancing hybrid combat characters is NOT equivalent).
Single character per server has some potential minor benefits, but only when considered in isolation. 
Allowing "respecs" but at the price of discarding weeks or months of effort that you had to redo if you changed your mind was just plain mean.
Starting with broken and incomplete systems, then changing the rules, changing the systems, completely revamping the balance, changing how gear works, etc, EVERY SINGLE MONTH while still never actually fixing the damn bugs, was clownshoes. 
Combining all of the above into a single monstrous clusterfuck, then throwing it all out for a completely different game, priceless. 


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Sjofn on July 06, 2011, 04:43:56 PM
Not having multiple characters cut out the many, many players who get lots of pleasure from trying alts. I have a friend who has played LOTRO since launch and not one of her characters is max level because she likes to try different characters and crafting professions etc.

People who love alts are legion.  :grin:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Samwise on July 06, 2011, 04:47:59 PM
The single character slot was one thing that never bothered me in SWG.  I think because I felt like I was spending too much time grinding out one character as it was.   :awesome_for_real:  

For a combat-oriented character it might have been different, but for a crafter the game didn't really start until you finished grinding out the Master box of your chosen profession, since before that nobody was interested in buying anything you were selling.  That's another rant, though.  (Why was experience gained from actually doing what your profession was designed for about 1/100th of what you could get from grinding useless components by hand?  WHY???)


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lantyssa on July 06, 2011, 04:51:38 PM
I'm known for my alt-itis.  It wasn't an issue in SWG because I could be whatever I wanted.

It's like making multiple of any class in Rift.  Unless you're trying to see the Guardian/Defiant side, why would you?  There's no point nor need.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: WindupAtheist on July 06, 2011, 04:53:51 PM
Finally, referring to cheating exposes another issue I suspect. It sounds like some SWG decisions were made with an us vs them mentality. Players were the enemy who had to be convinced to play the game the way the devs intended it.

Sure being able to do more than one thing (or maybe two things badly) without grinding up skills over and over might be "fun" but that would allow players to cheat the Interdependant Raph Koster Social Monkeydome!


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Count Nerfedalot on July 06, 2011, 04:58:43 PM
The more I think about it the more I'm convinced that one character to a server *hurts* community, not builds it. If I feel like doing something else on a given night, I have to go do it on another server where my character built for that activity is, which takes me *away* from everyone I know. That's as anti-community as it gets.
It didn't work out that way.  You either didn't do that other activity or you changed professions over the course of a few weeks.  I've never seen a stronger community in a game than SWG.

But was that because of the single-character per server or in spite of it?  And even if we assume that SCPS was a major factor in building community, would its effect have been greater, lesser, or unchanged if your single character could actually Master multiple skill areas simultaneously?  

I confess that I was one of those that wanted to excel in both crafting and combat at the same time.  Or not even at the same time really, I would have been perfectly happy to do it with two different characters played one-at-a-time, but on the same server during the same time period.  So once my single character got to the point where I could no longer progress in one without sacrificing the other, yet there was plenty of room to grow still in both, I became very frustrated.  I did stoop to starting a second account, but I hated myself for it, resented SWG for it, and came to despise anyone and everyone at SOE who made the design decisions that left me with that ugly choice.  I know, I was weak.  I was also nearly broke which made it hurt all the more.  

All the high-minded sounding pontification from the developers about the benefits of a single-character-per-server design is total bullshit as long as they allow anyone to have two characters on the same server just by spending more money.  It invalidates everything they say and opens the door to all sorts of ugly suspicions about ulterior motives.  Like greed.  Might as well admit it, SWG was the first AAA western title to officially adopt pay-to-win.  And it sucked just as much if not more then as it does now.

And the irony is, all that resentment I had over that devil's choice?  I suspect that it magnified my dissatisfaction with the many other flaws in the game and its management such that I left much earlier than I would have otherwise.  I didn't even make it to the release of the CU, as I saw where it was headed after the first (what were they called? Senators?) preliminary reports came out.  So probably they at best broke even with total income from me and my two limited-duration accounts versus what they might have gotten from me with a single account played all the way through till the NGE.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lantyssa on July 06, 2011, 06:31:27 PM
But was that because of the single-character per server or in spite of it?  And even if we assume that SCPS was a major factor in building community, would its effect have been greater, lesser, or unchanged if your single character could actually Master multiple skill areas simultaneously?  
I think it was because of a combination of systems.  A flexible profession system for one, but it was a combination of things.

To use Sjofn as an example, when I see one of her characters in WoW I think "hey, it's Sjofn" not it's Character X.  In SWG I thought of people as Character X.

That's not to say the system was perfect.  I was fortunate in that the professions I liked overlapped, and always could do some combat.  They probably could have done something where you have the skill points for combat, the skill points for crafting, and maybe a mixed pool where you could have augmented one or the other.  There were probably other ways to improve on it.

It's still one of the most flexible systems we've seen though, and it allowed me to play a character instead of playing a class, because I was never locked into the class.  For me that is a really important distinction.  I play alts to see content and try out classes I couldn't otherwise.  Any game where I can keep my character but I can try new stuff with her makes me love it.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Sjofn on July 06, 2011, 07:20:55 PM
I'm known for my alt-itis.  It wasn't an issue in SWG because I could be whatever I wanted.

It's like making multiple of any class in Rift.  Unless you're trying to see the Guardian/Defiant side, why would you?  There's no point nor need.

From the way SWG's system is described, it's not really the same. In Rift it's a matter of paying a little in-game money and boom, now you're good at X instead of Y and you can go on your merry way, so I can understand people not needing more than one of each base class (especially since not only can you respec, but you can have quintuple spec if you're rich enough). That doesn't appear to be the case in SWG, it was "How bad do I want to try this other aspect of the game? Enough to abandon all the work I put into the other thing?"

Chances are, the answer is "no." That shortens the life of the game considerably for me. But like I said, I knew this about myself and didn't give SWG a second look once I heard "one character per server." All the other shit that came after (it's really buggy, the combat is crappy, etc) would've kept me away anyway, but I do specifically remember the one character thing being the main reason I wasn't even curious about it. It's interesting to hear why, but I can't say I agree with the reasoning. But that is probably surprising to no one who has played these sorts of games with me!


As an aside, I enjoy that I am "Sjofn" to people who never even met Actual Sjofn. MY SKALD WILL NEVER BE FORGOTTEN.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lantyssa on July 06, 2011, 08:36:06 PM
As I said, it wasn't perfect.  Mind, we had EQ1 as a comparison at the time.  Being able to switch your profession around at all was pretty revolutionary.  (Was UO allowing reskilling at that point?  I never followed it too closely.)


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: eldaec on July 06, 2011, 09:45:49 PM
Why was experience gained from actually doing what your profession was designed for about 1/100th of what you could get from grinding useless components by hand?  WHY???

Original design was that the bulk of crafter xp would come from people using your shit. Which was an awesome idea. Only master boxes fucked that up, because your shit was worthless until you finished master (and no longer needed xp). Then xp came from all production, only factory production was deemed too 'easy', so that got nerfed because apparently sitting there mindlessly clicking things or macroing was 'fun and engaging'.

This all another great example of not having the team commit to one vision. Also a great example of the era when devs confused grind with achievement even more regularly than they do today.
 


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ingmar on July 06, 2011, 09:58:39 PM
As I said, it wasn't perfect.  Mind, we had EQ1 as a comparison at the time.  Being able to switch your profession around at all was pretty revolutionary.  (Was UO allowing reskilling at that point?  I never followed it too closely.)

DAOC had respecs, dunno about other same-era games.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Samwise on July 06, 2011, 10:16:07 PM
Original design was that the bulk of crafter xp would come from people using your shit. Which was an awesome idea. Only master boxes fucked that up, because your shit was worthless until you finished master (and no longer needed xp). Then xp came from all production, only factory production was deemed too 'easy', so that got nerfed because apparently sitting there mindlessly clicking things or macroing was 'fun and engaging'.

What I don't understand is why they felt the need to nerf usage xp (which they did, IIRC) rather than letting it work to the extent that it was possible.  I actually was able to make some money as a rising weaponsmith by selling crates of grenades, since they were the best way to grind that stupid combat XP and people didn't care as much about quality when it came to one-shot items, but I got just about ZERO experience from that (i.e. actually being a weaponsmith and selling some weapons) because I had to make them in a factory and because I didn't get any usage XP.  I mean, I can understand maybe not wanting people to be able to grind out the master box in a weekend by buying a bunch of resources and loading up a factory with them, but if you're actually making weapons that people are BUYING and USING?  You deserve some fucking XP.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: eldaec on July 06, 2011, 10:44:01 PM
As I said, it wasn't perfect.  Mind, we had EQ1 as a comparison at the time.  Being able to switch your profession around at all was pretty revolutionary.  (Was UO allowing reskilling at that point?  I never followed it too closely.)

DAOC had respecs, dunno about other same-era games.

Profession was more or less equivalent to class. The only games that didn't lock you in were those that weren't class based.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ruvaldt on July 06, 2011, 11:31:09 PM
As I said, it wasn't perfect.  Mind, we had EQ1 as a comparison at the time.  Being able to switch your profession around at all was pretty revolutionary.  (Was UO allowing reskilling at that point?  I never followed it too closely.)

Yeah, it was.  In UO, once you hit the skill cap, but increased a skill, it would take the increased skill points out of skills that you had marked with a "down" arrow rather than the pool of unspent points.  You could also lock skills in place at pretty much any value so that they wouldn't max ou, and thus take up room in your skill % total.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: DraconianOne on July 07, 2011, 02:25:57 AM
That doesn't appear to be the case in SWG, it was "How bad do I want to try this other aspect of the game? Enough to abandon all the work I put into the other thing?"

Honestly, dropping a profession to pick up another was, in most cases, relatively painless and quite a few people did it all the time. Crafting was a pain to level if you were poor or just starting out (unless you found a sponsor) but if you'd been playing a while you could probably get hold of a load of cheap resources and power level quite quickly. Combat was even easier - because (pre CU) there were no character levels, you could still join a group of people and go fight stuff even if you weren't as effective in terms of damage. It wasn't like a level 1 joining a group of lvl 85s or whatever. I don't think there was any restriction on what armour you could wear or how much your health could be buffed so survivability wasn't an issue.

Plus, no running back to trainers each time you got a box (level) as anybody who had the skill you wanted could train you. I recall levelling up to Master Rifleman or something over the space of an evening. The idea of "all the work I put in" didn't come into it for the most part.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: eldaec on July 07, 2011, 02:42:40 AM
The thing where other players could take the place of npc trainers was cool - and easily transferable even to eq clones as well. No reason any random higher level guy from your class can't trigger access to the training dialog (if your design uses trainers at all).


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: 5150 on July 07, 2011, 03:09:20 AM
How did you pull that out of what I said?  

I was only touching upon how the combat portions of the game and the ability to participate in them directly conflicted with the ability to participate in the crafting/social aspects because they were in the same pool of resources for your character.  

This was a major problem for me and for a lot of people I played with.  You could either be "Star Warsy" or "Sim Beru", but those of us that wanted to do both were fighting a losing battle with an extremely restrictive system.

So you basically want to be able to do everything solo in a multiplayer game?

I can accept that if I want to Hybrid I cant be as good as someone who is dedicated. In your ideal world wouldn't everyone just end up with exactly the same character at the end of the day (i.e. do everything at max level - granted not everyone would bother with it all but thats not the point)?


EVE did this better
 - Add 'stuff' quicker than you can train it all.
 - In industry just have so much esoteric shit going on and keep lathering it on so nobody can realistically do it all.
 - In combat rely on the fact that you can only use one set of gear at a time to define roles.

I can't imagine ever permanently dropping anything that took a genuine grind to get in the first place (fuck weaponsmith).


No, Eve just encourages you to sub a shit ton of alts (Power of 2 offer for example) so CCP make more money.

FWIW In SWG I was Master DE (yes, the lower boxes were a grind but thats another discussion) with enough Merchant to sell my stuff and (even after CU) enough Carbine (RP choice) to be useful (at least if it wasn't inbalanced as hell and more often than not you incapped yourself with the specials).

I had a friend who always goes for the best combat class (he did eventually get Jedi via the village just in time to quit with the NGE). In other MMO's he's had to create new characters when the nerf/balance bat swings, which is a pain in the ass as he than has to power level just so he can team with us again.

In SWG he could just shift his skill points over to the new FOTM profession without it causing a huge problem for everyone.

I think my only complaint about the skill system was when they let you reallocate the points (after the CU hit I believe) since everyone worked out that if you just stuck a merchant vendor down the xp flowed in even when you weren't online and enabled you to level up other professions without actually doing anything.

(I'm not going to complain too loudly though as thats how I got to Master DE in the end since the devs seemed determined to make droids completely bloody useless!)


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lantyssa on July 07, 2011, 05:47:17 AM
I took my mouse droid everywhere if it makes you feel any better.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Morat20 on July 07, 2011, 05:56:57 AM
I took my mouse droid everywhere if it makes you feel any better.
I loved me my harvesting droid. :)

I'd move onto the next kill while my droid was off deboning my last one. :)


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Count Nerfedalot on July 07, 2011, 06:50:34 AM
What part of wanting to be a top-notch crafter in a single craft out of what, 10? AND a top-notch combatant in a single combat role out of another 10? simultaneously equates to wanting to do everything solo in a multiplayer game?  That is a stupid strawman argument that invalidates everything else anyone using it has to say.  It is NOTHING like wanting to be some uber tank-mage-healer-master-of-all-crafts-plus-resource-gathering monster.  Nothing.  So stop using that stupid argument.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: 5150 on July 07, 2011, 07:13:09 AM
What part of wanting to be a top-notch crafter in a single craft out of what, 10? AND a top-notch combatant in a single combat role out of another 10? simultaneously equates to wanting to do everything solo in a multiplayer game?  That is a stupid strawman argument that invalidates everything else anyone using it has to say.  It is NOTHING like wanting to be some uber tank-mage-healer-master-of-all-crafts-plus-resource-gathering monster.  Nothing.  So stop using that stupid argument.

If that was directed at me, I don't believe, prior to this point, anyone had discussed how many professions a character should have been able to master at the same time (bearing in mind there were two tiers) although Raph did touch on it briefly and therefore 'everything' was used.

It would appear your issue wasn't therefore with the single character slot but actually with the costs of the skill boxes and/or the max. skill points a character could have?


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Surlyboi on July 07, 2011, 07:21:31 AM
But that was the thing. Even with the limitation of skill boxes, you could still make yourself one badass perpetrator that still had a soft side. My girlfriend at the time was a bounty hunter and a dancer. One of the only people I knew on our server that had a firespray, fer chrissakes, yet you could still find her shaking that ass in cantinas every now and then, waiting for someone she had a bounty on to walk in.

Me, I was happy with my smuggler/TKM/jedi and my TKM/BE combo was pretty damned funny too.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Sky on July 07, 2011, 07:28:27 AM
I'm known for my alt-itis.  It wasn't an issue in SWG because I could be whatever I wanted.

It's like making multiple of any class in Rift.  Unless you're trying to see the Guardian/Defiant side, why would you?  There's no point nor need.
1. You can't be a Trandoshan AND a wily old black lady who is just down on her luck and needs to shake her moneymaker.

2. Agree with that one. I have four characters and no desire to make another one. It was a bit tough to get my visuals narrowed to only four avatards, though. A lack of diverse and interesting races "helps"  :oh_i_see:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Morat20 on July 07, 2011, 10:32:43 AM
What part of wanting to be a top-notch crafter in a single craft out of what, 10? AND a top-notch combatant in a single combat role out of another 10? simultaneously equates to wanting to do everything solo in a multiplayer game?  That is a stupid strawman argument that invalidates everything else anyone using it has to say.  It is NOTHING like wanting to be some uber tank-mage-healer-master-of-all-crafts-plus-resource-gathering monster.  Nothing.  So stop using that stupid argument.
Skill points were, IIRC, set to two and a half 'mastered' professions. You could be a Master Weaponsmith, a Master Rifleman and I think still have enough points to have top-line vendors.

If ALL your skill points were in crafter you generally got eaten by womp rats. Which was an issue.

I think the crafting interdepency was a seperate issue, as well as the problem with Master Boxes. The former I think was a solid game mechanic (note: WoW also uses this. It's pretty common), but the latter --

*shrug*. I can see what the original goal probably was -- and that I think was worthwhile. The idea of being able to take enough weaponsmith to make, say, top-quality scopes or power paks whereas the guys making top-end guns had to purchase those schematics or components because they were too specialized was an interesting one. And in the places where it worked, it worked well -- the interlocking economy between resouce vendors, scouts, and crafters worked really well.

The related interlocks between various weaponsmiths of various skills, for instance, did not. Because of the huge Master bonuses.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Samwise on July 07, 2011, 10:56:12 AM
Skill points were, IIRC, set to two and a half 'mastered' professions. You could be a Master Weaponsmith, a Master Rifleman and I think still have enough points to have top-line vendors.

That was about my exact build, except that it wasn't possible to get all the vendors that way (you needed Master Merchant and Master Artisan for that).


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: 5150 on July 07, 2011, 10:59:40 AM
Skill points were, IIRC, set to two and a half 'mastered' professions. You could be a Master Weaponsmith, a Master Rifleman and I think still have enough points to have top-line vendors.

That was about my exact build, except that it wasn't possible to get all the vendors that way (you needed Master Merchant and Master Artisan for that).

I seem to remember that you could however get master merchant, stick down then vendors and the drop the unneeded skills that were only required to place vendors, not maintain them


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Morat20 on July 07, 2011, 11:06:32 AM
I seem to remember that you could however get master merchant, stick down then vendors and the drop the unneeded skills that were only required to place vendors, not maintain them
Yep. I think Master Merchant was needed for like global visilibity or something, which is why I hit the box. I was dropping Merchant and picking up Creature Handler when the CU hit and I left the game.

Interestingly enough -- one of the reasons I've had a hard time picking WoW back up with the new expansion is they redid the mechanics so much (Hunters especially with the new focus stuff) that I've just not felt it was worth it to relearn. It's a surprisingly small thing that didn't so much sour the expansion on me -- it just was enough of a hump that I've yet to really deal with it and explore the new content.

Instead it's just waiting for me to get the WoW bug again. I suspect that's universal to MMORPGs. You need change and growth, but too much and it discourages players from continuing. If they're going to learn something new, why not the newest shiny MMORPG that came out, rather than relearning to play?


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Samwise on July 07, 2011, 02:37:18 PM
Skill points were, IIRC, set to two and a half 'mastered' professions. You could be a Master Weaponsmith, a Master Rifleman and I think still have enough points to have top-line vendors.

That was about my exact build, except that it wasn't possible to get all the vendors that way (you needed Master Merchant and Master Artisan for that).

I seem to remember that you could however get master merchant, stick down then vendors and the drop the unneeded skills that were only required to place vendors, not maintain them

Ah yes, I remember that now.  I also remember the forum community frothing at the mouth about this rampant "cheating" and requesting that the dev team make closing that loophole their top priority.  Which they eventually did, since it was a hell of a lot easier than doing something that might make the game BETTER.  :facepalm:  And then shortly thereafter, the CU came along and the merchant profession was gutted/removed anyway, or something.  I'd unsubbed by that point.  God, I'd blocked all of that out.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Morat20 on July 07, 2011, 09:21:56 PM
Ah yes, I remember that now.  I also remember the forum community frothing at the mouth about this rampant "cheating" and requesting that the dev team make closing that loophole their top priority.  Which they eventually did, since it was a hell of a lot easier than doing something that might make the game BETTER.  :facepalm:  And then shortly thereafter, the CU came along and the merchant profession was gutted/removed anyway, or something.  I'd unsubbed by that point.  God, I'd blocked all of that out.
In real game design, Merchant would have either been heavily revamped or eliminated. The lack of soul-bounds and the looting and crafting stuff meant that lots of people needed vendors, the AH was deliberately price-limited, which meant there wasn't a potential for a true 'Merchant class'.

It was a solid idea, another social tie, but it just wasn't working in practice. Which meant it needed to be removed or eliminated. Everyone that wanted loot, resource, or goods vendors just took some merchant and nobody got squat out of keeping more Merchant than enough for the vendors. Should have been roled into an artisan line, at most.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: 5150 on July 08, 2011, 03:29:04 AM
Ah yes, I remember that now.  I also remember the forum community frothing at the mouth about this rampant "cheating" and requesting that the dev team make closing that loophole their top priority.  Which they eventually did, since it was a hell of a lot easier than doing something that might make the game BETTER.  :facepalm:  And then shortly thereafter, the CU came along and the merchant profession was gutted/removed anyway, or something.  I'd unsubbed by that point.  God, I'd blocked all of that out.

IIRC Merchant survived the CU because thats when they added the ability to directly respec skill boxes for other skill boxes (without having to re-grind the xp) and everyone just used merchant xp (which flowed in freely once you placed a vendor) to respec to other professions

Should have been roled into an artisan line, at most.

I think you got the base level 'coke machine' vendor during artisan (and maybe a splattering or other merchant bits), but yes in hindsight it would probably have been better to integrate the merchant tree with the artisan tree (although merchant was tier 2 and artisan tier 1).....


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Samwise on July 08, 2011, 10:41:16 AM
For some reason all of this is making me feel more motivated to work on my zombie MMO.    Maybe it's the idea of getting to implement a cool branching skill tree like SWG's that isn't stupid.   :awesome_for_real:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Raph on July 08, 2011, 10:50:46 AM
In real game design, Merchant would have either been heavily revamped or eliminated. The lack of soul-bounds and the looting and crafting stuff meant that lots of people needed vendors, the AH was deliberately price-limited, which meant there wasn't a potential for a true 'Merchant class'.

It was a solid idea, another social tie, but it just wasn't working in practice. Which meant it needed to be removed or eliminated. Everyone that wanted loot, resource, or goods vendors just took some merchant and nobody got squat out of keeping more Merchant than enough for the vendors. Should have been roled into an artisan line, at most.

I don't follow your logic. Without a price-limited AH, there would no vendors at all (perfect info economy eliminates shopkeeper gameplay). And there were quite a lot of Master Merchants.

I *think* you're saying "people needed to buy and sell lots of stuff so everyone should have been able to run a shop." The point of the merchant tree was to enable those who wished to do the shopkeeper gameplay to do so. There's a specific audience target for that. The fact that if you were outside that target you could pick up just a little skill and get by would be "as designed."


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: eldaec on July 08, 2011, 10:56:37 AM
Were merchants really a positive gameplay mechanic? The *real* mechant profession traded in the market for profit (and provides liquidity in the process).

Merchants in SWG were in fact vending machine attendants.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Mrbloodworth on July 08, 2011, 11:04:31 AM
I was a merchant, it was indeed useful.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Paelos on July 08, 2011, 11:07:19 AM
I was a miner! It was glorious.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Nyght on July 08, 2011, 11:08:42 AM
As a practical matter, my recollection is that a 'little' bit of merchant skill was useless. Perhaps prior to the auction house showing vendors globally sure. But after that, you needed enough to get the global exposure. Folks doing high end like Krayt (sp) pearls or taking harvesting requests generally did so by direct contact and had no vendors.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Mrbloodworth on July 08, 2011, 11:28:14 AM
I believe thats where "interdependence" kicked in.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Morat20 on July 08, 2011, 02:13:09 PM
I don't follow your logic. Without a price-limited AH, there would no vendors at all (perfect info economy eliminates shopkeeper gameplay). And there were quite a lot of Master Merchants.
On rereading that, I realized I skipped a few important bits. :) I blame fatigue.

The idea was solid (and the limited AH played into it) which was:
1) Crafters, gatheres, and combat types find a merchant, sell goods (loot, crafted items, resources, etc)  to merchant.
2) Merchant puts them on vendor. Full merchant tree gives global vsibility and enough vendors to run a 'shop' so that goods can be easily found by going to the correct vendor.
3) Sellers get rid of inventory items immediately, merchant marks up goods a bit and makes profit.

In practice, however, it just didn't happen. You didn't have a lot of full merchants doing -- those that existed were basically doing the equivilant of trying to buy up as much of a commodity and resale it at a higher price, basically like scouring auction houses to find under-priced goods. Except with vendors scattered over a dozen worlds, they really couldn't do so effectively.

What you HAD was generally either you or  a friend who bit the bullet and took enough Merchant to have three or four vendors and global visibility. (And then exploited to drop as much as possible of the tree). Even in PA's there was rarely a dedicated merchant, unless it was someone's alt who was basically there AS a merchant and generally side-crafter (furniture, paintings -- the sort of thing that didn't need experimentation points but could provide solid vendor items).

It was a skill tree and a class that someone had to suck it up and take, for the most part., which is a sign that it really needed to be removed or revamped.

I know I really begrudged the skill points -- and I loved having vendors -- because I was my friend's loot vendor. I'd put their stuff up on my vendor, and when it solld I'd give them the money.

I understand the theory. The reality? People two-boxed to get an alt who had a vendor, or lost a ton of needed skill points in order to sell their crafted goods. The *best* you could hope for was a PA with a full-time merchant alt or two, and even then you had to trust them to give you the money.

The ability to allow others to place goods on your vendor directly (IE: I give my friend permission to put stuff on a specific vendor, when it sells the money goes to him -- less a specific % I set and he agrees to when he places it) would have helped. It was a nightmare going through my mail trying to figure out what sold and who I owed money to, and I only did this for like three people (myself and two others).

Also, I think if Merchant boxes had given you more and more ability to remotely view, sort, analyze, and acquire goods you might have seen dedicated merchants. It was freakin' Star Wars, for Pete's sake. Why can't I buy goods from a vendor on another planet without leaving my home? There are guys in Eve, WoW and any other MMORPG who LIVE for basically playing an economics game. If going up the Merchant tree basically gave you the same tools someone playing the AH on WoW gave you, it would have formed a much better niche.

Especially if a basic artisan, or hell just a basic house, gave you the ability to put up a vendor -- even if one that could only sell to Merchants remotely.

That would allow anyone with a house to sell to Merchants, anyone with artisan to put up a merchant or two that could sell to anyone who saw them (so really good for player cities), and merchants themselves to look at an entire galaxy of goods and buy and sell, getting goods for their own shops/malls.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ingmar on July 08, 2011, 02:39:07 PM
This all sounds incredibly inconvenient for the person who will buy and use the items in the end.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Samwise on July 08, 2011, 03:07:31 PM
As with a number of SWG professions, the idea was interesting, but the actual utility/gameplay you got wasn't a good return on your SP investment because there just wasn't enough stuff for a dedicated merchant to do on a day-to-day basis.  IIRC half of the skill boxes in the Merchant tree were basically placeholders; that maybe should have been a clue that there wasn't enough gameplay there to justify all those skill points.   :awesome_for_real:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Nyght on July 08, 2011, 03:19:02 PM
Later in the game, I had an architect that was kind of a hybrid. She had full master Arch and Merchant. She specialized in interior decorator items like rugs, paintings, rare interior items. She would fly around and buy up rug parts, blueprints of rarer items, and anything that fit that was below the potential sales price. She really did little of actual building construction, there was little demand after the game was settled. She made a ton of cash though.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Samwise on July 08, 2011, 03:31:52 PM
Later in the game, I had an architect that was kind of a hybrid. She had full master Arch and Merchant. She specialized in interior decorator items like rugs, paintings, rare interior items.

Yeah, I think that was the last thing my character was doing before I unsubbed.  I realized that the most fun thing about being a weaponsmith had been decorating my shop, but it was a pain in the ass to actually find someone who sold all the different kinds of furniture, so I opened an IKEA.   :awesome_for_real:  Levelling architect was a hell of a lot easier than levelling weaponsmith, partly because you could grind items that used large amounts of cheap resources and gave lots of XP, and partly because furniture quality didn't matter so you could assemble things by hand (and get the grind XP) that you could then actually sell.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Morat20 on July 08, 2011, 03:33:47 PM
This all sounds incredibly inconvenient for the person who will buy and use the items in the end.
Not really. The way it ended up, every player city had a massive mall of vendors. The problem wasn't finding something to buy (unless it was quite rare, which is  always a problem) -- anyone taking a shuttle into a player city could see all the vendors. The problem was selling stuff.

Yours, or loot, or resources. You either needed a vendor of your own, or to catch a merchant actually in. I think there was some crappy-ass way to sell directly to a vendor, but it was more like a "I give you this, you okay whether to spend X" system. (And the inventory system SUCKED).

It wouldn't have changed a thing for the end-user, which was pretty easy. Not as easy as an auction house, but it was REALLY hard not to notice player cities full of crafting vendors and loot vendors.

Merchants in SWG either needed to be removed, or turned into something that could work like in Eve -- basically a class with full access to the entire playerbase public transactions, and the ability to winnow through it so you could actually 'play the market' or create the equivilant of an economic consortium.

The problem was that merchants were just like everyone else when it came to buying -- they had to fly from planet to planet, drive out to each vendor and look at the inventory. If you were going to make a merchant class, why on earth didn't that include getting the ability to, you know, NOT do that? Any businessmen has peons to fetch and collate that sort of thing for him.

Nyght: Since I had the vendors, I bought painting schematics. I always had TONS of excess hide and cheap components, so making giant painting lots for factories was easy. I think I did rug parts and a few others. I had the skill points tied up in vendor anyways.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ingmar on July 08, 2011, 03:46:10 PM
So you're saying you had to browse each vendor separately, in-person, to see what was for sale there, but that wasn't inconvenient for the buyer? Even DAOC had a global search for player vendor contents.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Amaron on July 08, 2011, 04:13:16 PM
So you're saying you had to browse each vendor separately, in-person, to see what was for sale there, but that wasn't inconvenient for the buyer? Even DAOC had a global search for player vendor contents.

I remember some sort of vendor search at one point at least.   You still had to actually go and buy it manually in the middle of nowhere though.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Tale on July 08, 2011, 04:33:12 PM
So you're saying you had to browse each vendor separately, in-person, to see what was for sale there, but that wasn't inconvenient for the buyer? Even DAOC had a global search for player vendor contents.

How might it work in a grimy fictional galaxy, plagued by civil war and a domineering empire, where much is illicit and spoken in hushed tones? There was a busy official market with global search, but it was price-capped. Your own NPC vendors were not price-capped. So the really good stuff was on private vendors.

Stockpile worthwhile stuff, build a shop, put a sign outside saying what you're selling. If you were any good, people shared waypoints to Ingmar's Weapons on Tatooine. Most things had decay or charges, so you got return customers unless they found better product.

You were listed on the planetary map under vendors. You could add a note to items on the public market, giving people your shop location, and set up a droid that advertised for you in cities.

But the co-operative malls in player cities worked best. Well-known traders would often have a mall outlet in addition to their own shop. People knew it was your outlet because you named the NPC "Ingmar's Guns".


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: WindupAtheist on July 08, 2011, 04:35:45 PM
So you're saying you had to browse each vendor separately, in-person, to see what was for sale there, but that wasn't inconvenient for the buyer? Even DAOC had a global search for player vendor contents.

UO still works like this. It's mitigated a little bit in comparison to SWG by the fact that at least you can instantly teleport between shops, but nevertheless it's a giant cockstab. All I've been hearing from ex-SWG people in this thread is "No no the kicks in the nuts felt kinda good once you got used to them!"

Look, guys, I know what it is to be irrationally in love with a clusterfucked old sandbox MMO, but come on. Some of you haven't come anywhere near completely to terms with just how much stupid bullshit you were overlooking even when the game was "good".

How might it work in a grimy fictional galaxy...

Weapons would be manufactured by a handful of massive corporations, not individual artisans like it's the goddamn middle ages. If I want to buy a handgun I go buy a Glock or something, I don't google up a gunsmith and then go out into the mountains with him to mine for ore like a 19th century prospector. Jesus Christ. Don't even try to appeal to "realism" with this shit.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ingmar on July 08, 2011, 04:41:51 PM
So you're saying you had to browse each vendor separately, in-person, to see what was for sale there, but that wasn't inconvenient for the buyer? Even DAOC had a global search for player vendor contents.

How might it work in a grimy fictional galaxy, plagued by civil war and a domineering empire, where much is illicit and spoken in hushed tones? There was a busy official market with global search, but it was price-capped. Your own NPC vendors were not price-capped. So the really good stuff was on private vendors.

Stockpile worthwhile stuff, build a shop, put a sign outside saying what you're selling. If you were any good, people shared waypoints to Ingmar's Weapons on Tatooine. Most things had decay or charges, so you got return customers unless they found better product.

You were listed on the planetary map under vendors. You could add a note to items on the public market, giving people your shop location, and set up a droid that advertised for you in cities.

But the co-operative malls in player cities worked best. Well-known traders would often have a mall outlet in addition to their own shop. People knew it was your outlet because you named the NPC "Ingmar's Guns".

Again, that's all about the seller. I didn't know you could create automated trade channel spam though, that sounds wonderful.  :oh_i_see:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Tale on July 08, 2011, 05:36:41 PM
Again, that's all about the seller. I didn't know you could create automated trade channel spam though, that sounds wonderful.  :oh_i_see:

I didn't say you could create automated trade channel spam. I said you could have a droid walk around advertising your shop. In speech bubbles above its head.

That's enough "here is my SWG opinion" from people who skipped it. Just accept it was a game of missed potential. It contained successes and disasters. "But is it fun?" is the F13 question and the answer continues to be "nobody can agree".


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Surlyboi on July 08, 2011, 06:16:06 PM
This all sounds incredibly inconvenient for the person who will buy and use the items in the end.

If you knew where the stuff was and had the creeds to buy it, it wasn't inconvenient.

And in answer to the "But is it fun?" question, it was for me.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lantyssa on July 08, 2011, 07:25:36 PM
That's enough "here is my SWG opinion" from people who skipped it. Just accept it was a game of missed potential. It contained successes and disasters. "But is it fun?" is the F13 question and the answer continues to be "nobody can agree".
I'd sum it up for them this way:  As a game, it wasn't that great.  Ingmar wouldn't have liked it, though it wasn't as bad as he is trying to image, either.  I've just played with him enough to make that assessment.  As a world though it was awesome.

If the gamey bits could have been improved to the point that people who only like games could have had fun, the worldly bits kept for those of us that enjoyed those, and a plethora of bugs squashed, it would have been truly amazing.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Morat20 on July 08, 2011, 08:51:36 PM
This all sounds incredibly inconvenient for the person who will buy and use the items in the end.

If you knew where the stuff was and had the creeds to buy it, it wasn't inconvenient.

And in answer to the "But is it fun?" question, it was for me.
*shrug*. I can't remember a whole lot of problems with it, mostly because player cities tended to have shuttles which meant getting there was ridiculously easy and I passed through them constantly. So if I was feeling like I should probably pick up some new weapons, I'd probably pass a half-dozen weapon vendors just by moving around. I admit, early on it was probably FAR more of a pain.

But by the time i played, there were established cities, with malls full of of vendors for every good possible with shuttleports and vehicles had just been introduced.  Finding them wasn't a big deal -- the whole "global visibility" thing on the Merchant tree was effectively "Show my vendors on the map". Pick one and it'd give you a waypoint to it.

No, it wasn't as convienent as the Auction House on WoW. On the other hand, it was part of what made player cities really work so...your mileage varies if the slight hassle was worth it. It was certainly easier than buying and selling in, say, EVE. :)

No Jita lag.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Xanthippe on July 08, 2011, 08:53:17 PM
That's enough "here is my SWG opinion" from people who skipped it. Just accept it was a game of missed potential. It contained successes and disasters. "But is it fun?" is the F13 question and the answer continues to be "nobody can agree".
I'd sum it up for them this way:  As a game, it wasn't that great.  Ingmar wouldn't have liked it, though it wasn't as bad as he is trying to image, either.  I've just played with him enough to make that assessment.  As a world though it was awesome.

If the gamey bits could have been improved to the point that people who only like games could have had fun, the worldly bits kept for those of us that enjoyed those, and a plethora of bugs squashed, it would have been truly amazing.

I'm looking for a world.  Are there any good worldy games out there besides Rift right now?


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: UnSub on July 08, 2011, 09:48:23 PM
Look, guys, I know what it is to be irrationally in love with a clusterfucked old sandbox MMO, but come on. Some of you haven't come anywhere near completely to terms with just how much stupid bullshit you were overlooking even when the game was "good".

Yeah, but this is a wake. This is all the "hey, remember the time SWG did the thing with that guy and that guy got so mad hahahaha" while ignoring the fact that SWG was a drunk who never paid back loans. The SWG released a title that showed how successful a AAA sandbox MMO can be, which was then eclipsed by a better themepark in WoW in its first month.

I'm looking for a world.  Are there any good worldy games out there besides Rift right now?

Yes.

AAA, highly polished, strong player-base? No.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Surlyboi on July 08, 2011, 09:50:57 PM
Look, guys, I know what it is to be irrationally in love with a clusterfucked old sandbox MMO, but come on. Some of you haven't come anywhere near completely to terms with just how much stupid bullshit you were overlooking even when the game was "good".

Yeah, but this is a wake. This is all the "hey, remember the time SWG did the thing with that guy and that guy got so mad hahahaha" while ignoring the fact that SWG was a drunk who never paid back loans. The SWG released a title that showed how successful a AAA sandbox MMO can be, which was then eclipsed by a better themepark in WoW in its first month.

A theme park with a fucking built-in player base, so several dozen grains of salt.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: ezrast on July 08, 2011, 10:11:13 PM
Look, guys, I know what it is to be irrationally in love with a clusterfucked old sandbox MMO, but come on. Some of you haven't come anywhere near completely to terms with just how much stupid bullshit you were overlooking even when the game was "good".

Yeah, but this is a wake. This is all the "hey, remember the time SWG did the thing with that guy and that guy got so mad hahahaha" while ignoring the fact that SWG was a drunk who never paid back loans. The SWG released a title that showed how successful a AAA sandbox MMO can be, which was then eclipsed by a better themepark in WoW in its first month.

A theme park with a fucking built-in player base, so several dozen grains of salt.
Um.

Star Wars.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Sheepherder on July 08, 2011, 11:14:33 PM
How might it work in a grimy fictional galaxy...

Weapons would be manufactured by a handful of massive corporations, not individual artisans like it's the goddamn middle ages. If I want to buy a handgun I go buy a Glock or something, I don't google up a gunsmith and then go out into the mountains with him to mine for ore like a 19th century prospector. Jesus Christ. Don't even try to appeal to "realism" with this shit.

I came very close to spraying beer out of my nose.

And yes, it's Star Wars.  Warcraft has fucking nothing on that fanbase.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: eldaec on July 09, 2011, 01:02:06 AM
That's enough "here is my SWG opinion" from people who skipped it. Just accept it was a game of missed potential. It contained successes and disasters. "But is it fun?" is the F13 question and the answer continues to be "nobody can agree".
I'd sum it up for them this way:  As a game, it wasn't that great.  Ingmar wouldn't have liked it, though it wasn't as bad as he is trying to image, either.  I've just played with him enough to make that assessment.  As a world though it was awesome.

If the gamey bits could have been improved to the point that people who only like games could have had fun, the worldly bits kept for those of us that enjoyed those, and a plethora of bugs squashed, it would have been truly amazing.

I'm looking for a world.  Are there any good worldy games out there besides Rift right now?

It's EVE or nothing. Rift isn't a worldy game.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Morat20 on July 09, 2011, 04:21:04 AM
How might it work in a grimy fictional galaxy...

Weapons would be manufactured by a handful of massive corporations, not individual artisans like it's the goddamn middle ages. If I want to buy a handgun I go buy a Glock or something, I don't google up a gunsmith and then go out into the mountains with him to mine for ore like a 19th century prospector. Jesus Christ. Don't even try to appeal to "realism" with this shit.

I came very close to spraying beer out of my nose.

And yes, it's Star Wars.  Warcraft has fucking nothing on that fanbase.
Warcraft is a fanbase of gamers. Star Wars is a fanbase of, well, Star Wars fans.

SWG did pretty good by the standards of the time. WoW basically worked on an entirely different plane.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Sheepherder on July 09, 2011, 07:02:52 PM
Warcraft is a fanbase of gamers. Star Wars is a fanbase of, well, Star Wars fans.

WindupAtheist.  Checkmate, I win.

Seriously though.  You're goddamn insane if you don't think there is a massive overlap between "nerds who play computer games" and "nerds who like space samurai and space cowboys versus space Nazi's in space Akira Kurosawa's The Hidden Fortress."


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: UnSub on July 09, 2011, 07:06:43 PM
Warcraft is a fanbase of gamers. Star Wars is a fanbase of, well, Star Wars fans.

SWG did pretty good by the standards of the time. WoW basically worked on an entirely different plane.

Warcraft is a base of RTS gamers. WoW's success past the initial period had little to do with them. Especially with WoW going mainstream, which meant it pulled in a lot of first-time gamers who didn't play the RTS at all.

The Star Wars player base contains a lot of gamers who will buy fairly average titles in the millions of units (http://gamrreview.vgchartz.com/sales/13801/star-wars-the-force-unleashed/). SWG's launch hype was heavily based around playing in the Star Wars universe and that's what attracted a lot of early purchases.

To re-cover the same ground, SWG was a poor game for the Star Wars universe, but it wouldn't have been as successful as if it had been Generic Sci-Fi Sandbox: Koster's Revenge.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Merusk on July 09, 2011, 07:11:53 PM
It's the argument that gets trotted out every time SWG's failure to capture anyone but the  "I wanted to live Beru's Life" crowd is pointed out.

You're arguing with world-sim fanatics.  They'll excuse anything because of their zeal for the system itself, never mind how inappropriate for the franchise.  It could have been an actual release of Whamdoodles online and they'd be justifying each and every decision made.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: SnakeCharmer on July 09, 2011, 07:13:55 PM
Reskin preCU SWG into the Firefly MMO.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: UnSub on July 09, 2011, 07:21:42 PM
Reskin preCU SWG into the Firefly MMO.

There's an emu project right there.

Especially since the actual Firefly MMO seems to have disappeared.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Tannhauser on July 09, 2011, 07:33:34 PM
That's not shiny.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Kail on July 09, 2011, 07:53:15 PM
Warcraft is a fanbase of gamers. Star Wars is a fanbase of, well, Star Wars fans.

Wiki sez Warcraft III has something like three million boxes sold (though the citation is out of date, so it may be wrong).  Star Wars: The Force Unleashed has moved something like seven million. (http://www.gamespot.com/news/6251593.html)


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Surlyboi on July 09, 2011, 09:01:28 PM
And look at the release dates between the two and the formats in which both were released.

WCIII was released PC/Mac back in the late 90s/early 00s when gaming was much less socially acceptable.

Force Unleashed was released on pretty much Every. Fucking. Console. plus the iPhone and probably Speak N Spells in 2007. Big difference.

Ask Bungie why they chose to go for an XBox release of Halo rather than one for the Mac/PC and they'll tell you, "it was a call between selling a couple hundred thousand boxes and a few million." The two don't fucking compare.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Fordel on July 09, 2011, 09:18:48 PM
Actually, Bungie was traditionally a Mac based company and fully intended to have a Mac Release of Halo, but they were bought out by Microsoft so Halo could be the flagship game for the Xbox and blah blah etc.




Title: Re: Another One Bites the Dust: SWG Edition!
Post by: SnakeCharmer on July 09, 2011, 09:25:00 PM
That's not shiny.

Sure it is.  All the archetypes are there...Mal is obviously the smugger/pistoleer, Jayne is the Rifleman/Commando, Wash the pilot, Zoe the Carbineeer/Commando.  River's a TKM.  Simon is a doc.  Change the YT1300 to the Serenity, make the Empire the Blue Hand/Alliance and you're set.  Remove all alien skins and change them to humans, make player cities totally razzable.  Take out Jedi.  SOMEHOW get in atmospheric flight.

Tell me you wouldn't play the shit out of that.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Kail on July 09, 2011, 09:49:01 PM
And look at the release dates between the two and the formats in which both were released.

True, it's not exactly a fair comparison.  But I'm not trying to say that there are twice as many SW fans as Warcraft fans or anything.

The point I'm trying to make is that A) it seems weird to say that WoW's success is all because of the Warcraft brand, when WoW easily outsold Warcraft 3 by way more than 2:1, and B) that Star Wars fans aren't these weird luddites who live in theatres and never buy games, even way back in the dimly remembered stone age of 2003.  I can't find sales figures for more relevant SW games or I'd post them (just newer stuff like TFU, Lego SW, and Battlefront), but it's not like Lucasarts have been putting out Star Wars games for decades just on a whim.  Even the dimmest executive would pull the plug after the hundredth game or so if nobody was buying them.

edit:
All the archetypes are there...Mal is obviously the smugger/pistoleer, Jayne is the Rifleman/Commando, Wash the pilot, Zoe the Carbineeer/Commando.  River's a TKM.  Simon is a doc.

Yeah, and don't forget Inara, who - what's that you say?  DIKU will be fine after all?


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: UnSub on July 09, 2011, 10:10:52 PM
I'll accept that the timing of release may be a bit different.

A quick look at the Wikipedia indicates that SWG, SW:KOTOR and SW: Jedi Knight: Jedi Academy all launched in 2003. I can see that KOTOR has (to date) .

Anyway, Kail's made the point: there are lots of SW fans out there who look to buy a title just because it is Star Wars. As with many IPs, it is what draws in the initial interest. Hell, it is a major reason why people are excited about SWOR. (http://gamrreview.vgchartz.com/sales/6445/star-wars-knights-of-the-old-republic/over 2m sales[/url)


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: WindupAtheist on July 09, 2011, 10:28:37 PM
Forget World of Warcraft. That comparison is just SimBeru tards trying to make themselves feel better. It's the way an entire generation of failures in the MMO industry have tried to make themselves feel better. You just go "Sure it wasn't as big as Warcraft, but what is?" and shrug, while implying that Warcraft is only successful because Blizzard has an infinite budget. Sure champ, it's their budget. It's their brand. It's not the fact that they would rather kill themselves than design the sort of technically shoddy shitpile their competition all have reputations for. No, no, it couldn't be that.

SWG never managed to pull ahead of Everquest, despite coming out 4 years later and having the Star Wars license. I don't even mean peak Everquest, I mean it never managed to pull ahead of whatever EQ was doing subscriber-wise at the same time. The peak of SWG was only about 50k subs higher than peak UO, a game that came out in 1997 with Super Nintendo graphics, and you can't even pin that on the stupid diku-loving masses since they're both sandboxes.

"Sure it was no Warcraft..."

Haha, no shit?


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Sheepherder on July 09, 2011, 11:50:53 PM
I can't find sales figures for more relevant SW games or I'd post them (just newer stuff like TFU, Lego SW, and Battlefront), but it's not like Lucasarts have been putting out Star Wars games for decades just on a whim.

According to VGChartz Dark Forces (1995) has sold 1 950 000 copies.  Warcraft: Orcs and Humans has sold 2 079 792.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ratman_tf on July 10, 2011, 12:03:21 AM
Blizzard also has a little online action RPG you may have heard of.

The Blizzard fanbase is what got that ball rolling. Not just the Warcraft fans.

I rather liked the simberu game, and I still think it could have worked if the rest of the game was as good. I like a lot of Raph's ideas and design ethos, but seems to lack that certain oomph in the action/combat area that a Star Wars game needs to shine.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Morat20 on July 10, 2011, 12:46:07 AM
What's amazing is how many people stuck with it despite the glaring issues. It wasn't the Star Wars license that did that. There was a point where the game became more playable, despite being badly flawed, but that was a LONG time after launch.

I mean, how long was it before they had cities and vehicles working?

Broken spawn system, no real questing hubs, some half-done themeparks, a weird and complex set of undocumented mechanics to really do anything more than kill womp rats (buffing, the HAM system, armor -- shit, even how to find things).

The license got people to buy the box, but something kept a surprising number of people playing it. And it wasn't lightsabers.

Although I second the Firefly MMORPG idea. :) Especially if the space part can have a bit of the Wing Commander Privateer feel...


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lantyssa on July 10, 2011, 02:35:04 AM
Yeah, and don't forget Inara, who - what's that you say?  DIKU will be fine after all?
Entertainer.

What better way to heal one's mind wounds? ;D


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Morat20 on July 10, 2011, 03:16:04 AM
Yeah, and don't forget Inara, who - what's that you say?  DIKU will be fine after all?
Entertainer.

What better way to heal one's mind wounds? ;D
Entertainer/Image Designer.

Seriously, if you wanted a makeover, who else would you go to?


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Merusk on July 10, 2011, 06:05:55 AM
What's amazing is how many people stuck with it despite the glaring issues. It wasn't the Star Wars license that did that. There was a point where the game became more playable, despite being badly flawed, but that was a LONG time after launch.

People stuck with Shadowbane and Auto Assault until the end, too, despite both having huge tech problems and being shitty games.  Usually around here we deride those people and say they have shitty taste or are simply fanatics for the game system and have a laugh.  With SWG somehow that argument is deemed invalid and it's because the game, 'just had so much potential.'



Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Numtini on July 10, 2011, 06:31:51 AM
Neither of those games had anything like the following that SWG had. There is a dedicated group out there who wants that kind of a world. For some Eve does it, for others they want something more personal.

I half wonder if UO will see an uptick in December.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: SnakeCharmer on July 10, 2011, 06:59:24 AM
If Fallen Earth was less FPS and more tab target autoattack, they could probably put together a mediocre ad campaign of 'come get your virtual world' here! and probably see an uptick in subs.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Malakili on July 10, 2011, 07:13:32 AM
If Fallen Earth was less FPS and more tab target autoattack, they could probably put together a mediocre ad campaign of 'come get your virtual world' here! and probably see an uptick in subs.

I actually felt like it wasn't FPS enough.  Or, maybe to be more accurate, it was an FPS with pretty mediocre gun play.  It was probably the single biggest turn off for me. 


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: palmer_eldritch on July 10, 2011, 07:33:48 AM
What's amazing is how many people stuck with it despite the glaring issues. It wasn't the Star Wars license that did that. There was a point where the game became more playable, despite being badly flawed, but that was a LONG time after launch.

I mean, how long was it before they had cities and vehicles working?

Broken spawn system, no real questing hubs, some half-done themeparks, a weird and complex set of undocumented mechanics to really do anything more than kill womp rats (buffing, the HAM system, armor -- shit, even how to find things).

The license got people to buy the box, but something kept a surprising number of people playing it. And it wasn't lightsabers.

Although I second the Firefly MMORPG idea. :) Especially if the space part can have a bit of the Wing Commander Privateer feel...

It wasn't as bad as that. Within a couple of months my friends and I had our little town set up with people running shops. a base for the PvPers who'd go off and fight rebels, and a tavern where people hung out. Not too far away you'd find the local harvesters mining ore and minerals to keep the industrialists going. My bounty hunter friend would dissapear off to other planets for days and come back with a collection of high quality hides to sell to the crafters.

Even in that basic state it was a lot of fun for some people. The world also changed - NPC bases nearby would come and go, and new people would turn up and place their houses or businesses close to ours.

The key thing I think is that it was a totally different experience to Everquest or WoW, both games which I also like. Although WoW and SWG are both considered MMOs and are superficially similar, I'm not sure it even makes sense to look at them as members of the same genre.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lantyssa on July 10, 2011, 07:39:39 AM
I actually felt like it wasn't FPS enough.  Or, maybe to be more accurate, it was an FPS with pretty mediocre gun play.  It was probably the single biggest turn off for me. 
I'd say the combat controls were just plain terrible.  Had it been standard DIKU combat, or something more like Borderlands in action, the game would have held me longer.  I enjoyed many aspects of it, and I'll definitely be trying again once it's f2p.

But it'll be the combat that makes me put it down again.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Sheepherder on July 10, 2011, 10:39:37 AM
Blizzard also has a little online action RPG you may have heard of.

And the Xbox and PS2 versions of Star Wars: Battlefront alone (PC sales aren't listed) nearly match the numbers for Diablo II.  In case you haven't done this before, your next tack is to trot out the "But D2 was PC only, and some people don't meet the minimum specs for PC games," argument.  But if you want we can skip that step.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Surlyboi on July 10, 2011, 10:44:09 AM
Blizzard also has a little online action RPG you may have heard of.

And the Xbox and PS2 versions of Star Wars: Battlefront alone (PC sales aren't listed) nearly match the numbers for Diablo II.  In case you haven't done this before, your next tack is to trot out the "But D2 was PC only, and some people don't meet the minimum specs for PC games," argument.  But if you want we can skip that step.

Have you not been paying attention to the sales discrepancy between PC games and console games that's been brought up at least twice?


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Sheepherder on July 10, 2011, 10:47:20 AM
Obviously more people didn't buy D2 because it wouldn't run on their computer, right?

I told people not to go there.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ratman_tf on July 10, 2011, 11:17:41 AM
Blizzard also has a little online action RPG you may have heard of.

And the Xbox and PS2 versions of Star Wars: Battlefront alone (PC sales aren't listed) nearly match the numbers for Diablo II.  In case you haven't done this before, your next tack is to trot out the "But D2 was PC only, and some people don't meet the minimum specs for PC games," argument.  But if you want we can skip that step.

wut I don't even follow. I just wanted to point out that the Blizzard fanbase is/was more than just Warcraft fans.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Surlyboi on July 10, 2011, 01:52:10 PM
Obviously more people didn't buy D2 because it wouldn't run on their computer, right?

I told people not to go there.

Ah, misread that, my mistake.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Sheepherder on July 10, 2011, 03:30:50 PM
wut I don't even follow. I just wanted to point out that the Blizzard fanbase is/was more than just Warcraft fans.

And Lucasarts and Star Wars in particular has been driving a significant portion of video game development and sales since the Atari 2600.  Because Star Wars nerds just fucking love video games.

You like shooters with three dimensions, where you can pan the camera along the z-axis, and where you can strafe to avoid incoming fire, right?  You should give this one a try:

(http://upload.wikimedia.org/wikipedia/en/4/4f/Dark_Forces_box_cover.jpg)


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Simond on July 10, 2011, 04:19:58 PM
SWG was A Bad Game. End of story.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ginaz on July 10, 2011, 05:37:18 PM
SWG was A Bad Game. End of story.

Yes, just like EVE is a bad game.  People still have fun with it, though, just like they did with swg.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ratman_tf on July 10, 2011, 06:17:05 PM
wut I don't even follow. I just wanted to point out that the Blizzard fanbase is/was more than just Warcraft fans.

And Lucasarts and Star Wars in particular has been driving a significant portion of video game development and sales since the Atari 2600.  Because Star Wars nerds just fucking love video games.

You like shooters with three dimensions, where you can pan the camera along the z-axis, and where you can strafe to avoid incoming fire, right?  You should give this one a try:

(http://upload.wikimedia.org/wikipedia/en/4/4f/Dark_Forces_box_cover.jpg)

IIRC Dark Forces (great game BTW) didn't have panning on the z-axis. I think it had autoaim on the Z like Doom though. Hrm. Maybe it did. I shall have to reasarch this.  :grin:

It also had no Jedi  (For a while.  :uhrr:), like the X-Wing series. Just for those people saying all SW games have to have Jedi vroom lightsaber tardness.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Merusk on July 10, 2011, 06:43:07 PM
It had Z-axis panning, or else you'd never have been able to kill Dark Troopers, who enjoyed landing on your head.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ratman_tf on July 10, 2011, 06:53:35 PM
It had Z-axis panning, or else you'd never have been able to kill Dark Troopers, who enjoyed landing on your head.

Yep. I blanked out the memory since the original used the awkward pgup pgdwn keys.  :ye_gods:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Morat20 on July 10, 2011, 08:27:45 PM
What's amazing is how many people stuck with it despite the glaring issues. It wasn't the Star Wars license that did that. There was a point where the game became more playable, despite being badly flawed, but that was a LONG time after launch.

People stuck with Shadowbane and Auto Assault until the end, too, despite both having huge tech problems and being shitty games.  Usually around here we deride those people and say they have shitty taste or are simply fanatics for the game system and have a laugh.  With SWG somehow that argument is deemed invalid and it's because the game, 'just had so much potential.'
Sizeable difference in numbers, at least until the CU and NGE hit. Not that the numbers were anything remotely WoWish, but it was doing well enough.

IIRC the timeline correctly, the CU and NGE were pretty blatant "Holy Fuck, look at WoW" responses. Prior to WoW, a 100k subs was dandy.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: 5150 on July 11, 2011, 01:47:04 AM
I wouldn't worry Windup & Merusk TOR will no doubt be your holy grail of SW MMO where you get to be the hero and the focus of the story/galaxy and there won't be a Beru in sight.

add /sarcasm tag to taste


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Rake on July 11, 2011, 03:01:19 AM
SWG was A Bad Game. End of story.

SWG was beyond being a game. It was an alternate life.

Some people played it as a game, min-maxing and being the best duelist, or soloing Ackleys and Night Sisters.
But the special thing about SWG was that you could pretty much play it just as you like it. You didn't have to compete to have fun, you could live it.

I think everyone would have got bored and quit, or dragged on for the sake of it (like many do in MMOs), if combat was all it offered.
I actually enjoyed the combat, but I was spending a lot of my time doing stuff I'd never even dreamed of doing in other games.

One of my first loves was being a Bounty Hunter. I spent many happy hours tracking NPCs and Players down and working out the best way to kill them.
Other times, I'd be sitting in a Cantina with my friends watching a group performing a song and dance routine that they had choreographed just for that evenings event.
My friends, from the Player City we had, would go on group hunts, taking out new players to kill some of the nastier mobs.
Sometimes, wed go raiding bases, or defending our own.
I'd be sourcing Ores and planting harvesters, then I'd craft and run shop sometimes (on a second account).
I actually found myself role-playing, something I thought was really alien at first, but this game made it seem normal, somehow.
Fuck! I even got married in SWG.

The choices were endless, and it felt natural to actually spend time with others, for no other reason than it was fun.
What other games would ever consider riding a slow-ass Dewback, when you have a super fast speeder?
I made a fish tank and decorated my house, like it was a palace. I don't even like fishing, or D.I.Y. but I did it in SWG.

To tell the truth, the one thing that almost made me not join SWG, was the Star Wars connection.
I actually never thought much of the Star Wars films when they came out, I watched them like everyone did, but I wasn't really into it at that time.
Playing SWG taught me more about Star Wars than I'd ever cared to know before.

I'd still have to rate my enjoyment of pre-CU SWG above all over games, despite it's bugs and all the flaws that it had.
But it's hard to put into words exactly why. Anyway, it was very special.

Thank you Raph for creating that magical place.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Surlyboi on July 11, 2011, 03:11:17 AM
SWG was A Bad Game. End of story.

You play (and like) WoW.

That's like a Ke$ha fan casting aspersions on Joy Division.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Shatter on July 11, 2011, 04:43:02 AM
SWG was A Bad Game. End of story.

Maybe so but I got a 1.5 years of solid enjoyment out of it. 


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Merusk on July 11, 2011, 04:53:40 AM
SWG was A Bad Game. End of story.

SWG was beyond being a game. It was an alternate life.

And therin lies the problem.  I have a life. It's not perfect but I don't need to escape it so badly I fawn over terrible mechanics and space-cadet decisions for some guy wanting to test his social theories. I also don't need to get home from my job in one life to get to my job in another.

And thus is why I despise 'virtual worlds' of all stripes.  I'm looking for entertainment, not another even less convenient and time-consuming life.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Morat20 on July 11, 2011, 06:10:01 AM
And therin lies the problem.  I have a life. It's not perfect but I don't need to escape it so badly I fawn over terrible mechanics and space-cadet decisions for some guy wanting to test his social theories. I also don't need to get home from my job in one life to get to my job in another.

And thus is why I despise 'virtual worlds' of all stripes.  I'm looking for entertainment, not another even less convenient and time-consuming life.
Some people find that entertaining.

Your argument thus boils down to "Stop having fun your way, start having it my way!".

If they found your way fun, they'd be doing that. I don't get the hate. It's not like US law requires you to sit down and play a virtual world game, or that it's somehow crowding out other games. Shit, you'd think your type of fun was niche, not the other way around!


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Shatter on July 11, 2011, 06:46:21 AM
SWG was A Bad Game. End of story.

SWG was beyond being a game. It was an alternate life.

And therin lies the problem.  I have a life. It's not perfect but I don't need to escape it so badly I fawn over terrible mechanics and space-cadet decisions for some guy wanting to test his social theories. I also don't need to get home from my job in one life to get to my job in another.

And thus is why I despise 'virtual worlds' of all stripes.  I'm looking for entertainment, not another even less convenient and time-consuming life.

Stop playing MMO's


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Sky on July 11, 2011, 07:01:22 AM
And therin lies the problem.  I have a life. It's not perfect but I don't need to escape it so badly I fawn over terrible mechanics and space-cadet decisions for some guy wanting to test his social theories. I also don't need to get home from my job in one life to get to my job in another.

And thus is why I despise 'virtual worlds' of all stripes.  I'm looking for entertainment, not another even less convenient and time-consuming life.
I suddenly have an urge to tell some of our volunteers to go collect 10 rat gullets for me.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Threash on July 11, 2011, 07:07:23 AM
And therin lies the problem.  I have a life. It's not perfect but I don't need to escape it so badly I fawn over terrible mechanics and space-cadet decisions for some guy wanting to test his social theories. I also don't need to get home from my job in one life to get to my job in another.

And thus is why I despise 'virtual worlds' of all stripes.  I'm looking for entertainment, not another even less convenient and time-consuming life.
Some people find that entertaining.



Not enough people.  Some people enjoy having their balls kicked, that doesn't make their particular taste worth basing a game around either.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lantyssa on July 11, 2011, 07:26:13 AM
200-300k people sticking around to play a buggy-as-hell game is plenty enough.

Maybe not if you want to reach WoW numbers, but no one has actually succeeded at that.  More than 250k two years into the game though?  Only a handful.  Just because you didn't like the game, doesn't mean it wasn't successful or that there weren't enough people who enjoyed it.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Mrbloodworth on July 11, 2011, 07:29:53 AM
SWG was A Bad Game. End of story.

I disagree.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ginaz on July 11, 2011, 08:16:47 AM
SWG was A Bad Game. End of story.

I disagree.

As a game, just like with EVE, it wasn't all that great.  It was buggy as hell and there was very little dev made content for players to go through.  What it did, however, was give you the tools to make your own fun, again, just like EVE.  Some people like that while others (the majority it seems) like to have a more directed experience. 


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Surlyboi on July 11, 2011, 08:20:11 AM
SWG was A Bad Game. End of story.

SWG was beyond being a game. It was an alternate life.

And therin lies the problem.  I have a life. It's not perfect but I don't need to escape it so badly I fawn over terrible mechanics and space-cadet decisions for some guy wanting to test his social theories. I also don't need to get home from my job in one life to get to my job in another.

And thus is why I despise 'virtual worlds' of all stripes.  I'm looking for entertainment, not another even less convenient and time-consuming life.

And therein lies your problem, actually. Shit, at its height I had a life too. 100-hour work weeks and weekends of staggeringly huge bar bills. I wanted something that would take all that shit away and SWG did just that. And I was goddamn entertained. Like Morat said, just because you didn't find it fun doesn't mean a good number of other people didn't love it.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Xanthippe on July 11, 2011, 08:24:05 AM

And therin lies the problem.  I have a life. It's not perfect but I don't need to escape it so badly I fawn over terrible mechanics and space-cadet decisions for some guy wanting to test his social theories. I also don't need to get home from my job in one life to get to my job in another.

And thus is why I despise 'virtual worlds' of all stripes.  I'm looking for entertainment, not another even less convenient and time-consuming life.


I love virtual worlds, especially sandbox-y ones.  I have a life.  The two are not mutually exclusive.

If you don't like virtual worlds, why play an mmo?


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Merusk on July 11, 2011, 09:47:34 AM
I love virtual worlds, especially sandbox-y ones.  I have a life.  The two are not mutually exclusive.

If you don't like virtual worlds, why play an mmo?

They are if you want to do more than putter around.  Virtual World always translates into "time to achieve" which is on par with games, but they have a "time to maintain" requirement as well, which makes them timel-sucking wastes.

Your second question is as pointless as asking Sky why he bothers when he wants to solo lots of stuff.   It's funny how the same arguments that are invalid when used against DIKUs are spewed in defense of bad VWs.

200-300k people sticking around to play a buggy-as-hell game is plenty enough.

If that were the case they wouldn't have entertained the idea of the CU in the first place.   You don't do that kind of thing unless you're pretty sure it'll be embraced OR you're not meeting your financials.

And therin lies the problem.  I have a life. It's not perfect but I don't need to escape it so badly I fawn over terrible mechanics and space-cadet decisions for some guy wanting to test his social theories. I also don't need to get home from my job in one life to get to my job in another.

And thus is why I despise 'virtual worlds' of all stripes.  I'm looking for entertainment, not another even less convenient and time-consuming life.
I suddenly have an urge to tell some of our volunteers to go collect 10 rat gullets for me.

K10R was a step.  It was certainly better than "here, go kill shit for xp. No, we're not going to tell you were, figure it out." that was EQ.  It was embraced and hailed as a great innovation at the time.  Now it's worn and tired and we'll see if Bioware can successfully pull off the next step or at least show us where some flaws in it are.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Surlyboi on July 11, 2011, 09:59:18 AM
200-300k people sticking around to play a buggy-as-hell game is plenty enough.

If that were the case they wouldn't have entertained the idea of the CU in the first place.   You don't do that kind of thing unless you're pretty sure it'll be embraced OR you're not meeting your financials.

No. She's totally right. The ONLY reason they weren't making their financials was because they were paying LA a mint for the license. Any game then that wasn't WoW would've killed for sub numbers like that.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Mrbloodworth on July 11, 2011, 10:18:32 AM
200-300k people sticking around to play a buggy-as-hell game is plenty enough.
Quote
If that were the case they wouldn't have entertained the idea of the CU in the first place.   You don't do that kind of thing unless you're pretty sure it'll be embraced OR you're not meeting your financials.

CU was a reaction to Wow. For the time, SWG was doing well pre-Wow launch. However with blizzards market opening title, it showed that game populations could be much larger, and some thought the SW IP should have been. But thats only a revelation that came AFTER blizzard opened the market so wide.

It was also extremely knee jerk reaction. Also for the sake of the discussion, the "Combat update" is not the same as the "New game enhancements", two different knee jerks.

SWG was built for a different era, one that is easy to pick at with hindsight and what era we are in now.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: palmer_eldritch on July 11, 2011, 10:53:10 AM
SWG was A Bad Game. End of story.

SWG was beyond being a game. It was an alternate life.

And therin lies the problem.  I have a life. It's not perfect but I don't need to escape it so badly I fawn over terrible mechanics and space-cadet decisions for some guy wanting to test his social theories. I also don't need to get home from my job in one life to get to my job in another.

And thus is why I despise 'virtual worlds' of all stripes.  I'm looking for entertainment, not another even less convenient and time-consuming life.

I have a life and I find virtual worlds very entertaining.

It seems that different posters on this board have different opinions on the topic of "the type of game I enjoy most". Don't get so angry - they're not doing it to upset you.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Nyght on July 11, 2011, 11:07:21 AM
Hard to see the rest of the world I guess, when you are the center of the universe.   :oh_i_see:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ingmar on July 11, 2011, 11:08:28 AM
Note that it is totally possible to love and enjoy a game that is bad in an objective sense. DAOC was riddled with horrible design elements but I still loved it (at the time).


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Sky on July 11, 2011, 11:08:36 AM
K10R was a step.
I was remarking on your parallel of virtual and real life, that it would be funny if it worked in reverse. Now go make me two pair of shoes.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Dark_MadMax on July 11, 2011, 11:21:48 AM
People stuck with Shadowbane and Auto Assault until the end, too, despite both having huge tech problems and being shitty games.  Usually around here we deride those people and say they have shitty taste or are simply fanatics for the game system and have a laugh.  With SWG somehow that argument is deemed invalid and it's because the game, 'just had so much potential.'


Well SWG especially post Light Speed had hell lot of more stability and tools for sandbox than SB. Lets put it this way - SB never ever worked properly. SWG did at some point. Combat always sucked there though. - It was proven again and again- you cant have mass market game without good combat, its not sufficient to have good combat, but without it it will surely be a very niche game. No matter the rest.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Merusk on July 11, 2011, 11:52:16 AM
It seems that different posters on this board have different opinions on the topic of "the type of game I enjoy most". Don't get so angry - they're not doing it to upset you.

Anger assumes a level of emotional involvement not in play here.   Trippy said "if you didn't play, hushup" so those who were questioning the systems did so, leaving me alone sitting here saying "Uh, no, it really wasn't all that fun or successful. Here's some of why."

Assuming anger in any of it just seems like projection to me. To wit:

Hard to see the rest of the world I guess, when you are the center of the universe.   :oh_i_see:

200-300k people sticking around to play a buggy-as-hell game is plenty enough.

If that were the case they wouldn't have entertained the idea of the CU in the first place.   You don't do that kind of thing unless you're pretty sure it'll be embraced OR you're not meeting your financials.

No. She's totally right. The ONLY reason they weren't making their financials was because they were paying LA a mint for the license. Any game then that wasn't WoW would've killed for sub numbers like that.

Yeah, but if the game can't meet its license fees it's not really doing well or successful, is it?  Are we aruging that there's an audience for the genre? I'm not, because there is.  Was this the game type right for the license? No.   Was this the license for that game type's audience? Some very small segment of it, maybe.  I still say if it had been baby killer online the virtual world types would be praising it.  You're all defending the genre while ignoring the specific game in question.

Tha's lead me on to ranting about the game type itself.. which is widly off track.  I hate the genre but I don't begrudge you all from enjoying it if you want to spend that much time in a game.  More power.  My experience in these types say it's self-destructive rather than entertaining, and in a way DIKUs Post-EQ can be only if you're ultra-alt-catass.  That's all a discussion for a different thread, though.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Mrbloodworth on July 11, 2011, 12:14:34 PM
Quite clear they met the license fees. The issue was, Blizzard came out with a game with a younger IP and crushed all before it. Many, thought that any game with the starwars IP must do the same. So they knee jerked.

Baby with the bathwater and all that.

Also, do you REALLY think that bioware would be able to put out Star Wars: The Old Republic in the Old republic time frame if the last three movies and the TV show had not been made yet? The choise of SWG's time frame was the one most known.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Fordel on July 11, 2011, 01:08:20 PM
Considering its set thousands of years before any of those things, maybe?


I don't think KOTOR lined up with any previous Starwars release, could be misremembering though. I've forgotten how old the prequels actually are.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: palmer_eldritch on July 11, 2011, 01:53:11 PM
One of the things I like most about sandbox games is the way they let you play for as long or as short a time as you like. No pressure to keep up with your guildies levelling or anything like that.

Hell, in Eve one of the measures of success is the size of your bank balance and my best hope there is to play as little as possible. Because I am bad at playing Eve and get blown up a lot.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Simond on July 11, 2011, 02:55:44 PM
SWG was A Bad Game. End of story.

I disagree.
Oh, I'm not saying it didn't have some interesting systems, or that people didn't enjoy it, or it wasn't immersive or whatever. I'm saying as a game it was bad. As a toy? Quite good, if you like that sort of thing.

SWG was A Bad Game. End of story.

You play (and like) WoW.

That's like a Ke$ha fan casting aspersions on Joy Division.
WoW is still (even after the Cataclysm fuck-ups) a batter game than SWG ever was.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Surlyboi on July 11, 2011, 03:38:29 PM
And you still missed the point of what I posted there.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ratman_tf on July 11, 2011, 04:10:33 PM
And therin lies the problem.  I have a life. It's not perfect but I don't need to escape it so badly I fawn over terrible mechanics and space-cadet decisions for some guy wanting to test his social theories. I also don't need to get home from my job in one life to get to my job in another.

And thus is why I despise 'virtual worlds' of all stripes.  I'm looking for entertainment, not another even less convenient and time-consuming life.
Some people find that entertaining.



Not enough people.  Some people enjoy having their balls kicked, that doesn't make their particular taste worth basing a game around either.

All games should be Farmville!   :why_so_serious:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Sjofn on July 11, 2011, 04:43:18 PM
SWG was A Bad Game. End of story.

I disagree.

As a game, just like with EVE, it wasn't all that great.  It was buggy as hell and there was very little dev made content for players to go through.  What it did, however, was give you the tools to make your own fun, again, just like EVE.  Some people like that while others (the majority it seems) like to have a more directed experience. 

I definitely do. The Sims is like ... the only sandboxy game I have been able to stand for more than 10 minutes. I don't even like Minecraft. :(


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Merusk on July 11, 2011, 05:02:54 PM
One of the things I like most about sandbox games is the way they let you play for as long or as short a time as you like. No pressure to keep up with your guildies levelling or anything like that.

All depends on how the world is structured and what you want to do.  UO I hear was totally like this.  I'd have like to have tried it but the magazine reviews I read all detailed how the reviewer was ganked & full-looted within minutes of logging in, so I decided it wasn't for me.  (And I imagine thousands of others did the same.)

EVE you can do empire at your own pace, sure.  If you like EVE's mission system or empire mining (if that's even possible w/ all the macro miners) there's no pressure to do anything.  In 0.0 that's a quick ticket out of your corp for inactivity (as with raiding guilds, I'll grant.)  However, the distinction is very few raids in WoW involve long stretches sitting around doing nothing (Gate camps) or staring at a screen that's frozen (fleet battles) or minimizing your window while you circle a place with cannons on Autofire for 2h trying to destroy something. (POS) 

Yeah, there's the odd small and exciting op or infiltration mission but those are few and far between.  Your chances of getting one with an off-and-on playtime (in anything but goons) is pretty limited.

SWG, however, you couldn't do the entire sales & merchant game in spurts.  Doing it for resources meant you'd miss a shift and quite possibly the only resource crafters would want in bulk for the next few weeks/ months. Doing it for crafting meant you'd slowly lose your clients.  If you're not around or only around every few days and they want that new weapon now, you're just unreliable.  Which meant less income so you couldn't buy the best resources, which meant fewer clients..

The only thing you could do that way was combat, which sucked ass.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ratman_tf on July 11, 2011, 05:54:35 PM
SWG, however, you couldn't do the entire sales & merchant game in spurts.  Doing it for resources meant you'd miss a shift and quite possibly the only resource crafters would want in bulk for the next few weeks/ months. Doing it for crafting meant you'd slowly lose your clients.  If you're not around or only around every few days and they want that new weapon now, you're just unreliable.  Which meant less income so you couldn't buy the best resources, which meant fewer clients..

If you wanted to be a competitive crafter/merchant, you had to put in some effort. And if you want to be a competitive SC2 player, you had to put in some effort. And if you wanted to progression raid in WoW, you had to put in some effort. If you just wanted to putz around and make your own droid, you could do that too.

Quote
The only thing you could do that way was combat, which sucked ass.

I don't think anyone will argue with that one.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Merusk on July 11, 2011, 06:38:50 PM
There's "Some effort" then there's SWG Resource shifts, where you had to be able to be on within 10-15 mins of an occurrence or else you'd miss out entirely because of the legion of harvesters that would be dropped within that window.   It was just plain broken.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: UnSub on July 11, 2011, 07:00:36 PM
Quite clear they met the license fees. The issue was, Blizzard came out with a game with a younger IP and crushed all before it. Many, thought that any game with the starwars IP must do the same.

There was a lot of hype that SWG would the be the first million+ sub title in the West. Lineage was out there with a multi-million membership and the combination of some big name MMO talent (Raph and all the others forgotten to history) plus SOE (big success with EQ) plus Star Wars IP (favoured nerd IP) meant it was an incredible shot.

Game launched, didn't get there, so there was probably a "hmm, maybe there aren't that many MMO players out there in NA / EU".

Then WoW launched and took (I think) less than 1 month to exceed SWG's population and less than 3 to hit the 1 million subscribed mark.

I'm fine that people loved SWG, and the NGE serves as a fantastic example of what not to do to a player base (and how every MMO you love is exactly one patch away from driving you off). However, from a business point of view, it didn't meet expectations and WoW showed it up badly.

And also despite the talent involved, despite the time / money invested in it, it was still horribly buggy at launch which helped drive a lot of people off. Themeparks are comparatively easier to build than sandboxes and appeal to a wider audience, which is why the themepark model dominates (if you want to draw a binary line, of course).


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Morat20 on July 11, 2011, 08:34:26 PM
There's "Some effort" then there's SWG Resource shifts, where you had to be able to be on within 10-15 mins of an occurrence or else you'd miss out entirely because of the legion of harvesters that would be dropped within that window.   It was just plain broken.
Actually, you could do just fine. If you wanted to be the top -- or one of the top -- crafters, yeah. You either had to do that or buy from someone who did. (It wasn't hard to do the latter). But plenty of people -- myself included -- did just fine by tossing down harvestors somewhere convienent and merely picking what to harvest when we passed buy.

Plenty of things --furniture, paintings, architectural stuff -- didn't need quality, it needed quantity. I think I had down a factory, three harvestors aimed at minerals, two at energy, and one or two at biologicals. (I think. It's been a long time). I just left them near my house, and since I habitually logged out there it took all of five minutes when I logged on to zip by them and make any changes.

Stuff sold pretty well, and I used a lot of it for paintings and such.

Anyways, back to profitability: SWG was profitable. It had, by pre-WoW standards, a respectable player base. Then WoW came out and had approximately 43 million players, making EVERYONE look second rate. The CU was a knee-jerk attempt to grab some of the new WoW market. You could practically see the seams where they'd taken an in-house combat revamp and basically thrown 90% of it and radically shifted gears.

The NGE was simply a hail Mary pass, because they lost a lot of subs to the CU.

*shrug*. Someone, either at LucasArts or SOE, got dollar signs in their eyes when WoW started pulling in millions of players, not hundreds of thousands. The CU was a cynical, untested, quickly thrown-together attempt to cash in. It succeeded exactly as much as you'd expect it to. :)


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: WindupAtheist on July 11, 2011, 08:55:19 PM
Despite being years newer with a much bigger budget and a major IP, it only bested peak UO by 50k subscribers and never came close to unseating EQ. If WoW never existed it would still be remembered as underwhelming.

"Gee this UO thing made some money, but what if we did it over again with newer tech?"
"Hmm, go on."
"Then say we spend a lot more money on this version so it doesn't look like Super Nintendo?"
"Yeah yeah, I'm liking this."
"I know right? Then to top it off this game's setting is based on Star Wars, not some single-player RPGs that quit being good in the eighties!"
"Holy fuck dude, this is awesome, how many more paying customers than that old UO thing do you think we'll get?"
"Oh I dunno, like 20% tops, but our game will only last like half as long or less."
"..."


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Tale on July 11, 2011, 09:48:58 PM
Too garish; didn't read.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Morat20 on July 11, 2011, 10:36:56 PM
SWG was doing fine, sub numbers were north of 100k and while not quite EQ it was doing better than EQ2 and making good money.

Then WoW hit, SWG underwent two wrenching and poorly thought out conversions, and subs dropped off the face of the earth -- leading to the game being canceled. Claiming that it didn't last as long as UO is kinda pointless, insofar as SOE killed it to try to compete with WoW.

I have no idea how it'd be doing right now if they'd just continued on with as they had been, but I can't imagine them doing any worse. :)

WindupAtheist is basically looking back on it with rosy post-WoW tinted glasses. "Better than UO and EQ2 but not as good as EQ" was what, back then, they called a "solid success".



Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ingmar on July 11, 2011, 11:02:04 PM
I think you might have your timeline slightly confused, EQ2 and WoW came out within weeks of each other.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ginaz on July 12, 2011, 12:16:53 AM
Despite being years newer with a much bigger budget and a major IP, it only bested peak UO by 50k subscribers and never came close to unseating EQ. If WoW never existed it would still be remembered as underwhelming.

"Gee this UO thing made some money, but what if we did it over again with newer tech?"
"Hmm, go on."
"Then say we spend a lot more money on this version so it doesn't look like Super Nintendo?"
"Yeah yeah, I'm liking this."
"I know right? Then to top it off this game's setting is based on Star Wars, not some single-player RPGs that quit being good in the eighties!"
"Holy fuck dude, this is awesome, how many more paying customers than that old UO thing do you think we'll get?"
"Oh I dunno, like 20% tops, but our game will only last like half as long or less."
"..."

We get it.  UO was the bestest MMO of its type ever and to suggest anything else sandboxy was even remotely as good or fun is blasphemy. :oh_i_see:    Thanks for confirming what I've been hearing about for years regarding the hard core UO players.

The subs swg had may have been only 50k more than UO peak population but UO was competing with....hmm...no one else for subs while swg was competing with UO, EQ, DAOC and whatever else was available at the time.  I don't see how you fail to understand that swg was fun and enjoyable for many people.  Those same people will never tell you it was perfect and won't sugarcoat its problems.  They will, however, tell you that no MMO before or since has come to close to the great experience they had with swg.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Morat20 on July 12, 2011, 01:39:49 AM
I think you might have your timeline slightly confused, EQ2 and WoW came out within weeks of each other.
Shit, it was a long time ago. :)

Okay, so SWG did better than UO, worse than EQ, but better than EQ2. In fact, if you neglect WoW entirely and compare it to every MMORPG every made that WASN'T WoW, it was solidly in the triple-A category and had levelled off at about six figures.

Then WoW came and every fucking shop and their dog had to stop accepting a mere 100,000 or so subs (and three or four times that in box sales) and shoot for millions or bust. I think SWG was the only one where the developers basically savaged an existing game trying to remake it to capture WoW's audience. Given the results, I'm not surprised no one else tried. (Somehow I suspect LucasArts was behind that particular stupidity)

So, in short, in a non-WoW world SWG was doing just fine. I'm sure LucasArts would have preferred it to crush EQ and take the top as the biggest Western MMORPG, but until WoW came along they were showing no signs of doing anything other than, well, continuing to support and expand the game.

Bluntly put -- SWG was only a failure when compared to World of Warcaft (well, up until the CU and NGE fiascos. If the first didn't drop enough subs to shitcan it, the second did). But by that standard, every Western MMORPG is an utter failure because no one is even remotely in WoW's league. And it's several years old now.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: DraconianOne on July 12, 2011, 01:50:41 AM
Considering its set thousands of years before any of those things, maybe?


I don't think KOTOR lined up with any previous Starwars release, could be misremembering though. I've forgotten how old the prequels actually are.

Timeline of releases:

1994 - Tales of the Jedi: Knights of the Old Republic (comics)
1999 - Phantom Menace
2002 - Attack of the Clones
2003 - Knights of the Old Republic (game)

The KOTOR game is set 40 years after the events in the comics.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ingmar on July 12, 2011, 01:51:48 AM
The only reason we're having the 'was it a failure?' discussion is the license, really. Obviously it wasn't a financial disaster or anything, the question is more, did it achieve its potential?


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Morat20 on July 12, 2011, 02:55:08 AM
The only reason we're having the 'was it a failure?' discussion is the license, really. Obviously it wasn't a financial disaster or anything, the question is more, did it achieve its potential?
Compared to what, though? Obviously SOE and LucasArts wanted a "more subs than EQ or UO" since it was pitched as UO + Star Wars. It didn't get the former, got the latter.

And on what terms? Ignore WoW -- it's an abberation, an outlier. Nobody's EVER come close in Western MMORPGs.

So what are we looking at? Box sales? Sub length? Peak subs? Return versus investment? Compared to other MMORPGs?

*shrug* If you toss out the giant in the room, you're left with a more-successful-than-average MMORPG. Hell, EQ did better and I think one or two of the post-WoW MMORPGs did better (and WoW grew the potential market a ton), but basically you had a standard, profitable triple-A MMORPG. I vaguely recall SOE and LucasArts hyping it as expecting a lot more, but fuck -- every MMORPG does that. WoW's the only one that actually, you know, did.

I think that people expecting a license to somehow make magic happen are going to get disappointed every time. For the most part, licensed games suck and licensed MMORPGs tend to fail more than succeed. (LoTRO was a nice exception, and WoW was a license from a gaming company, so if anyone was going to turn IP into 'good game' it was them).

Did it achieve it's potential? Not as a game. It launched buggy as shit, and IIRC SOE yanked most of the development team and restasked them, and the Live team never stood a fucking chance with all the half-finished and broken shit. (The game was, as usual, rushed to launch. There have been worse launches, but SWG was definetly in the top lists for 'shit on delivery').

In terms of box sales, sub numbers, and longetivty? Yeah, I'd say it did. Right up until WoW changed everything.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Numtini on July 12, 2011, 04:48:43 AM
AFAIK D&D did better than The Star Wars Roleplaying Game. Or whatever it was called.

Generic fantasy always wins.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lantyssa on July 12, 2011, 06:23:57 AM
The only reason we're having the 'was it a failure?' discussion is the license, really. Obviously it wasn't a financial disaster or anything, the question is more, did it achieve its potential?
Does anything, besides EQ and WoW, which surprised their creators?

Maybe RIFT.  GW if you want to include it in that category.  I can't think of another MMO that's unequivocally reached or surpassed its potential.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: WindupAtheist on July 12, 2011, 07:16:57 AM
The subs swg had may have been only 50k more than UO peak population but UO was competing with....hmm...no one else for subs while swg was competing with UO, EQ, DAOC and whatever else was available at the time.

UO didn't peak until DAOC had already been out for a year.  :oh_i_see:

But no guys, it's cool. I'm sure that when they bought the Star Wars license and shelled out for development "Do little more than half of what our game from 4 years ago with no licensed IP did!" was totally their goal. It's the same song and dance you get from fans of every flop-ass MMO to have ever taken more than like a year to shut down.

"EQ2 doesn't seem to have done very well."

"Sure EQ2 didn't do WoW numbers, but who can compete with WoW? Those Blizzard guys have advantages that no one else in the industry has, such as competence!"

"But it peaked hundreds of thousands of subscribers lower than EQ1. That had to be disappointing."

"FUCK YOU SHUT UP IT TURNED A PROFIT EVENTUALLY FUCK YOUUUUUUU!"


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Surlyboi on July 12, 2011, 08:06:58 AM
Show us on the doll where Raph touched you, WUA.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lantyssa on July 12, 2011, 08:13:43 AM
He's mad Raph left UO to go work on SWG.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Sky on July 12, 2011, 08:23:08 AM
He's mad Raph left UO to go work on SWG.
And like everyone else, is now on fucking facebook games.

When Raph Koster and Brian Reynolds are doing facebook shit, it's time for some new blood in the industry.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Mrbloodworth on July 12, 2011, 08:24:44 AM
I would really like to see SWG done with out the IP, and with some of this stuff addressed. Fallen earth was close, but lost some of the charm and features.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ratman_tf on July 12, 2011, 10:56:47 AM
Fuck WoW. Has any NA made MMOG since WoW got much more than 1 million subs? And that million is usually at launch.
Over the years has the combined playerbase of MMORPGs increased much since WoW? Or is it still about a million subs for a new big IP title (max) that then trickle off into the sunset?

WoW didn't expand the MMOG playerbase. It just made Blizzard a lot of money.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Mrbloodworth on July 12, 2011, 11:01:07 AM
WoW didn't expand the MMOG playerbase.

Yes it did.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ratman_tf on July 12, 2011, 11:02:47 AM
WoW didn't expand the MMOG playerbase.

Yes it did.

How?


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Raph on July 12, 2011, 11:10:46 AM
A lot of the numbers in this thread are wrong. Dev costs, sub numbers, all that. Of course, I am not going to tell you real numbers.  :awesome_for_real:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ratman_tf on July 12, 2011, 11:12:20 AM
Tease.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: WindupAtheist on July 12, 2011, 11:21:14 AM
He's mad Raph left UO to go work on SWG.

The game got better after he quit and was replaced by people who weren't afraid to violate his social engineering ant farm Vision(tm) with some actual hard-coded grief protection.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ginaz on July 12, 2011, 11:22:26 AM
The subs swg had may have been only 50k more than UO peak population but UO was competing with....hmm...no one else for subs while swg was competing with UO, EQ, DAOC and whatever else was available at the time.

UO didn't peak until DAOC had already been out for a year.  :oh_i_see:

But no guys, it's cool. I'm sure that when they bought the Star Wars license and shelled out for development "Do little more than half of what our game from 4 years ago with no licensed IP did!" was totally their goal. It's the same song and dance you get from fans of every flop-ass MMO to have ever taken more than like a year to shut down.

"EQ2 doesn't seem to have done very well."

"Sure EQ2 didn't do WoW numbers, but who can compete with WoW? Those Blizzard guys have advantages that no one else in the industry has, such as competence!"

"But it peaked hundreds of thousands of subscribers lower than EQ1. That had to be disappointing."

"FUCK YOU SHUT UP IT TURNED A PROFIT EVENTUALLY FUCK YOUUUUUUU!"

UO had a 5 year head start on DAOC and 2 years on EQ to build an audience.  From what I remember, UO's population peak was after Trammel was introduced, meaning many of those who played before but were tired of the griefers came back for awhile and those that wanted to try UO but were hesitant due to its reputation of being full of PKing douche bags decided to give it a shot.  UO saw its stranghold on the MMO market evaporating because many looked at their experience in UO with said griefers and douche bags and the 2D graphics, then looked at what EQ and DAOC had to offer and collectively said "Fuck this shit!" and left for the newer games.  Whats the population of UO today?  Has it had any significant influx of new players over the past few years or is it mostly the old time neck beards who refuse to play anything else because they have too much invested to leave and don't want to go from a server legend in UO to just another random noob in a newer MMO?  Would UO even exist today if EA had to pay a liscening fee for an established IP?  

Anyway, we understand that you have an irrational hatred of swg because many people think of it as the best example of the sandbox model in the MMO genre instead of your precious UO.  So carry on nerdraging. :awesome_for_real:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ingmar on July 12, 2011, 11:22:54 AM

I am still, to this day, running into completely new players in the random dungeon finder leveling up in WoW. New as in "I never played an MMO before this one" new. I also know a good number of "WoW was my first MMO" people who now play other ones, people who turned their nose up at subscription games before WoW.

EDIT: Since I have assumed the role of Timeline Correction Guy, UO only came out 4 years before DAOC, Ginaz.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Malakili on July 12, 2011, 11:35:48 AM

Are you making a "Well, those players aren't REALLY part of the MMOG playerbase" argument, or a "The playerbase was always there, they just didn't have a game they liked" argument?


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: WindupAtheist on July 12, 2011, 11:48:01 AM
UO had a 5 year head start on DAOC and 2 years on EQ to build an audience.

So? You talked about how UO didn't have to face competition from the likes of EQ and DAOC, and I pointed out that those games had been out for four years and one year respectively before UO peaked. It's not my fault you don't know the timeline.

Quote
From what I remember, UO's population peak was after Trammel was introduced, meaning many of those who played before but were tired of the griefers came back for awhile and those that wanted to try UO but were hesitant due to its reputation of being full of PKing douche bags decided to give it a shot.  UO saw its stranghold on the MMO market evaporating because many looked at their experience in UO with said griefers and douche bags and the 2D graphics, then looked at what EQ and DAOC had to offer and collectively said "Fuck this shit!" and left for the newer games.  Whats the population of UO today?  Has it had any significant influx of new players over the past few years or is it mostly the old time neck beards who refuse to play anything else because they have too much invested to leave and don't want to go from a server legend in UO to just another random noob in a newer MMO?  Would UO even exist today if EA had to pay a liscening fee for an established IP?

(http://i38.photobucket.com/albums/e121/GrimDysart/tumblr_leot0hcdyk1qdlkgg.gif)

Quote
Anyway, we understand that you have an irrational hatred of swg because many people think of it as the best example of the sandbox model in the MMO genre instead of your precious UO.  So carry on nerdraging. :awesome_for_real:

If I cared what some neckbeards think is "the best example of the sandbox model in the MMO genre" I'd be trolling the EVE forum instead of pissing on this rusty old trainwreck. You know EVE, the sci-fi sandbox MMO that came out in 2003 and isn't being put out of it's misery this year.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ingmar on July 12, 2011, 11:49:09 AM

Are you making a "Well, those players aren't REALLY part of the MMOG playerbase" argument, or a "The playerbase was always there, they just didn't have a game they liked" argument?

If it is the latter, it is just semantics. Potential market and actual market aren't really the same thing.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ratman_tf on July 12, 2011, 11:59:27 AM

Are you making a "Well, those players aren't REALLY part of the MMOG playerbase" argument, or a "The playerbase was always there, they just didn't have a game they liked" argument?


What I"m saying is that there is the WoWsphere of about 11 million players, and then there's "Everybody else" who seem to share a pool of about a million players. Based on the sales and sub numbers we've heard about all other NA MMORPGs.

If TOR makes 5 million subs, I'll eat my hat. But I bet it follows the pattern.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: WindupAtheist on July 12, 2011, 01:40:43 PM
I'd pay this more heed if one of these games grabbed a million people and kept them. Then I might think, yep, that's as big as anyone but WoW is getting. As it is, they seem to sell a million boxes and then crater. That just makes me think, wow, even a turd can sell a million boxes, so what would happen if one of them was really good?


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Mrbloodworth on July 12, 2011, 02:23:19 PM

For realz?  Take a look at any development article published sense then.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Sjofn on July 12, 2011, 02:48:58 PM
I am still, to this day, running into completely new players in the random dungeon finder leveling up in WoW. New as in "I never played an MMO before this one" new.

I had one of those in one of my lowbie (level 16!) PUGs last night. I was sort of surprised. I didn't think anyone like that still existed!

I got to explain to her need before greed etiquette.  :why_so_serious:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Fordel on July 12, 2011, 03:06:29 PM
Its not that surprising. Do you think all of those 11 million subs were playing straight for all 6 years now?


Its one of the big reasons they revamped 1-60, because they are still getting tons of new people.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Sjofn on July 12, 2011, 04:22:38 PM
No, but I didn't think they were still getting enough new people that I would actually meet any of them.

Preeeeetty sure they don't have 11 million people playing right now, anyway.  :oh_i_see:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Fordel on July 12, 2011, 04:27:03 PM
Who knows!  :why_so_serious:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Amaron on July 12, 2011, 05:07:28 PM
Its one of the big reasons they revamped 1-60, because they are still getting tons of new people.

I figured it was because $25 per character per server transfer is so asinine that people reroll constantly.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ratman_tf on July 12, 2011, 05:16:57 PM

For realz?  Take a look at any development article published sense then.

Can you link just one? My googling isn't bringing up anything more than "WoW expanded the MMORPG market, and they're all playing WoW!"  :awesome_for_real:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: UnSub on July 12, 2011, 07:11:38 PM
The subs swg had may have been only 50k more than UO peak population but UO was competing with....hmm...no one else for subs

Not true - UO had the other early MMOs to compete with, before they were called MMOs. Meridian 59 springs to mind.

Of course, UO was the WoW of its day - the bigger investment title built on a popular gaming IP in Ultima. Plus people were excited about Richard Garriott being involved.

WoW didn't expand the MMOG playerbase.

If the 5 million or so Western MMO players existed before WoW came along, SWG failed much harder than anyone in this thread has stated.

Does anything, besides EQ and WoW, which surprised their creators?

CoH/V - a new MMO genre from an independent studio and their first game to boot - is probably a strong contender.

Plus there probably are some indie titles out there that have had greater legs than their creators would have expected. EVE would be one, perhaps. Maybe Puzzle Pirates. Wizard 101 as well. (I'm not expecting every MMO to have 1m+ players to be a success, just find the market success appropriate to their scope.)

'Potential' is a hard thing to measure, but SWG arguably didn't meet it. Raph can say, "It was profitable" as much as he wants - it wasn't profitable enough to stop the original guts being ripped out when the size of the potential MMO market was revealed. It wasn't profitable enough for LucasArts not to look for greener pastures (and SWOR has been in development for 4 - 5 years now, iirc?). If SWG didn't have the Star Wars IP, it could probably roll on indefinitely and we wouldn't have expected light sabers and space ships at launch.

Which (again) isn't to say that people were wrong for loving SWG, just that it was a title that never met the expectations that came from being a 'Star Wars' 'game'.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lantyssa on July 12, 2011, 07:20:28 PM
Yeah, I thought about CoX after I posted.  It might have met its potential, but I don't think it ever got past about 250k subs at peak, and it's been hovering around 100-150k for a while.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ratman_tf on July 12, 2011, 07:56:21 PM
If the 5 million or so Western MMO players existed before WoW came along, SWG failed much harder than anyone in this thread has stated.

Let me know when a MMO besides WoW breaks 1-2 million subs.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Morat20 on July 12, 2011, 08:46:38 PM
'Potential' is a hard thing to measure, but SWG arguably didn't meet it. Raph can say, "It was profitable" as much as he wants - it wasn't profitable enough to stop the original guts being ripped out when the size of the potential MMO market was revealed. It wasn't profitable enough for LucasArts not to look for greener pastures (and SWOR has been in development for 4 - 5 years now, iirc?). If SWG didn't have the Star Wars IP, it could probably roll on indefinitely and we wouldn't have expected light sabers and space ships at launch.

Which (again) isn't to say that people were wrong for loving SWG, just that it was a title that never met the expectations that came from being a 'Star Wars' 'game'.
I still think you're using a bad version of 'potential'. Hell yes, SWG was gutted and reformed the instant WoW's numbers became clear. Obviously either SOE or LucasArts decided that a pre-WoW triple-A game with the accompanying box sales and sub counts "Wasn't enough" in the face of the WoW juggernaut. Prior to WoW, I don't think either SOE or LucasArts was unhappy. They probably wanted a "bigger than EQ" game and didn't get it, but if it had really been a disappointment they wouldn't have yanked so much of the team off right after a rushed and buggy release.

Post-WoW? you can say it didn't meet the potential of the new post-WoW market, but who has? Everyone's been chasing WoW and no one has come within an order of magnitude. 11 milliion subs -- are there any Western MMORPGS that can boast even a million? Before, after, ever? Every MMORPG ever 'failed to meet it's potential' by that standards.

As for the obvious race to gut their game to ape WoW -- I will say this: The stupidity and futility of that lesson was learned by everyone and their dog. I mean we still keep seeing every goddamn MMORPG being hyped as the "Next WoW" and it's obvious SW:TOR is another, very expensive attempt -- but shit, at least they're designing from the ground up.

I still can't give over the sheer shit-stupid that must have been floating around LucasArts and SOE to decide they could jump from a steady, mature game of 100k subs or so to one of millions -- in six damn months.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: eldaec on July 12, 2011, 08:58:39 PM
Comparing SWG to the dikus or to indie titles is retarded. It did 20% better than UO and 20% worse than EVE and burnt out in less than half the time of either of the other sandboxes, despite the license and a gazillion dollar development.

It didn't meet expectations.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: eldaec on July 12, 2011, 09:11:08 PM
Also wow has considerably fewer than 5 million western subs, the total western mmo market is probably smaller than 5 million paid accounts and almost certainly fewer than 5 million wallets right now.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Tale on July 12, 2011, 09:26:57 PM
I still can't give over the sheer shit-stupid that must have been floating around LucasArts and SOE to decide they could jump from a steady, mature game of 100k subs or so to one of millions -- in six damn months.

It was the time of the Star Wars Episode III movie, which they were hoping to cash in on. The relaunched box art post-NGE is telling.

Original box:
Post-NGE relaunch:
It's SWG in disguise, looking like some other Star Wars game. I went back briefly and it was full of people who had bought the new box and didn't know what an NGE was, or that there had been a previous version of the game.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Morat20 on July 12, 2011, 09:32:37 PM
Comparing SWG to the dikus or to indie titles is retarded. It did 20% better than UO and 20% worse than EVE and burnt out in less than half the time of either of the other sandboxes, despite the license and a gazillion dollar development.

It didn't meet expectations.
WTF? At the time EVE had a sub base much smaller -- EVE started off miniscule and slowly grew. (Shit, it had a massive sub bump with the CU and NGE as players fled SWG for the only other Sci-Fi MMORPG).

Development costs for SWG weren't particularly excessive -- they were, IIRC, right in line with the costs for EQ and EQ2 (less thasn WoW's).

And "burnt out in less than half the time"? You are aware that they radically revamped the game twice in six months? That CAUSED the game to collapse and die. It had plateaued prior and was following the same trajectory as EQ did.

Seriously, you can't blame the fucking collapse of the game on it's original design, since the game didn't collapse into a black hole of shit and suckitude until they recreated the game twice in six months.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: eldaec on July 12, 2011, 11:07:28 PM
I'm not suggesting the NGE was anything other than retarded.

But SWG had already peaked at that point, and below EVE's eventual plateau. SWG could probably still have been turned around at that stage, but you don't get points for what could have happened.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Morat20 on July 12, 2011, 11:20:12 PM
I'm not suggesting the NGE was anything other than retarded.

But SWG had already peaked at that point, and below EVE's eventual plateau. SWG could probably still have been turned around at that stage, but you don't get points for what could have happened.
SWZ plateaued, as best anyone could tell, at roughly the same size as any other MMORPG. It was a top-teir MMORPG, by size, when WoW came out. If you neglect WoW, and take SWG's guestimate of it's plateau subs when WoW came out, it'd still be in the middle tier by post-WoW standards (not counting WoW) -- which seem to view any came cracking 100k to 150k sustained subs as being middle to top-tier. (From what I can tell, post-WoW games get a much higher initial box sales from a larger market, but they tend to sag back down to the the 100k or lower range on sustained subs as players went back to WoW).

EVE is another outlier -- it started off ridiculously poorly, and has slowly grown for years -- no other MMORPG besides WoW has actually had steady, sustained sub growth year after year. And frankly, I don't think EVE hit the SWG's plateau until a year or two after the NGE.

Which comes right back to the point -- up until the day WoW launched with MILLIONS of subs -- SWG was a top-teir MMORPG. It had plateaued in the same general ballpark as the other "big name" MMORPGs and seemed set to do what all the rest of them had done -- basically keep coasting along on expansions and a stable sub-base until someone made a sequel of the game shut down.

Saying "Oh, SWG was a failure" is applying modern standards to past events. SWG achieved top-teir MMORPG status and seemed perfectly set to do what UO, EQ, and everyone else had done -- keep trucking along with expansions to keep the playerbase interested, yanking in their monthly sub fees for a a sub base that was right in line with everyone else's "popular" MMORPGs.

I can't seem to square "failure" with "Just like all the other profitable, successful big names". If SWG was a failure, who WAS a success back then?


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: apocrypha on July 13, 2011, 12:46:59 AM
8 years on and SWG is still causing forum fights.

Can't we let it die peacfully?


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Morat20 on July 13, 2011, 01:36:06 AM
8 years on and SWG is still causing forum fights.

Can't we let it die peacfully?
Post Mortems are important. :) I think we can all agree:

SWG launched broken.
SWG was never actually fixed.
The CU and NGE was a cynical, stupid, and short-sighted attempt to grab some of WoW's customer base. (I, to date, still have no idea how that was supposed to fucking work. Tale's box explanation is the best one I've heard).
WoW is still a massive outlier.
Sandbox games attract a crowd that only leaves when you pry it from their cold, dead fingers.
EVE would probably have more players, since it's a sandbox, except for the fact that it's playing a spreadsheet. :)


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: eldaec on July 13, 2011, 01:37:12 AM
If you are arguing 'doing about the same business as UO for half as long' was 'meeting expectations' for SWG, then ok I guess, we disagree.

8 years on and SWG is still causing forum fights.

Can't we let it die peacfully?

Star Wars.

16 pages is practically silence.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: apocrypha on July 13, 2011, 01:42:47 AM
Post Mortems are important. :) I think we can all agree:

<snip>

EVE would probably have more players, since it's a sandbox, except for the fact that it's playing a spreadsheet. :)

I agree with everything else, and have no wish to examine the EVE thing here (or anywhere anymore if I'm honest), but didn't we all already agree on those things before this thread started? Like, 5 years before this thread started?  :why_so_serious:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Morat20 on July 13, 2011, 02:10:29 AM
If you are arguing 'doing about the same business as UO for half as long' was 'meeting expectations' for SWG, then ok I guess, we disagree.
At what point did SWG become doomed to a life half as long as UO's? Was it at launch? Or was there some, you know, other point in the game's lifecycle where perhaps some poor choices were made that turned a game with a stable sub base into a laughingstock and an industry warning story?

Cause if it was doomed at launch, you have a good point! If, however, there was some noticeable point where a stable population dropped to a fraction of it's previous value -- then you have to question as to whether that might have possibly shortened it's lifespan a little bit.

Leaving aside the relative numbers difference between UO and SWG, and boring shit about plateau sub counts and whatnot.



Title: Re: Another One Bites the Dust: SWG Edition!
Post by: eldaec on July 13, 2011, 03:56:50 AM
So, we're saying if it weren't for the NGE it might have done as well as UO as so that should be regarded as pre-NGE SWG being a success story?


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Morat20 on July 13, 2011, 04:08:59 AM
So, we're saying if it weren't for the NGE it might have done as well as UO as so that should be regarded as pre-NGE SWG being a success story?
Jesus, are you thick or what? SWG did better than UO, and stabilized at a sub count that was comparable to the other top teir MMORPGs of the time. It didn't quite reach EQ's numbers, but it had a sizeable, solid playerbase that was in the current range for top-end MMORPGs. And this despite that, even by MMORPG standards, it was buggy and broken as shit.

So yeah, it shouild be considered a success. It was built, released, sold a ton of boxes, and had a sub count that was in the neighborhood of it's competitors. It didn't take over the industry, it didn't flame out, it sat there solidly in the pack of big-budget MMORPGs.

What more couild SOE have realilistically wanted? I'm sure they wanked off to thoughts of 500,000 subs and ten million box sales, but I'm sure each time Ford releases a new car they hope everyone will sell their old ones and switch. However, they'll consider themselves perfectly successful if their new car merely situates itself as a solid seller alongside their competitors top cars.

That's sort of the problem with WoW. Eleven fucking million subs. A million box sales (or however many, but I think that's about right) and a steady sub count between 90k and 120k seems like the minor leagues? A total fucking failure.

Except when it was released, a million box sales and a plateau around 100k was good. SOE didn't unseat the king, but fuck -- they owned the King.

So yeah, historically and compared to it's peers -- it was a success. Right up until WoW redefined "Success".

In terms of game play? I doubt anyone involved with that abortion would consider it a success, because it launched broken and stayed broken. It was playable, I found it fun, but it was still broken.

I feel like I'm not speaking English here. It was released. It sold a lot of boxes. It's sub numbers plateaued in the same range as it's top competitors. How is this not a success? What's the failure there? It wasn't WoW? It didn't redefine the industry, sell tens of millions of copies, and plateau at ten million subs? Well like I said -- everyone but Blizzard is a fucking failure if that's your metric.

I don't know what sort of "success" you're looking for. I'm just using the common business type concept. "Was it competitive?" Yeah, it was competitive with EQ, EQ2, DoAC and whatever the hell else was out back then. And it stayed that way, right up until WoW's release and the game's self-inflicted suicide.

Now the NGE, that sure as fuck was a failure. But I get the feeling they didn't sink much money into it either.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Shatter on July 13, 2011, 04:10:06 AM
8 years on and SWG is still causing forum fights.

Can't we let it die peacfully?

SWG is like herpes, it never really goes away and still flares up once in a while. 


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Morat20 on July 13, 2011, 04:13:56 AM
8 years on and SWG is still causing forum fights.

Can't we let it die peacfully?

SWG is like herpes, it never really goes away and still flares up once in a while. 
I'm working nights. I have a laptop, and approximately 5 minutes of real work every hour. I got nothing else to do besides surf the web, read TV Tropes, and wish I was asleep.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Numtini on July 13, 2011, 04:18:49 AM
If you think this is a fight, wait until UO closes.  :awesome_for_real: (If it ever does.)


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Reg on July 13, 2011, 05:08:28 AM
At least UO threads have awesome charts. This thread is entirely chartless and boring.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: eldaec on July 13, 2011, 05:18:41 AM
AFAIK sustained subs levels went something like...

EQ in the region of 400k
UO just under 200k
SWG a bit over 200k
EVE around 350k

I guess I just can't visualize the SOE committee which green lighted the project based on that kind of projection, including licence and probably the largest budget ever bar WoW and SWTOR.

Maybe I have bad data.

Someone should free SirBruce (never free SirBruce)


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lantyssa on July 13, 2011, 05:37:13 AM
I still can't give over the sheer shit-stupid that must have been floating around LucasArts and SOE to decide they could jump from a steady, mature game of 100k subs or so to one of millions -- in six damn months.
Only correction:  I'm pretty sure is was north of 200k subs at the time of the NGE.  So it was doubly stupid.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Surlyboi on July 13, 2011, 07:19:50 AM
It was. 200k+ around then. I remember some WoWtard crowing about the numbers in comparison to his "awesome game" just before the NGE.

Fuck that guy then and fuck him more now.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: UnSub on July 13, 2011, 08:13:27 AM
I think it was Rubenfield who indicated that around the time of the NGE SWG was at 200k players (http://rubenfield.com/?p=86).

Quote
If I remember correctly, somewhere around 10k a month. LOSING 10,000
subs a month.
Note – I think our subs were closer to 160-180 than 200k. It was a bad financial situation no matter how you look at it.

That 200k figure is also repeated in another article that looked at the NGE shortly after it happened (http://blog.tp.org/chip/archives/002076.html).

From SOE's perspective, they'd launched what should have been the next big success but ended up with something that did okay but wasn't a break-out hit. Then suddenly found themselves being lapped by a first time entrant out of the gate. I don't think you can ignore WoW if you think that SOE went from being the top Western MMO developer to an extremely distant second very quickly.

It might not be believable now that SOE thought the CU / NGE would bring them in a million players in six months, but at the time WoW showed it was doable. History shows it was a bad plan, but it didn't look that way in 2005.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ratman_tf on July 13, 2011, 08:58:18 AM
I think it was Rubenfield who indicated that around the time of the NGE SWG was at 200k players (http://rubenfield.com/?p=86).

Quote
If I remember correctly, somewhere around 10k a month. LOSING 10,000
subs a month.
Note – I think our subs were closer to 160-180 than 200k. It was a bad financial situation no matter how you look at it.

That 200k figure is also repeated in another article that looked at the NGE shortly after it happened (http://blog.tp.org/chip/archives/002076.html).

From SOE's perspective, they'd launched what should have been the next big success but ended up with something that did okay but wasn't a break-out hit. Then suddenly found themselves being lapped by a first time entrant out of the gate. I don't think you can ignore WoW if you think that SOE went from being the top Western MMO developer to an extremely distant second very quickly.

It might not be believable now that SOE thought the CU / NGE would bring them in a million players in six months, but at the time WoW showed it was doable. History shows it was a bad plan, but it didn't look that way in 2005.

The runaway hits Ultima Online and World of Warcraft, were utterly unpredicted by their companies. Everyone else who has planned for big success has had varying levels of failure achieving it.
I"m sure there's a lesson in there somewhere...


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: eldaec on July 13, 2011, 09:05:14 AM
From Unsub's link, because it is relevant to this 'was 200k a success for SOE despite the Star Wars licence and a ridiculous budget' question.

Quote
[In designing the NGE] we were given the directive to make Galaxies better.

Not just make Galaxies better, but make it succesful. Not the 200k
subs it had, but really succesful. The idea was that we had the most
valuable IP in the entire world, and we fucked it up to the point of
having 200k subs.

And yes, all 200k of you were important, but 200k means nothing in the
scheme of things.

And if they were losing 10k each month, looks like preNGE SWG would indeed have lasted about half as long as UO or EVE.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ratman_tf on July 13, 2011, 09:14:11 AM
From Unsub's link, because it is relevant to this 'was 200k a success for SOE despite the Star Wars licence and a ridiculous budget' question.

Quote
[In designing the NGE] we were given the directive to make Galaxies better.

Not just make Galaxies better, but make it succesful. Not the 200k
subs it had, but really succesful. The idea was that we had the most
valuable IP in the entire world, and we fucked it up to the point of
having 200k subs.

And yes, all 200k of you were important, but 200k means nothing in the
scheme of things.

And if they were losing 10k each month, looks like preNGE SWG would indeed have lasted about half as long as UO or EVE.

But were they saying that because of WoW?  :uhrr: I doubt seriously the intent was to make SWG "better".  :oh_i_see:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lantyssa on July 13, 2011, 09:44:38 AM
It's not surprising they were losing 10k subs a month given they kept changing focus every month instead of actually addressing the problem.  It was an organizational issue where they were making knee-jerk reactions.  Large companies can't do that.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: WindupAtheist on July 13, 2011, 09:55:13 AM
If you think this is a fight, wait until UO closes.  :awesome_for_real: (If it ever does.)

Nah. Sinij will run around and exclaim that it's all because they nerfed PK a hundred years ago or whatever and I'll call him a cumbucket, but other than that I doubt there'll be much controversy. UO did as well as any sane person could expect, and has been allowed to putter off peacefully into extreme old age. SWG, on the other hand, had unfulfilled potential and was cut down in it's prime by a series of the worst decisions in industry history.

James Dean dying in a wreck at age 24 is more fun to talk about than George Burns giving up the ghost at 100, basically. Besides, UO freeshards are so widespread and deeply established that anyone who gives a shit will still be able to play the game twenty years from now.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Surlyboi on July 13, 2011, 10:03:26 AM
James Dean dying in a wreck at age 24 is more fun to talk about than George Burns giving up the ghost at 100, basically. Besides, UO freeshards are so widespread and deeply established that anyone who gives a shit will still be able to play the game twenty years from now.

Out of the mouths of babes trolls.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lantyssa on July 13, 2011, 10:38:41 AM
Reading that ancient blog Unsub posted reminded me of this Time article (http://www.time.com/time/magazine/article/0,9171,2081930,00.html).

Too much focus on numbers, not enough on the product.  Though I think it applies to US industry in general, game companies seem to be some of the worst of the lot lately.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Surlyboi on July 13, 2011, 10:49:24 AM
You've heard me bitch about the general stupidity of corporate America in the politics thread countless times. It's what happens when you get a bunch of MBAs who know fuckall about how the real world works outside of the bullshit they half slept through in B-school and you let them loose with all the charts and research about quotas that they barely understand. All they saw was "WoW's got more subs, we need to do what they're doing and we'll get money hats too!", never comprehending what it was that made WoW what it was.

It's a fight I've had in two careers so far, and sadly it's looking like I might have to take up arms one more time.

And reading that article again to the end makes my above statement that much more ironic. Still give me hope though that I may actually win this time.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Crumbs on July 13, 2011, 11:09:27 AM
I think if we can bring this thread to 1k pages, we'll finally come to a universal agreement on whether or not SWG was good.  999 pages might do it.  998, definitely not.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Paelos on July 13, 2011, 11:16:16 AM
You've heard me bitch about the general stupidity of corporate America in the politics thread countless times. It's what happens when you get a bunch of MBAs who know fuckall about how the real world works outside of the bullshit they half slept through in B-school and you let them loose with all the charts and research about quotas that they barely understand. All they saw was "WoW's got more subs, we need to do what they're doing and we'll get money hats too!", never comprehending what it was that made WoW what it was.

That's why I always say you should promote accountants/accounting-backgrounds to positions of high authority. We know exactly how the world works. Not some pie in the sky BS about what should be happening.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Simond on July 13, 2011, 11:57:43 AM
If the 5 million or so Western MMO players existed before WoW came along, SWG failed much harder than anyone in this thread has stated.

Let me know when a MMO besides WoW breaks 1-2 million subs.
Okay. (http://www.runescape.com/)
Around ten million active users, somewhere over a million paying subscribers.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Sheepherder on July 13, 2011, 11:58:19 AM
Well like I said -- everyone but Blizzard is a fucking failure if that's your metric.

There you go.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ratman_tf on July 13, 2011, 12:07:30 PM
If the 5 million or so Western MMO players existed before WoW came along, SWG failed much harder than anyone in this thread has stated.

Let me know when a MMO besides WoW breaks 1-2 million subs.
Okay. (http://www.runescape.com/)
Around ten million active users, somewhere over a million paying subscribers.

Excellent. That backs up my theory that there's about a million people willing to shell out cash to play a MMOG, and about 10 million who will play if it's WoW or if it's free. Yes, I modified my statement.  :grin:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ratman_tf on July 13, 2011, 12:25:01 PM
Well like I said -- everyone but Blizzard is a fucking failure if that's your metric.

There you go.

And Blizzard is a fucking failure compared to the porn industry.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Morat20 on July 13, 2011, 08:54:08 PM
Well like I said -- everyone but Blizzard is a fucking failure if that's your metric.

There you go.

And Blizzard is a fucking failure compared to the porn industry.
I dunno. Although Kink.com seems to be raking it in with their new pricing model. *scratches head*. I'm not sure how much torrents cut into their revenue stream, something Blizzard doesn't have to worry about. Then again, Kink.Com doesn't have to worry about Chinese gold farmers popping up and interrupting people's enjoyment either, so....call it a wash?

So, 200k subs and losing 10k a month to WoW. I wonder how EQ and EQ2 were doing at that point. I'm pretty sure EVE didn't have 350k subs at the time, since their peak concurrent user numbers were something like 12k or so at the time. CU and NGE gave them a big boost, and not long after was that big story about the corp infiltration -- the one that got mainstream press. They really started gaining players then.

*shrug*. If SOE or LA felt 200k sustained was a 'failure' than they're fucking morons. Then again, LucasArts has ALWAYS had a stupidly high opinion of their IP, despite the fact that 90% of everything they've spewed out with Star Wars on the cover has sucked balls.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: WindupAtheist on July 13, 2011, 09:05:08 PM
What's all this "200k sustained" bullshit when we just read a developer saying "200, more like 160-180 maybe, and plummeting".


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Sheepherder on July 13, 2011, 09:08:27 PM
*shrug*. If SOE or LA felt 200k sustained was a 'failure' than they're fucking morons. Then again, LucasArts has ALWAYS had a stupidly high opinion of their IP, despite the fact that 90% of everything they've spewed out with Star Wars on the cover has sucked balls.

They have a perfectly clear picture of how strong their IP is.  It's been selling terrible shit since the 1970's.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Morat20 on July 13, 2011, 09:16:28 PM
What's all this "200k sustained" bullshit when we just read a developer saying "200, more like 160-180 maybe, and plummeting".
*shrug*. That was what they were at when WoW came out, apparently. I know for sure EVE wasn't at 350k 7 years ago, for one. I have no doubt they lost a ton of subs when WoW came out -- but I have no doubt so did EQ. Also, I take the "plummeting" with a grain of salt because I know that particular talking point surfaced during the CU as a justification for the changes. Considering the popuilation DID plummet from the CU and later the NGE, I can't help but wonder how no one noticed a "plumetting" population before hand when it was readily apparent afterwards.

I mean I think it's pretty obvioius. SWG came out. SWG didn't beat EQ. SOE was happy, because it was a lot of fucking money coming in a month, LucasArts blamed everyone except themselves that yet another Star Wars product only did "well" instead of eating the market and recreating the blockbuster feelings of 1977, and everyone was pretty fucking happy until WoW came out.

Then LucasArts foillowed Lucas' own directorial views, and decided to radically alter a product to try to capture a new audience, failed miserably, and saw the game collapse. Now years later, people claim the game was 'always' a failure because it didn't live up to LucasArt's own "Eighty three trillion sub" hype, which has never actually come true in the history of ever.

In real life, kit sold a million boxes, held hundreds of thousands of subs, and was the same size as all the other top-tier MMORPGS right up until WoW came out and the game fucked itself on purpose.

Like I said: "Doing as well as your biggest competitors" is a success. And frankly, I doubt either SOE or LucasArts was unhappy with SWG until WoW redefined everything -- because 200k was respectable numbers, a million boxes sold was respectable numbers -- remember this was years ago. 20k subs, or 100k boxes -- yeah, that'd be a fucking failure. But they were at 200k subs what, two or three years after launch? Plummeting or not, how many Western MMORPGs can claim that?


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: UnSub on July 13, 2011, 10:06:33 PM
Well like I said -- everyone but Blizzard is a fucking failure if that's your metric.

There you go.

And Blizzard is a fucking failure compared to the porn industry.

Possibly - the porn industry is a fucking success.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Bloodgut on July 13, 2011, 10:37:51 PM
Yes because the greatest idea in the world is to turn a Star Wars MMO into a place where the only working thing you can count on is to harvest bantha hides. Forget the epic battles, lightsabers and killing stormtroopers, lets learn to waste money on dance routines, or an emote for a jump because you can't actually jump over things.

SWG was the stupidest game to waste how many millions of dollars on a failed socail experiment that turned out to be what ended up to be Second Life. Sorry I don't see Raph as any kind of visionary or great game designer. I could ask my 7 year old nephew what makes SW awesome old and I have all I need to make the premise for a SW mmo.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ratman_tf on July 13, 2011, 11:04:23 PM
Well like I said -- everyone but Blizzard is a fucking failure if that's your metric.

There you go.

And Blizzard is a fucking failure compared to the porn industry.

Possibly - the porn industry is a fucking success.

http://www.youtube.com/watch?v=8X_Ot0k4XJc


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Morat20 on July 13, 2011, 11:07:45 PM
Yes because the greatest idea in the world is to turn a Star Wars MMO into a place where the only working thing you can count on is to harvest bantha hides. Forget the epic battles, lightsabers and killing stormtroopers, lets learn to waste money on dance routines, or an emote for a jump because you can't actually jump over things.

SWG was the stupidest game to waste how many millions of dollars on a failed socail experiment that turned out to be what ended up to be Second Life. Sorry I don't see Raph as any kind of visionary or great game designer. I could ask my 7 year old nephew what makes SW awesome old and I have all I need to make the premise for a SW mmo.
If that was true, you'd think the list of "Good Star Wars Games" versus "Bad Star Wars Games" wouldn't be quite so imbalanced.

You know what the problem is with the Star Wars license? It poisons games. Half the fuckers writing Star Wars games treats it like some sort of magic ingrediant, that can be poured over utter shit to create gold. Half write solid games and have to listen to legioins of fanboys explain how their fucking wookies are the wrong color or something.

SWG is a case of fucking both. If it'd had been Generic Space MMORPG it would have been considered an absolute success. (It also probably would have launched at least six months later, but what can you say). After all, it sold a million boxes, had a sustained sub count up in the six figures, and a successful expansion or two. Because it was "Star Wars" it's got people screaming that it was the wrong sort of Star Wars (SimBeru! No Lightsabers! What shit is this?) and others screaming it had to be a failure because it didn't soar to 4 million subs and sell enough boxes to buy Norway.

*rolls eyes*. I blame Lucas himself. Hell, he turned the fucking movies into that kind of shit when he started retconning his own films.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Slyfeind on July 13, 2011, 11:10:50 PM
Let me know when a MMO besides WoW breaks 1-2 million subs.
Okay. (http://www.runescape.com/)
Around ten million active users, somewhere over a million paying subscribers.

Hrrmm. In order for Runescape to qualify as WoW expanding the MMO market, Runescape would have to be made up of people who started on WoW. I don't think that's the case. I haven't done any research on it, mind, but on a hunch I'd say I doubt it.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ratman_tf on July 13, 2011, 11:14:34 PM
I could ask my 7 year old nephew what makes SW awesome old and I have all I need to make the premise for a SW mmo.

(http://1.bp.blogspot.com/_a0-M7tdpr54/TSsB0_2zgdI/AAAAAAAAAG4/xiAgGfZb__M/s1600/star-wars-the-phantom-menace-jar-jar-binks.jpg)


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Morat20 on July 14, 2011, 12:13:14 AM
I could ask my 7 year old nephew what makes SW awesome old and I have all I need to make the premise for a SW mmo.

(http://1.bp.blogspot.com/_a0-M7tdpr54/TSsB0_2zgdI/AAAAAAAAAG4/xiAgGfZb__M/s1600/star-wars-the-phantom-menace-jar-jar-binks.jpg)
Darth and Droid's explanation of Jar-Jar made a hell of a lot of sense.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Tale on July 14, 2011, 12:44:07 AM
Darth and Droid's explanation of Jar-Jar made a hell of a lot of sense.

As a player who liked SWG without much interest in the IP, I feel undermined when you casually reference Star Wars geekery as if everyone should know it.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Morat20 on July 14, 2011, 01:06:01 AM
Darth and Droid's explanation of Jar-Jar made a hell of a lot of sense.

As a player who liked SWG without much interest in the IP, I feel undermined when you casually reference Star Wars geekery as if everyone should know it.
*grin* Read Darth and Droids (http://darthsanddroids.net/). In case you feel too lazy to wade throiugh years of strips, it's basically "Star Wars" (starting with Episode One) as a comic strip (done as screencaps) wherein the actual "story" is a D&D game.

Among other things, the Jedi Knights are a house monk class, and they're using laser swords because they didn't have the money for laser polearms or laser crossbows. :P

And Jar-Jar -- Jar-Jar is what happens when you let your six-year-old niece make a character so she can play.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: 5150 on July 14, 2011, 04:25:43 AM
You've heard me bitch about the general stupidity of corporate America in the politics thread countless times. It's what happens when you get a bunch of MBAs who know fuckall about how the real world works outside of the bullshit they half slept through in B-school and you let them loose with all the charts and research about quotas that they barely understand. All they saw was "WoW's got more subs, we need to do what they're doing and we'll get money hats too!", never comprehending what it was that made WoW what it was.

That's why I always say you should promote accountants/accounting-backgrounds to positions of high authority. We know exactly how the world works. Not some pie in the sky BS about what should be happening.

Just dont let them run I.T departments - seriously!

Yes because the greatest idea in the world is to turn a Star Wars MMO into a place where the only working thing you can count on is to harvest bantha hides. Forget the epic battles, lightsabers and killing stormtroopers, lets learn to waste money on dance routines, or an emote for a jump because you can't actually jump over things.

SWG was the stupidest game to waste how many millions of dollars on a failed socail experiment that turned out to be what ended up to be Second Life. Sorry I don't see Raph as any kind of visionary or great game designer. I could ask my 7 year old nephew what makes SW awesome old and I have all I need to make the premise for a SW mmo.

No, we'd all be playing Lego Clone Wars (don't get me wrong it's a fun game) or Clone Wars Adventures


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Velorath on July 14, 2011, 05:04:19 AM
*grin* Read Darth and Droids (http://darthsanddroids.net/).

That's some painfully unfunny stuff...


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Numtini on July 14, 2011, 05:07:17 AM
I'll be honest, I loved SWG, but I keep hearing 200k+ and maybe they were paying and not playing, but the emptiness of the worlds sure didn't look like 200k+ to me past the first month.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lantyssa on July 14, 2011, 06:18:30 AM
You know what the problem is with the Star Wars license? It poisons games. Half the fuckers writing Star Wars games treats it like some sort of magic ingrediant, that can be poured over utter shit to create gold. Half write solid games and have to listen to legioins of fanboys explain how their fucking wookies are the wrong color or something.
Two 'ee's in wookiee, dammit!

I'll be honest, I loved SWG, but I keep hearing 200k+ and maybe they were paying and not playing, but the emptiness of the worlds sure didn't look like 200k+ to me past the first month.
Twenty servers, ten huge worlds (each still larger than most entire game worlds combined), massive cities across several of those worlds, and outposts created by players before cities were even in.

Roughly averaging it out: 10k a server, 1k a planet, then 200 of those logged in at peak concurrency.  Players could very easily disappear from sight for weeks at a time if they really wanted.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: DraconianOne on July 14, 2011, 06:26:42 AM
*grin* Read Darth and Droids (http://darthsanddroids.net/).

That's some painfully unfunny stuff...

Oh good. I thought it was just me having a sense of humour failure with it all.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: UnSub on July 14, 2011, 07:11:10 AM
SWG is a case of fucking both. If it'd had been Generic Space MMORPG it would have been considered an absolute success. (It also probably would have launched at least six months later, but what can you say). After all, it sold a million boxes, had a sustained sub count up in the six figures, and a successful expansion or two. Because it was "Star Wars" it's got people screaming that it was the wrong sort of Star Wars (SimBeru! No Lightsabers! What shit is this?) and others screaming it had to be a failure because it didn't soar to 4 million subs and sell enough boxes to buy Norway.

If it hadn't been Star Wars, then it would have been received differently and it probably wouldn't have sold 1m boxes at launch. But it wouldn't have had the weight of expectation on it either. And it wouldn't be shutting down in December because there wouldn't be an independent IP holder to deal with.

Hell, it's (probably) going to be outlived by Anarchy Online.

But anyway, the discussion is going in circles.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Surlyboi on July 14, 2011, 07:45:34 AM
You know what the problem is with the Star Wars license? It poisons games. Half the fuckers writing Star Wars games treats it like some sort of magic ingrediant, that can be poured over utter shit to create gold. Half write solid games and have to listen to legioins of fanboys explain how their fucking wookies are the wrong color or something.
Two 'ee's in wookiee, dammit!

I'll be honest, I loved SWG, but I keep hearing 200k+ and maybe they were paying and not playing, but the emptiness of the worlds sure didn't look like 200k+ to me past the first month.
Twenty servers, ten huge worlds (each still larger than most entire game worlds combined), massive cities across several of those worlds, and outposts created by players before cities were even in.

Roughly averaging it out: 10k a server, 1k a planet, then 200 of those logged in at peak concurrency.  Players could very easily disappear from sight for weeks at a time if they really wanted.

That's pretty much how my Jedi stayed invisible on Chilastra for so long. Well, that and having a girlfriend that was a bounty hunter that could keep tabs on my visibility.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: WindupAtheist on July 14, 2011, 08:00:21 AM
Also, I take the "plummeting" with a grain of salt because I know that particular talking point surfaced during the CU as a justification for the changes. Considering the popuilation DID plummet from the CU and later the NGE, I can't help but wonder how no one noticed a "plumetting" population before hand when it was readily apparent afterwards.

Careful champ, you're wandering into "crazy UO PK guy with a chart" territory when you start claiming that the developers were all lying about subscription numbers, and your pet era of the game was really successful really, please believe my vague observations as a player over those lying devs, etcetera.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lantyssa on July 14, 2011, 09:02:03 AM
Losing 10k a month from 200k would easily put them at the 160-180k figure after implementation of the CU.  It fits the time frame perfectly, so neither of you is wrong.

They were greedy, panicking, short-sighted and made all their decisions based on trying to harvest for gold on top of a silver spawn, while discarding the silver as useless.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: eldaec on July 14, 2011, 09:55:39 AM
If they believed they only had a year to run because of that rate of decline, the silver was pretty much worthless.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lantyssa on July 14, 2011, 10:30:20 AM
That's because of their stupid priorities and decision making, not because they didn't have something worthwhile.

They tossed out a three-part change a third of the way through implementation for a universally applauded revamp which involved the community and was working on fixing things instead of throwing crap against the wall, which they dropped for a hastily done WoW-alike icon and combat change, only to drop that without warning for an entire system overhaul done in one of the worst crunches ever in MMO history that started on a whim.

It's not any wonder the game went to shit when they were too busy ignoring the good parts of it to chase after leprechauns.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ginaz on July 14, 2011, 11:07:14 AM
WoW is the biggest factor when discussing the demise of swg.  It was a better game with drew people away and caused soe to make stupid knee jerk reactions to reach the same level of success.  If WoW had never been released, we might still have the pre-nge version running with decent amounts of people still playing.  


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: DraconianOne on July 14, 2011, 11:27:11 AM
If they believed they only had a year to run because of that rate of decline, the silver was pretty much worthless.

There's been some very flawed and assumption based logic in your most of your arguments and you continue to push them forward.

Stop it.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: WindupAtheist on July 14, 2011, 02:51:39 PM
WoW is the biggest factor when discussing the demise of swg.  It was a better game with drew people away and caused soe to make stupid knee jerk reactions to reach the same level of success.  If WoW had never been released, we might still have the pre-nge version running with decent amounts of people still playing.

SWG was never going to survive the release of SWTOR. Not as a decrepit NGE-ravaged corpse, and not as a UO-style niche product with a small audience of hardcore sandbox devotees. There were just bigger expectations and requirements upon the game than it was ever equipped to fulfill, no matter how much people want to look at "180k and dropping, we were losing our ass!" and see "200k sustainable forever!"

I'm not sure LA wouldn't have pulled the plug even if it were 200k with zero churn. They're shooting for more with SWTOR.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Tale on July 14, 2011, 04:06:00 PM
Quick reminder: the piss-name troll never played SWG, or any MMOG of this decade or the last decade, besides WoW.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: SnakeCharmer on July 14, 2011, 05:10:30 PM
That doesn't make him wrong.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: WindupAtheist on July 14, 2011, 07:00:49 PM
Quick reminder: the piss-name troll never played SWG, or any MMOG of this decade or the last decade, besides WoW.

(http://i16.photobucket.com/albums/b4/Bellwitch/Cat%20Macros/Macros%20made%20by%20others/Specialdeliveryforcaptainbutthur-1.jpg)

Have you ever tried to upbraid me on this forum without someone coming along within the next three posts and telling you I was right? I remember talking about WoW raids or some shit in the past and you going "Shut up WUA you never raided!" only to have the same thing happen. Go fuck yourself, dipshit. I'm going to go log into Ultima fucking Online and polish my armor (that I will still have after December of this year, ha) with your fucking tears.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Paelos on July 14, 2011, 07:41:46 PM
He's just not choosing his moments well. You're wrong a lot.  :awesome_for_real:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: 5150 on July 15, 2011, 04:23:29 AM
and not as a UO-style niche product with a small audience of hardcore sandbox devotees.

Could you also supply the next winning lottery numbers - ta muchly!

I'm not going to outright say you'd be wrong on this point, only that you can't say that with any certainty!

-edit-
Because I fail at quoting


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Surlyboi on July 15, 2011, 05:41:56 AM
That doesn't make him wrong.

Doesn't particularly make him right either.

If SWG hadn't gone down the shitter with the CU and the NGE, SWTOR might not have even been put on the table.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Morat20 on July 15, 2011, 05:51:10 AM
That doesn't make him wrong.

Doesn't particularly make him right either.

If SWG hadn't gone down the shitter with the CU and the NGE, SWTOR might not have even been put on the table.
Nah, it probably would have, if only because I can't see LucasArts not being utterly convinced that the Star Wars IP should get them ten million subs. They've a bit of a repuation for consistently over-estimating the appeal of Star Wars spinoffs.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: WindupAtheist on July 15, 2011, 07:49:00 AM
LucasArts is an intellectual property holder, not an MMO developer. It doesn't foot the development cost for these games and doesn't give a shit if it's licensee's 160k subscriber niche product is turning a solid little profit or not. Not if there's someone else out there with a solid shot at doing better.

SWG could have been doing 300k sustained and the moment BioWare walked up and said "We think we can do at least 600k sustained and are willing to back that bet by giving you this sack of money!" LucasArts would have no reason at all not to look at SWG and go "Welp, sucks to be you."

SWTOR could be a giant fucking flop that sinks EA and LucasArts would just go "Welp, sucks to be you too! Thanks for the cash!" and hand the Star Wars license off to fucking Zynga or something when the contract expires.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: tazelbain on July 15, 2011, 07:54:18 AM
I missed the part in the blizzard playbook where it says to use expensive third-party IPs.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Paelos on July 15, 2011, 08:05:35 AM
SWTOR could be a giant fucking flop that sinks EA and LucasArts would just go "Welp, sucks to be you too! Thanks for the cash!" and hand the Star Wars license off to fucking Zynga or something when the contract expires.

True, to a certain extent. Mortgaging your IP to a 3rd party highest bidder and watching the product tank will make your IP less valuable over time. You and I can argue on this, but I believe that due to the movies, the game flops, and the massive amount of shit books, that the IP is continually declining at a faster pace than it should. I'd have to run a complicated financial analysis to back my gut on that, which nobody wants, but it's just my opinion on the damage you can do to something.

Add in the aging population and the economic factors, and I would say at this point that if SWTOR tanks, the idea of releasing a SW 3rd party game again will be SEVERELY diminished to investors, thus decreasing that IP value. Therefore, I think it's very much in Lucasart's interest to have this game reach an appropriate amount of success.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: DraconianOne on July 15, 2011, 08:10:50 AM
That doesn't make him wrong.

Doesn't particularly make him right either.

If SWG hadn't gone down the shitter with the CU and the NGE, SWTOR might not have even been put on the table.

Work started on SWTOR (with the benefit of 20-20 hindsight) in March 2006 (http://www.shacknews.com/article/41196/bioware-opens-new-studio-for). We know that's when Bioware Austin was set up and I recall that the devs said recently that it's already been worked on for five years. That's only about 6 months after the NGE hit. I don't know what the lead time would be on putting together the proposals, assembling the team, doing all the relevant budget stuff, sorting out contracts etc. but is it reasonable to think that it would take at least 6 months?  Gordon Walton left SOE in March 2005 and Rich Vogel followed suit in May - perhaps enticed by prospect of working on a SW MMO done right?

What I'm getting at is that it's not too much of a leap in imagination to suggest that the proposal for SWTOR came before the NGE even happened. SWG's card may well have been marked after WoW demonstrated how to release an MMO properly and get millions of subscribers (http://uk.gamespot.com/news/6132187/world-of-warcraft-subscribers-reach-4-million).


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: DraconianOne on July 15, 2011, 08:21:53 AM
LucasArts is an intellectual property holder, not an MMO developer. It doesn't foot the development cost for these games

The only problem I have with this statement is the thought that Bioware estimated the budget at however 100s of millions of $ and didn't challenge LA about having to shoulder all the risk. Especially as, prior to EA coming on board, I recall that it looked like LA were going to be the publisher.  Bioware have form for not taking on a project to work on their own IP (see KOTOR 2) and I'd like to believe that if LA weren't contributing to dev costs then Bioware would have told them go jump and started work on a NWN MMO or something. (Yeah, yeah, apart from the fact it's D&D and Atari and all that bollocks).


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: WindupAtheist on July 15, 2011, 08:43:12 AM
Add in the aging population and the economic factors, and I would say at this point that if SWTOR tanks, the idea of releasing a SW 3rd party game again will be SEVERELY diminished to investors, thus decreasing that IP value. Therefore, I think it's very much in Lucasart's interest to have this game reach an appropriate amount of success.

Sure, that's true enough. Still doesn't give LA any reason to content themselves with SWG and it's slowly dwindling fortunes forever, though. Not that you said it did.

The only problem I have with this statement is the thought that Bioware estimated the budget at however 100s of millions of $ and didn't challenge LA about having to shoulder all the risk.

I really don't know for sure, and LA has probably thrown some money in there, but all I hear are rumors about the budget spiralling out of control and how much EA is sinking into it. I wouldn't be surprised if LA coughed up it's proportion of a sane MMO budget up front and EA was left on the hook for whatever else happened.

In any case, SWG was marked for death the moment someone signed off to begin SWTOR development, CU/NGE or not. The billion-dollar dreams going on over there were never going to be dissuaded by SOE going "But we still have 120k craftards in 2011 since the NGE never happened in this timeline!"


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Paelos on July 15, 2011, 08:55:39 AM
SWG was marked for death due to horrible mismanagement after the first year. I don't think SWTOR does anything except shoot a dying dog.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: DraconianOne on July 15, 2011, 09:00:54 AM
I really don't know for sure, and LA has probably thrown some money in there, but all I hear are rumors about the budget spiralling out of control and how much EA is sinking into it. I wouldn't be surprised if LA coughed up it's proportion of a sane MMO budget up front and EA was left on the hook for whatever else happened.

Yeah, that sounds plausible. EA came onto the scene in 2007 and were going to joint publish SWTOR with LA. But in Nov 2010 it was announced that EA were going to be sole publishers so the conversation probably started with Bioware saying "Gief moar money plz!", EA telling LA to cough up their share, LA telling EA to die in a fire and foot the bill themselves, EA saying "if we're going to take the risk ourselves then we'll publish it ourselves" and LA saying "Your funeral - we get paid either way."



Title: Re: Another One Bites the Dust: SWG Edition!
Post by: WindupAtheist on July 15, 2011, 09:24:04 AM
SWG was marked for death due to horrible mismanagement after the first year. I don't think SWTOR does anything except shoot a dying dog.

Yeah. It's worth noting that the only two games to have been drug out of Sony's MMO flophouse and put down, SWG and Matrix, are the two with external IP involved. Anything they own lock, stock, and barrel SOE will let go on forever. Fucking Vanguard is still around.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: WindupAtheist on July 15, 2011, 09:38:20 AM
Welp, from the SWTOR thread we keep bouncing over to...

Story link. (http://www.industrygamers.com/news/star-wars-mmo-costs-an-estimated-80-million-to-develop/)

Quote
Under the terms of its deal with LucasArts, EA is required to pay a royalty, but was required to front all of the development, marketing and distribution costs, as well as the costs of building out servers for the game.

With that in mind, LA really had no reason at all not to throw SWG under a bus. It really didn't matter how many subs SWG had. Unless it was a WoW-scale success that SWTOR would balk at besting even in 2011, it was history.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Tale on July 15, 2011, 04:16:15 PM
He's just not choosing his moments well. You're wrong a lot.  :awesome_for_real:

Monkeys at typewriters can also be right or wrong about SWG. All I saw was the usual "Look at me! Look at me! Here is my validation-seeking opinion on something others did while I was playing UO."


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Kail on July 15, 2011, 04:47:28 PM
With that in mind, LA really had no reason at all not to throw SWG under a bus. It really didn't matter how many subs SWG had. Unless it was a WoW-scale success that SWTOR would balk at besting even in 2011, it was history.

I'm not sure I'm following the theory that LA would be doing this.  LA doesn't care about the games, since it's not fitting the development costs.  So why would they care if there are two Star Wars MMOs out there?  Even if some exec believed that SWG was just so amazing that there was no way TOR could compete with it, why would Lucasarts care?  Every customer that TOR loses to SWG, LA still gets a cut.  No matter how much SOE is paying them, it's got to be more than $0, why would you turn down free money like that?

I can see SOE killing the game if it's not turning a profit anymore, or EA making it a condition of their contract (though if they're in a position to be seriously hurt by SWG and it's ten remaining subscribers, TOR is shakier than I thought), but why would LA care one way or the other?


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: WindupAtheist on July 15, 2011, 04:50:18 PM
Monkeys at typewriters can also be right or wrong about SWG. All I saw was the usual "Look at me! Look at me! Here is my validation-seeking opinion on something others did while I was playing UO."

Hey assbucket, why don't you draw on your extensive experience roleplaying a Wookiee hairdresser and share with us the deep insights playing Star Wars Galaxies gave you on the subjects of intellectual property licensing and MMO funding? Because so far it looks like I'm totally fucking right and you're just being a whiny know-nothing pissant as usual. This is at least the second time you've run into a thread going "Don't listen to WUA guys, he's just seeking validation! He didn't play the game so please ignore his completely correct statements!" I think last time it was EQ or some shit.

Also, will you please make up your precious little mind as to whether I'm trolling this thread trying to piss people off (you know, like trolls do) or whether I'm here seeking "validation" as you put it? Because they're sort of exactly contradictory things, you fucking moron.

Even if some exec believed that SWG was just so amazing that there was no way TOR could compete with it, why would Lucasarts care?  Every customer that TOR loses to SWG, LA still gets a cut.

Yeah, sure. I mean technically they could license the SW brand out to fifty companies and as long as they're all paying per head, what does LucasArts care? But there's such a thing as diluting a brand. If I had to guess I'd say someone at LA looked at EQ2 never doing as well as EQ1 and decided they weren't going to have two of these MMO things running at the same time, so let's axe that one that never did all that well in the first place, this new one is going to make us billions!

I mean I figure it has to be LA that dropped the hammer, and that's the best reason I can think of. Given his druthers Smedley will let any piece of shit run forever even if no one is playing.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Amaron on July 15, 2011, 06:14:58 PM
You know I'm still not clear why a Sandbox had to have shit combat and why that's OK?   The amount of "BUT...my first sandbox MMO!" nostalgia in this thread is quite staggering on the other hand.   It sort of makes me wonder if just the act of making a sandbox MMO would let you recreate "first MMO!" feeling in diku players.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Sheepherder on July 15, 2011, 08:49:19 PM
Also, will you please make up your precious little mind as to whether I'm trolling this thread trying to piss people off (you know, like trolls do) or whether I'm here seeking "validation" as you put it? Because they're sort of exactly contradictory things, you fucking moron.

I will hazard the guess that you are trolling.

Also, I'd guess the meeting went like this:

SOE:  Well, we'd really like to pay less in royalties for the next contracted period, otherwise we'll have to shut down.  Our game isn't doing so well in subscriber numbers, it's hard to make ends meet, and that other game you just approved is going to cannibalize the shit out of what we have left.
LucasArts:  And who's fault is that?
SOE:  Um...  So... you're not going to give us a break?
LucasArts:  Nope.  We'll just have to dry our tears on these giant wads of money Bioware is giving us.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: SnakeCharmer on July 15, 2011, 08:56:56 PM
He's just not choosing his moments well. You're wrong a lot.  :awesome_for_real:

Monkeys at typewriters can also be right or wrong about SWG. All I saw was the usual "Look at me! Look at me! Here is my validation-seeking opinion on something others did while I was playing UO."

You don't have to have played the game for 2 years before the CU/NGE to know why it was (in hindsight) a failure of an MMO.  Anyone with a half a brain that visited pretty much any gaming site (hell, HERE) would absorb why it sucked ass (again, in hindsight).  It's well documented here for fucks sake.

Combat was broken as fuck and sucked greasy ass and revolved around one thing - attacking the unhealable mind pool (except for Jedi and..Combat Medics (I think)) because the HAM system was broken as fuck.  For most professions, except Jedi, 3/4 of their skills didn't work all the way up to the CU.
Crafting, while innovative, but was pretty much locked out to anyone that didn't have access to materials that poofed like a fart in the wind.  Unless of course, they stuck around for months (years??) until they had enough time (and a HUGE amount of luck) to get materials to make top tier items that people would buy.  
Player cities, another innovative "idea" yanked from UO, were only for people that were around when the housing patch hit the servers in...August 2003, I think...because planets were instantly capped and stayed capped despite people leaving the game in DROVES.  Want to build a city with your guild?  Too bad so sad, buddy.  You gotta wait (and hope to Yodas asscrack) that some city somewhere is going to lose a tier to enable you to drop a shuttleport IF you could drop a city hall to begin with - the planet was most likely capped on empty, vacant cities.
Content?  Hahahaha.  Death Watch Bunker and Geo Cave thing.  Or you could farm krayt dragons and nightsisters IF it wasnt one of the MANY times the spawn generation system threw up on itself and neither one spawned for MONTHS.  Or you could grind up professions.  Or you could go the Jedi route and spend the next 3-4 months poopsocking your ass off trying to get the 9 billion xp needed to create a full temp Jedi at a rate of 1233 xp per kill IF you didn't have X amount XP vacated by death/bounty hunter.  Or you could solo group missions on Dant to get the money necessary to buy buffs and weapons and armor to solo group missions on Dant to buy buffs and weapons and armor.  Or you could duel in front of Theed starport after grinding up an ever so slightly different template using some wacked out weapon you looted off a Nightsister on Dathomir after you did solo group missions on Dant to get the money necessary to buy buffs and weapons and pay for skill boxes.

For 90 percent of the players, that was SWG.  And that's why it sucked.

For 5 percent of the players, it was an RPers heaven.  But they don't pay the bills.  They do make alot of noise on the forums though.

For the other 5 percent that got heavily vested into the game, we made some really great friends in that box that sits on our desk and we played it like EvE.  We have PvP politics, city politics, guild politics, server politics.  We waged wars against each other to take over cities and blow them up with spies.  Or we hunted rival faction/guild Jedi into quitting the game.  A few of us made some serious cash with the help of a pocket CSR getting prepatch 10 Jedi unlocked and ebaying them . An even smaller group of us made more bank ebaying SWG credits obtained a multitude of exploits and dupes and singlehandedly destroyed the economy our very populated server.  Or we totally broke the server into a laggy, craptastic mess MANY a night exploiting the crap out of Endor at the Geo cave and 0, 0 Black Sun waypoint.  Some of us became famous and/or infamous depending on who you talk to.  And alot of us didn't want to let that go.  Honestly, the whole thing brings Stockholme Syndrome to mind.

And, in hindsight, there was a strange psychological phenomenon for me.  It was as if SWG was my early midlife crisis in a lot of ways.  I got hooked, addicted even.  A few months after I quit as a result of the NGE, I could look back with clear eyes and realize just how bad it was before they gutted it.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Paelos on July 15, 2011, 09:05:53 PM
He's just not choosing his moments well. You're wrong a lot.  :awesome_for_real:

Monkeys at typewriters can also be right or wrong about SWG.

I find your generalization offensive and will fling poop at you given the next opportunity.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: UnSub on July 16, 2011, 03:54:02 AM
Welp, from the SWTOR thread we keep bouncing over to...

Story link. (http://www.industrygamers.com/news/star-wars-mmo-costs-an-estimated-80-million-to-develop/)

Quote
Under the terms of its deal with LucasArts, EA is required to pay a royalty, but was required to front all of the development, marketing and distribution costs, as well as the costs of building out servers for the game.

With that in mind, LA really had no reason at all not to throw SWG under a bus. It really didn't matter how many subs SWG had. Unless it was a WoW-scale success that SWTOR would balk at besting even in 2011, it was history.

SOE has a similar arrangement with DC for DCUO.

With absolutely no knowledge of SOEs and LAs negotiations, I've little doubt that LA wanted to revise the SWG contract to be more reflective of what they are getting from the SWOR contract. Pachter (link above in my previous post) thought that LA was going to walk away with $5 from every $15 sub - if true, it could easily gut a title like SWG that may not be paying a royalty at that level.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: eldaec on July 16, 2011, 04:58:10 AM
The analyst you are quoting appears to believe mmog operation has no fixed costs. And I find it hard to believe that game has only cost $80 million to develop, despite supposedly using 900 actors, 100 devs, and a seemingly bottomless marketing budget. I'd take his analysis with a sizable pinch of salt.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: UnSub on July 16, 2011, 09:51:35 AM
I agree. I thought the whole "EA treats development as R&D, so costs it separately and all revenue is pure profit" as especially... interesting idea.

That 30% royalty rate is one I've seen elsewhere, but I don't know if LA is getting that for SWOR.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: eldaec on July 16, 2011, 10:49:48 AM
The analyst claimed 30% of profit, not revenue. Which means much less than $5 pm pp. (Though hard to know for sure as it seems he doesn't understand the difference)


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: UnSub on July 16, 2011, 06:19:46 PM
This was the info I meant (http://www.vg247.com/2011/05/05/analyst-swtor-could-cost-ea-as-much-as-80-million-to-develop/):

Quote
“With 1.5 million paying subscribers, EA will have 1 million profitable subs,” Pachter continued. “We estimate that the incremental operating cost for each subscriber above breakeven is around $5 per month (also quite conservative), so if the revenue split is 33 percent to LucasArts ($5 per subscriber per month), EA will be left with $5 per subscriber per month in operating profit. At 1 million profitable subscribers over the last six months of its fiscal year, EA should generate $30 million in operating profit from subscribers.”

Personally, I think it is a bad assessment for a number of reasons - notably the "if SWOR launches and is immediately more successful than any other Western MMO since WoW, I think it will do alright" bit because, well, DUH.

I'm not sure what the fixed versus variable costs are for a MMO playerbase, though. That $5 a month (assuming SWOR launches at that $15 a month sub fee) in operating costs per player might work at the 1.5m level, but it would be higher at the sub-1m mark and the sub-500k mark.

I only mentioned Pachter as I've seen his analysis used elsewhere for why SWOR will be successful and is much cheaper than everyone thinks, but ultimately I think he is, at best, remarkably optimistic.

If I were LA, I'd be getting my cash up front every month rather than after it had gone through EA's books and profitability determined.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Paelos on July 16, 2011, 08:29:05 PM
A 33% royalty deal for the IP seems patently absurd.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Stabs on July 17, 2011, 10:43:12 AM
A 33% royalty deal for the IP seems patently absurd.

There's a mathematical case.

Game 1: original IP, one million subscribers paying $15, operating costs $2m per month, profit $13m per month.

Game 2: licenced IP, two million subscribers paying $15, operating costs $2m per month plus a third of the take after costs, profit $18.66m per month


Does the IP bring in that many more players? Well I watched Phantom Menace and Attack of the Clones last night and it made me very nostalgic for SWG. Particularly the music. Also little things like seeing Padme come out of a Small Tatooine House (Type 2). I'm more nostalgic for SWG than for any other game and most of what I liked about it I saw in the films yesterday.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Paelos on July 17, 2011, 02:13:37 PM
A 33% royalty deal for the IP seems patently absurd.

There's a mathematical case.

Game 1: original IP, one million subscribers paying $15, operating costs $2m per month, profit $13m per month.

Game 2: licenced IP, two million subscribers paying $15, operating costs $2m per month plus a third of the take after costs, profit $18.66m per month

It's a flawed case. Twice as many subs change your operating costs.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Stabs on July 17, 2011, 03:15:00 PM
A 33% royalty deal for the IP seems patently absurd.

There's a mathematical case.

Game 1: original IP, one million subscribers paying $15, operating costs $2m per month, profit $13m per month.

Game 2: licenced IP, two million subscribers paying $15, operating costs $2m per month plus a third of the take after costs, profit $18.66m per month

It's a flawed case. Twice as many subs change your operating costs.

OK

Game 2: licenced IP, two million subscribers paying $15, operating costs $3m per month plus a third of the take after costs, profit $18m per month

And that's not even considering that most of the cost is pre-launch development which is spent irrespective of the number of subs.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: UnSub on July 17, 2011, 06:06:45 PM
I've got no idea what LA's royalty rate would be, only that about 30% of the take seems to be standard these days for Apple, Steam and it was what Microsoft wanted Cryptic to pay for an Xbox 360 version of Champions Online.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Paelos on July 17, 2011, 06:21:21 PM
I've got no idea what LA's royalty rate would be, only that about 30% of the take seems to be standard these days for Apple, Steam and it was what Microsoft wanted Cryptic to pay for an Xbox 360 version of Champions Online.

1 - That's different. That's not a royalty, but a distribution cost. In that case your distributor is getting a cut of the deliverable and that makes sense for it to be 30% since you are using their platform and they are performing a service for you. 30% for a sheer royalty is outrageous. The average royalty rate in the US is about 7%. Big named music artists can command about 10-20%. If you're paying almost a 3rd of your revenue out the door before you even get to your costs, you're losing money hand over fist.

2 - As to Stabs point, pre-launch development cost doesn't matter in terms of your product, other than from an investor ROI standpoint. It's already been expensed in a prior year anyway. Also, we don't know if those royalties are being paid on gross or net revenue, which is a HUGE factor.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Amaron on July 17, 2011, 06:52:16 PM
Even saying 30% isn't going to be clear.   Who knows if that's before or after continuing development/etc.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Samprimary on July 18, 2011, 10:04:35 AM
I'm more nostalgic for SWG than for any other game and most of what I liked about it I saw in the films yesterday.

Aw, cmon. SWG wasn't that bad.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Zetor on August 30, 2011, 11:30:34 AM
Apologies for necroposting, but since we're talking about an undead game, I suppose it's ok. Sorta.  :why_so_serious:

There's going to be a set of player/GM events during the last few months of the game, and as long as you have an active account on Sep 15, you can play for free until the lights go out. According to this thread (http://forums.station.sony.com/swg/posts/list.m?&topic_id=1231761) (specifically this CM post (http://forums.station.sony.com/swg/posts/list.m?start=30&topic_id=1231761#13712730)), you can use your 45 free days* today or tomorrow, log in once, and you get 3.5 months of SWG for free! That's, like, the bargain of the yeardecademillenium.

My guild's doing just that -- we'll return to the ruins of our once-great player city for one last nostalgia-fueled hurrah and do some epic "slide off chairs while sitting" during the final days. Big-name MMOGs dying doesn't happen every day, ya know!


* SOE gave everyone 45 free days on its games due to the hacking epidemic earlier this year; the counter starts from the time you first log in.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lantyssa on August 30, 2011, 11:51:48 AM
I logged in back then.  For two minutes.  Haven't been back since.  Definitely not going to bother paying them to let me into a dying game.  I'll just get sad again.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ratman_tf on August 30, 2011, 12:39:21 PM
I'd do it, but my station account got nuked from all the hacking bullshit, and I can't remember my security question, so my account is effectivley locked down.

 :uhrr:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: DraconianOne on December 15, 2011, 02:07:22 AM
So, last day.

Bye then.






Title: Re: Another One Bites the Dust: SWG Edition!
Post by: luckton on December 15, 2011, 03:43:03 AM
So last day.

Bye then.

Play us out, Jimmy. (http://www.youtube.com/watch?v=3kaDSY46nkY)


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ratman_tf on December 15, 2011, 07:13:37 AM
Farewell Star Wars Galaxies. We salute you!

(http://cdn3.sbnation.com/entry_photo_images/2123248/125374896_extra_large.jpg)


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Soln on December 15, 2011, 09:22:53 AM
so long backpacks inside backpacks with components for ingredients for blueprints or items.   Those last designs -- scavenger hunts, and the treasure crafting -- killed me.  Otherwise, sad day.   

Here's to the SWGEMU and related projects.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Bunk on December 15, 2011, 10:59:27 AM
So long HAM, you will be fondly remembered.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Simond on December 15, 2011, 02:59:33 PM
By whom?


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: tazelbain on December 15, 2011, 03:03:27 PM
Those of us who enjoy watching tears of nerds flow across the internet.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: apocrypha on December 15, 2011, 10:17:15 PM
He didn't say remembered fondly.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: sinij on December 15, 2011, 10:41:43 PM
I think this should be celebrated with necroing of NGE thread.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Margalis on December 16, 2011, 03:40:57 AM
Man HAM...I look forward to the day where Raph can admit that it was horrible in both execution and conception.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: eldaec on December 16, 2011, 05:57:44 AM
Pistol damage....    Rifle damage....  why you no stack...?

 :cry:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: eldaec on December 16, 2011, 05:58:44 AM
Honestly, I think SWG only failed because outcasting was never implemented.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Njal on December 16, 2011, 07:23:29 AM
I fondly remember pistol whipping Krayt dragons before they nerfed it. Man I could solo them, it just took forever.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Paelos on December 16, 2011, 07:27:15 AM
I fondly remember cancelling when I realized I only logged in to check my harvesters.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Merusk on December 16, 2011, 10:48:10 AM
I fondly remember cancelling when I realized I only logged in to check my harvesters.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Raph on December 16, 2011, 12:30:57 PM
Man HAM...I look forward to the day where Raph can admit that it was horrible in both execution and conception.

Execution, unquestionably. Conception, I can't assess until we get to actually try it and tune it. I may spend the time building a test app someday to find out.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: HaemishM on December 16, 2011, 12:44:47 PM
Man HAM...I look forward to the day where Raph can admit that it was horrible in both execution and conception.

Execution, unquestionably. Conception, I can't assess until we get to actually try it and tune it. I may spend the time building a test app someday to find out.

Translation: IF ONLY IT HAD BEEN DONE RIGHT!!!!  :why_so_serious:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Tannhauser on December 16, 2011, 02:09:25 PM
Goodbye SWG, I had a few good times but you won't be missed.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Fordel on December 16, 2011, 02:16:29 PM
I never played SWG, I just laughed from the sidelines.  :popcorn:


Fare well!


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Raph on December 16, 2011, 05:43:35 PM
Man HAM...I look forward to the day where Raph can admit that it was horrible in both execution and conception.

Execution, unquestionably. Conception, I can't assess until we get to actually try it and tune it. I may spend the time building a test app someday to find out.

Translation: IF ONLY IT HAD BEEN DONE RIGHT!!!!  :why_so_serious:

Absolutely. Hey now, keep in mind that when something was a plain old bad idea, I am pretty upfront about it. Closed economy in UO, for example.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Kageru on December 16, 2011, 06:10:53 PM

It would be fun to have a post-mortem thread of ideas and flaws worth remembering that could then be a locked monument (The MMO Mausoleum?) to the game. Some of the ones I remember where HAM, their PvP flagging, the attempt to make Cantina's useful, the Jedi mechanisms and how to kill a database with personalised crafted objects.

... And I never actually played the game, those are just the discussions I enjoyed.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Margalis on December 16, 2011, 08:57:45 PM
I'm sure some formulation of multiple resource bars could be made to work. (And in fact most games have multiple resource bars) One the conceptual level of "What if instead of just health the player also had Mana / TP / Stamina / Whatever that could also go up and down??" yes, of course it could work. And spending health to do damage is not some crazy thing either, so the idea that you can damage yourself is not a fundamental problem.

The fundamental problem was that the actual design just didn't make sense. The fact that you can be incapped from any type of damage means you have three health bars, only one of which is called "health" even though they are ALL measures of health. The fact that one type was unhealable and doesn't really map to any real-life characteristic, and the idea that hitting people in different places or with different types of weapons somehow damages different pools in a way that again doesn't map to any real-life concept.

Could you make a game where you had a health bar and a TP bar, and certain attacks spent TP and other attacks drained TP? Sure, and most MMOS do some variation of this.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: sinij on December 16, 2011, 09:37:06 PM
Man HAM...I look forward to the day where Raph can admit that it was horrible in both execution and conception.

Execution, unquestionably. Conception, I can't assess until we get to actually try it and tune it. I may spend the time building a test app someday to find out.

Raph, can you work as a crafting-consultant and unsuck gearing/crafting in every non-Raph mmorpg out there? Thanks!


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: UnSub on December 17, 2011, 06:48:04 AM
For most games only one bar counts in determining if your character is standing up-right or not and that's health.

The HAM system could possibly work in a game that didn't tried to separate out pistol and rifle damage, but instead was something like physical versus psychic damage. It has to be two different, entirely distinct systems.

I've thought that something like that could be interesting for stuns, holds etc that could knock a character out without killing them, but it would mean tracking 4+ bars rather than just 2 - 3.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: HaemishM on December 17, 2011, 10:15:12 AM
HAM absolutely could work... but only if the end result of running out of any 3 of the bars isn't the same. At that point, it really is all just health bars and what's the point of 3 health bars that not only can be attacked, but that you can drain yourself? What you'd need for it to make sense is for different damage types to have different effects. Things that are psychic/mind damage would have to do things like decrease accuracy, make strange visual effects on the screen (hallucinations, loss color, temporary blindness), physical damage would have to do some kind of deterioration of physical prowess like slowed movement, shaking, etc. have burning damage and piercing damage that causes bleeds, etc. It would have to be a lot more complicated (and thus less gameable) to make any sort of sense. Having 3 bars where the end result is the same is needless over complication without any real benefit.

Thus, SWG.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Paelos on December 17, 2011, 02:23:03 PM
There are certain things about it that just doesn't work. People often forgive things becoming more complicated if they provide more realism. Getting shot takes into account the power of the shot and the placement of the wound. HAM was needlessly complicated to become more unrealistic.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Fordel on December 17, 2011, 07:07:28 PM
You can have three health bars, but why would you want too?

3E of DnD has non-lethal damage, which is sort of a second health bar, but it's for a specific purpose there (as the name implies, when you just want to knock someone unconscious instead of plain old murder). If you have three health bars, and they all result in the exact same end result... I don't get it.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Kageru on December 17, 2011, 07:49:25 PM

We varied original D&D for something similar, way back, to use two health bars. One large pool for the whole "heroic luck" and avoidance element and another for pure physical damage when you couldn't avoid it. So a backstab, surprise attack or unavoidable trap would go straight to the smaller health bar. Whereas normal attacks would have to exhaust the larger avoidance before you started bleeding. The smaller pool being harder to heal as well. It worked pretty well in a descriptive way although it is similar in end result to letting things like sneak attacks do bonus damage.

But as Margalis summarised the important thing with multiple pools is that there is some difference in context or result in how the different pools work. Three pools all of which incapacitate the character means you have one health bar (the weakest, the one being attacked) and a bunch of pools which soak up and render impotent other damage sources. Which is not only pointless but negative.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Sheepherder on December 18, 2011, 04:49:52 AM
You can have three health bars, but why would you want too?

3E of DnD has non-lethal damage, which is sort of a second health bar, but it's for a specific purpose there (as the name implies, when you just want to knock someone unconscious instead of plain old murder). If you have three health bars, and they all result in the exact same end result... I don't get it.

Healthy -> Bloodied -> Dying.  Functionally identical to three bars, you just have to track more break points.

Or to make exclusive damage types to break certain group compositions a little.  Or status effects that are more predictable than rolling over a certain number.  Or to track item durability.  Or to make avoidance a little more predictable and front-loaded in an encounter.

But attacks that only hit one stat for a significant amount and a deficit of that stat causes death shouldn't exist, because they're going to get gamed.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Fordel on December 18, 2011, 07:24:13 PM
I don't see how Healthy/Bloodied/Dying is anything but one bar.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Sheepherder on December 18, 2011, 10:09:34 PM
I don't see how Healthy/Bloodied/Dying is anything but one bar divided into three parts.
There you go.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Fordel on December 18, 2011, 10:43:06 PM
That changes nothing. It's still one bar.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ingmar on December 19, 2011, 02:02:31 AM
You can have three health bars, but why would you want too?

3E of DnD has non-lethal damage, which is sort of a second health bar, but it's for a specific purpose there (as the name implies, when you just want to knock someone unconscious instead of plain old murder). If you have three health bars, and they all result in the exact same end result... I don't get it.

Healthy -> Bloodied -> Dying.  Functionally identical to three bars, you just have to track more break points.

Or to make exclusive damage types to break certain group compositions a little.  Or status effects that are more predictable than rolling over a certain number.  Or to track item durability.  Or to make avoidance a little more predictable and front-loaded in an encounter.

But attacks that only hit one stat for a significant amount and a deficit of that stat causes death shouldn't exist, because they're going to get gamed.

It isn't even close to functionally identical, because everything attacks the same bar.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Sheepherder on December 19, 2011, 04:09:48 AM
It isn't even close to functionally identical, because everything attacks the same bar.

Temporary hit points.

By the way, that makes four or two, by my count.  Depending on which semantic argument you prefer.  But you don't treat any of those four numbers the same as any of the others.  Temporary hit points are of course treated completely differently, but hitting bloodied or dying comes with it's own mechanics changes as well.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: eldaec on December 19, 2011, 04:48:03 AM
What you are describing has nothing in common with HAM. Has much more in common with EVE shield-armour-hull. There is nothing wrong with it. But has nothing to do with HAM multibar nonsense.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Sheepherder on December 19, 2011, 06:53:35 AM
Well yeah, I was just sort of elaborating on the "there are sound reasons for a systems designer to do these sort of things," tangent.

I never did SWG, but as far as I can gather HAM was broken as fuck because it rewarded people for focus firing on a single stat.  That's just bad design.

Having multiple "health" pools isn't even a bad idea as long as your individual attacks all hit a generic health pool for moderate damage, so that you never get a completely non-stacking damage problem.  Having multiple health pools like this allows you to do fun things, like tuning tanks/healers to be far more viable DPS out of group than they are in group, or giving someone a fighting chance against a Goon rapetrain.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lantyssa on December 19, 2011, 07:43:11 AM
Do we really need to turn the SWG is Dead (Long live the SWTOR) into another discussion on HAM?


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Hawkbit on December 19, 2011, 08:16:58 AM
Did you expect it to end any other way? 


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Numtini on December 19, 2011, 10:00:41 AM
Did you expect it to end any other way? 

Vader pix


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Surlyboi on December 19, 2011, 12:04:55 PM
HAM:

Health, zero this out, you die.
Action, zero this out, certain actions are unavailable to you, or you are unable to move with speed, regularity, etc.
Mind, zero this out and your susceptibility to certain types of attack is higher, cc and other shit works better on you and you are again, unable to perform complex tasks.

Simple in theory. Practical application however, is another story.

And yes, SWG is dead, long live the EMU and SWTOR.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Mrbloodworth on December 19, 2011, 12:06:15 PM
(http://www.nodinesmokehouse.com/images/WholeBone-InHam%202.jpg)



Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Surlyboi on December 19, 2011, 12:19:24 PM
Roasted Mon Calamari head?

Is it a trap?


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: UnSub on December 20, 2011, 01:07:41 AM
So how did SOE celebrate the closing of SWG? Anyone here involved?


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: voblat on December 20, 2011, 01:21:34 AM
W

I never did SWG, but as far as I can gather HAM was broken as fuck because it rewarded people for focus firing on a single stat.  That's just bad design.


Nope.

Ham had one major problem (even in its poorly implimented state) . Different professions targeted different pools by design.

So your group of 20 trying to kill the krayt dragon in the early days, werent actually working together, the pistoleers were hitting the health pool (by design) , the riflemen and swordsmen hitting mind , and the carbineers hitting action.

But you only need to get one bar to 0 to win the fight.

Now, because mind was the bar that didnt regen (or only regen very slwoly compared to the other two) , what it really boiled down to was everyone else distracting the monster whilst your swordsmen and riflemen spammed headshot, the damage of all the other professions was irrelevant to the fight.

That is what was broken. It also meant that the same was true in PvP - two clesses targeted by design a pool that wasnt healable(outside a combat medic) and didnt regen fast.



Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Sir T on December 20, 2011, 12:29:01 PM
(http://atatakai.files.wordpress.com/2010/02/darth.jpg)


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Mrbloodworth on December 20, 2011, 01:30:14 PM
Mobs had HAM?


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Jobu on December 20, 2011, 10:32:49 PM
So how did SOE celebrate the closing of SWG? Anyone here involved?

I popped in and they had capital ships over the capital cities, and fireworks going off on Mos Eisley. Apparently you could fly ships in the atmosphere too and shoot at things, but I couldn't tell if that was just a feature that was added and I never knew about it. I was expecting there to be more fun going on, but it was hard to find even a handful of people in one spot. It was still fun seeing it all one last time.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Merusk on December 21, 2011, 03:10:51 AM
There was a post some months back indicating the ships in atmosphere thing was going to be patched-in ifor the last month or so of the game being opening.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: disKret on December 21, 2011, 03:35:16 AM
Last 10 minutes of SWG

http://www.youtube.com/watch?feature=player_embedded&v=HUB-XjhHfgY



Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Merusk on December 21, 2011, 04:48:07 AM
Mobs had HAM?

Yes. Everyone had HAM.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: 01101010 on December 21, 2011, 06:38:58 AM
Last 10 minutes of SWG

http://www.youtube.com/watch?feature=player_embedded&v=HUB-XjhHfgY



Well that was a shit way to end things... d/c?

Come on SOE - drop some orbital strikes everywhere and then put a message up about how the world has been destroyed ... by a new power in the universe - Klingon.   :why_so_serious:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: HaemishM on December 21, 2011, 10:38:44 AM
And so it ends... not with a bang, but with a whimper.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Sky on December 21, 2011, 12:43:54 PM
Execution, unquestionably. Conception, I can't assess until we get to actually try it and tune it.
(http://dl.dropbox.com/u/3667682/swtorpalm.jpg)

I love you man...but...call me Ishmael...


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Venkman on December 22, 2011, 03:00:32 PM
HAM absolutely could work... but only if the end result of running out of any 3 of the bars isn't the same. At that point, it really is all just health bars and what's the point of 3 health bars that not only can be attacked, but that you can drain yourself? What you'd need for it to make sense is for different damage types to have different effects. Things that are psychic/mind damage would have to do things like decrease accuracy, make strange visual effects on the screen (hallucinations, loss color, temporary blindness), physical damage would have to do some kind of deterioration of physical prowess like slowed movement, shaking, etc. have burning damage and piercing damage that causes bleeds, etc. It would have to be a lot more complicated (and thus less gameable) to make any sort of sense. Having 3 bars where the end result is the same is needless over complication without any real benefit.

Thus, SWG.

This.

As to what it coulda been, I was always thinking O.G.R.E. HAM coulda worked if one bar was raw health, another was energy and the third was endurance. When energy depletes you can't use skills but can still run around and are alive. When endurance depletes you can't run, can barely move, probably can't use skills. When health depletes it's because you ran out of energy to fire back (or throw up shields), or ran out of endurance and can't run around for +def/+evade.

This then would compel you to target certain things certain ways.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ingmar on December 23, 2011, 06:54:36 PM
It has always seemed to me like someone came up with a system and tried to force it into a game. The right way to go - especially in a game that is more or less trying to be, you know, a simulation - would be to try to figure out what you're trying to model and then come up with a system. HAM is just abstract game design wankery.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Dark_MadMax on December 24, 2011, 12:55:53 AM
After playing SWTOR and looking at SWG ending vids it makes me sad. So much great technology went to waste. SWG could been a great sandbox. SWTOR will be a nice game everyone plays trough and realizes it has nothing behind it but voiceovers and decent script.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Tannhauser on December 24, 2011, 07:07:06 AM
Yah, and much, much greater success than SWG.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Dark_MadMax on December 24, 2011, 02:29:09 PM
Yah, and much, much greater success than SWG.

That is because its a better game. SWG is(was) a better platform albeit quite unmature at release. Problem is it never had good gameplay  .Combat was junk, gameplay flow was junk. Raph Koster built a great platform for sandbox, but he doesnt understand what fun gameplay is. I mean look at UO - this game too had pretty junk core gameplay and great sandbox features.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Tannhauser on December 24, 2011, 07:07:05 PM
I'm not going to get into another UO postmortem, lord knows we've had way too many of them.  But I'll say that UO was a fun game.  Also, the core gameplay was good to me.  Go be a 5x GM, choose which skills you want.  Where's the modern MMO that lets you
1.  Place a house in the world, not in a dead locked off zone?
2.  Have a boat with more storage and free roaming travel?
3.  Lets you trap a giant in your home that you use for weapon practice?  :drill:
And so on.

SWG was premature and...anyway not all Raph's fault from my understanding. 





Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Dark_MadMax on December 24, 2011, 07:52:16 PM
I'm not going to get into another UO postmortem, lord knows we've had way too many of them.  But I'll say that UO was a fun game.  Also, the core gameplay was good to me.  Go be a 5x GM, choose which skills you want.  Where's the modern MMO that lets you


Lets make it clear here  "core gameplay"= combat. Mr Koster does not understand this. But its a fact. It was crap in UO, it was crap in SWG.  For most people majority of their interaction with the world is trough combat first and foremost. If you do not get this part right game will be only attractive to diehards interested in the other features. You will not retain most other population if this part is crap.  You can have successfull game without all other die hard sandboxy  parts   if you get the core right. WoW did it with superbly polished core. SWTOR explored the story angle (success for now)

You can have a game which is nothing but combat (LoL for example) and be success. Though One can argue that a game which is nothing but sandbox (e.g. minecraft) can be success too.



Quote
1.  Place a house in the world, not in a dead locked off zone?
2.  Have a boat with more storage and free roaming travel?
3.  Lets you trap a giant in your home that you use for weapon practice?  :drill:
nd so on.


This is all sandbox features.  I really really would love to see them in a good GAME


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Tannhauser on December 25, 2011, 02:44:56 AM
I disagree that core gameplay has to equal combat in a MMO sandbox. 


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Mrbloodworth on December 25, 2011, 04:56:10 AM
As I play SWTOR, I do find myself wishing fro more of the SWG sandbox features to be present.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: HaemishM on December 25, 2011, 08:54:25 AM
I disagree that core gameplay has to equal combat in a MMO sandbox. 

It does in a game with the name STAR WARS on it.  :why_so_serious:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Azazel on December 25, 2011, 03:30:26 PM
Wars have nothing to do with combat and everything to do with being a hairdresser specialising in braiding wookie hair.  :why_so_serious:

Apparently.

Fuck SWG.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Stabs on December 27, 2011, 01:23:54 AM
As I play SWTOR, I do find myself wishing fro more of the SWG sandbox features to be present.

This.

While I appreciate they are different games they look feel and sound so alike that it's quite jarring to run up a mountain, try to explore the other side and hit an invisible wall. Or to see someone who looks interesting in town try to talk to them and bounce off because they're not part of your story.

I would also like to fill my spaceship with clutter, souvenirs and trophies and invite people round. (Which they may implement).

I do miss Galaxies, I hope that some of the best elements of it get resurrected successfully elsewhere.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: El Gallo on December 27, 2011, 07:22:27 AM
I would just love it if someone made an updated UO, with a real UI, modern-ish graphics, and a bigger world.  I even dig the diablo-style loot drops UO has now.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Numtini on December 27, 2011, 08:50:59 AM
I would just love it if someone made an updated UO, with a real UI, modern-ish graphics, and a bigger world.  I even dig the diablo-style loot drops UO has now.

I've always thought that if "UO2 in Space" was just "UO2" it would have been a great hit and considered a fantastic game. Probably not WoW numbers, but ice steady long term income and probably also a lot of positive publicity.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Malakili on December 27, 2011, 10:07:11 AM
I would just love it if someone made an updated UO, with a real UI, modern-ish graphics, and a bigger world.  I even dig the diablo-style loot drops UO has now.

Darkfall came as close as anything is going to, and its never been anything more than an extreme niche game.  Yes, someone could come closer I guess, but I doubt anyone is going to try.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Teleku on December 27, 2011, 11:28:53 AM
The only way a top quality Sandbox is going to be made is if an established major game developer (like Blizzard, or Bioware  :awesome_for_real:) makes it.  I don't trust start up devs to make MMO's anymore.  They have all sucked since the early days.  Eve is the only one that's managed it, but it took them years of work after they released the game to get it to a playable point.  But of course, what they've been doing with it over the last year or two doesn't help their cause.

Darkfall looked nice on paper, but of course was a train wreck as a piece of software.  Give somebody who has the resources of one of the big guys a shot at a Sandbox, and it might work.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Soln on December 28, 2011, 10:36:08 PM
As I play SWTOR, I do find myself wishing fro more of the SWG sandbox features to be present.

This.

While I appreciate they are different games they look feel and sound so alike that it's quite jarring to run up a mountain, try to explore the other side and hit an invisible wall. Or to see someone who looks interesting in town try to talk to them and bounce off because they're not part of your story.

I would also like to fill my spaceship with clutter, souvenirs and trophies and invite people round. (Which they may implement).

I do miss Galaxies, I hope that some of the best elements of it get resurrected successfully elsewhere.

agreed.  I'd pay for that.  I paid for SWG for nearly 3 years and all expansions.  Not sure I'll get past my one game time card with SWTOR.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Merusk on December 30, 2011, 01:59:00 PM
Different game for different players.  I struggled to find SWG enjoyable and didn't last more than 6 months - and only that long because there was nothing but EQ or FFXI to turn to.

TOR on the other hand I'm enjoying the hell out of when I can play it.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Malakili on December 30, 2011, 02:03:57 PM
Different game for different players.  I struggled to find SWG enjoyable and didn't last more than 6 months - and only that long because there was nothing but EQ or FFXI to turn to.

TOR on the other hand I'm enjoying the hell out of when I can play it.

The test will be six months from now then.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Cadaverine on December 30, 2011, 08:30:27 PM
Different game for different players.  I struggled to find SWG enjoyable and didn't last more than 6 months - and only that long because there was nothing but EQ or FFXI to turn to.

TOR on the other hand I'm enjoying the hell out of when I can play it.

I'm enjoying TOR for what it is, but I don't think I'll be playing it in six, maybe three, months.  To me, it seems like a great single player game, that's had a crappy MMO shoehorned in solely for the sake of slapping a monthly fee on.

SWG may have been a broken mess, and it had less to do than TOR, but I played the hell out of it for three odd years before I finally burned out while trying to unlock my Jedi slot.  Part of that is due to what my options where at the time, but a lot was simply because SWG made me a part of it's world in a way that TOR doesn't


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Mrbloodworth on December 31, 2011, 07:54:50 AM
They lost me with the NGE. I played from beta. Granted i had a lot more time then, but I didn't have levels keeping me from playing with friends.

I'm getting really bitter about levels in games. For me now, its just a wall stopping me from playing with friends.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Surlyboi on December 31, 2011, 04:55:32 PM
Beta to the NGE and then a little after that. I'll still play the EMU and SWTOR will hold me for a long time as well, but there will be nothing like that first couple of years of SWG.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Soln on January 02, 2012, 06:59:27 PM
NGE broke everyone, but I was already hurting with the CU (Combat Upgrade), prelude to NGE. 

I thought BW did a nice job with the end of the Tython epic quest where you get a lightsaber, but I don't understand why they didn't keep that uniqueness to crafting sabers throughout the rest of the game.  Lightsabers are just more vending machine, random drops.  In SWG you had to visit shrines (ignoring FS old man unlock, although the randomness was a carrot) and you had to hand craft all future sabers.  I miss that.  I wish BW had put in personal LS and other signature weapon crafting.  As it stands, the quest-for-magic-WoW-pants is getting old already.  "Buy a better saber off the AH"? :oh_i_see:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Mrbloodworth on January 02, 2012, 09:19:20 PM
It's a more civilized age.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: 5150 on January 03, 2012, 04:42:28 AM
I disagree that core gameplay has to equal combat in a MMO sandbox. 

It does in a game with the name STAR WARS on it.  :why_so_serious:

No Star Wars was always about a Father and his son (and some shit called Midi-chlorians), everything else was just window dressing for them to make up!


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Tannhauser on January 03, 2012, 05:38:35 AM
No, Star Wars was about a plucky little droid who saves the galaxy time and again.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Surlyboi on January 03, 2012, 06:09:10 AM
No, Star Wars was about a plucky little droid who saves the galaxy time and again.

This.

Also, Soln has a great point in a missed opportunity for SWTOR with the lack of saber crafting. I understand why they did it, but it still could have had an insane impact on the force-user's journeys.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Phred on January 03, 2012, 06:25:00 PM
No, Star Wars was about a plucky little droid who saves the galaxy time and again.

This.

Also, Soln has a great point in a missed opportunity for SWTOR with the lack of saber crafting. I understand why they did it, but it still could have had an insane impact on the force-user's journeys.

Except it completely ignores that this is an entirely different time, with hordes of jedi walking around, so a light saber is not exactly a rare and special tool.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: UnSub on January 03, 2012, 07:32:51 PM
Plus a plasma sword is the kind of useful item that no home can do without. It:

 - Slices
 - Dices
 - Cuts down trees
 - Makes adding space for new doors to your home simple (and fun!)
 - Acts as a flashlight at night
 - Is great for New Year's Eve celebrations

and a whole host of other uses.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Surlyboi on January 04, 2012, 12:19:27 AM
No, Star Wars was about a plucky little droid who saves the galaxy time and again.

This.

Also, Soln has a great point in a missed opportunity for SWTOR with the lack of saber crafting. I understand why they did it, but it still could have had an insane impact on the force-user's journeys.

Except it completely ignores that this is an entirely different time, with hordes of jedi walking around, so a light saber is not exactly a rare and special tool.


Except it still is. Even in the old republic, jedi built their own sabers.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Fordel on January 04, 2012, 10:10:37 AM
My Inquisitor just got me a hand-me-down saber without much fan fair.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lantyssa on January 04, 2012, 10:53:22 AM
Bah!  It was her saber as an apprentice.  You don't need trumpets, just the knowledge that it is a very special weapon.

A very special weapon my Inquisitor uses to touch herself with every night. :heart:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Fordel on January 04, 2012, 10:59:18 AM
 :ye_gods:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Rasix on January 04, 2012, 11:03:07 AM
Umm.. yah.    :|   

I'm not really sure how to respond to that.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ingmar on January 04, 2012, 11:03:50 AM
:ye_gods:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Paelos on January 04, 2012, 11:38:41 AM
Bah!  It was her saber as an apprentice.  You don't need trumpets, just the knowledge that it is a very special weapon.

A very special weapon my Inquisitor uses to touch herself with every night. :heart:

Go on...

 :popcorn:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lantyssa on January 04, 2012, 12:28:27 PM
At least someone appreciates my humor.  I should have expected it from someone classy enough to wear a top hat.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Sjofn on January 04, 2012, 12:50:07 PM
NGE broke everyone, but I was already hurting with the CU (Combat Upgrade), prelude to NGE. 

I thought BW did a nice job with the end of the Tython epic quest where you get a lightsaber, but I don't understand why they didn't keep that uniqueness to crafting sabers throughout the rest of the game.  Lightsabers are just more vending machine, random drops.  In SWG you had to visit shrines (ignoring FS old man unlock, although the randomness was a carrot) and you had to hand craft all future sabers.  I miss that.  I wish BW had put in personal LS and other signature weapon crafting.  As it stands, the quest-for-magic-WoW-pants is getting old already.  "Buy a better saber off the AH"? :oh_i_see:

I find the "replace the hilt of your saber" to be about all I expect and/or want to do. Of course, I am an artificer, so I'm making my own hilts (and have discovered at 400 that I can make myself a brandy new lightsaber if I wanted to for some reason). I like that I can use my very first lightsaber all the way to cap.  :why_so_serious:


Lantyssa, you have made me feel a wide range of emotions with one simple post, you are to be commended.  :heart:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: HaemishM on January 04, 2012, 12:56:58 PM
At least someone appreciates my humor.  I should have expected it from someone classy enough to wear a top hat.

Pics or it didn't happen.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: UnSub on January 04, 2012, 04:47:41 PM
A very special weapon my Inquisitor uses to touch herself with every night. :heart:

She uses it as a back scratcher to get to the parts she can't otherwise reach?


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Der Helm on January 04, 2012, 04:57:00 PM
That sounds like an autoerotic accident waiting to happen.



Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ginaz on January 04, 2012, 05:36:13 PM
Bah!  It was her saber as an apprentice.  You don't need trumpets, just the knowledge that it is a very special weapon.

A very special weapon my Inquisitor uses to touch herself with every night. :heart:

Zash! :heart:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Merusk on January 04, 2012, 07:15:05 PM
Bah!  It was her saber as an apprentice.  You don't need trumpets, just the knowledge that it is a very special weapon.

A very special weapon my Inquisitor uses to touch herself with every night. :heart:

If it weren't such an old joke, you'd see fappydaffy.gif here.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Der Helm on January 06, 2012, 06:45:41 PM
Zash! :heart:
:inluv: :inluv: :inluv:
 :Love_Letters:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ginaz on January 06, 2012, 09:42:43 PM
Zash! :heart:
:inluv: :inluv: :inluv:
 :Love_Letters:

A Darth three way with Zash and Lachris. :heart:  One can dream.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Tarami on January 06, 2012, 10:21:18 PM
That sounds like an autoerotic accident waiting to happen.
Well, there's that lady who thought it would be a good idea to attach her toys to the live blade of a sabre saw...


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lantyssa on January 07, 2012, 04:29:52 AM
Everything is proceeding as I have foreseen. :evil:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Der Helm on January 07, 2012, 10:39:25 AM
Zash! :heart:
:inluv: :inluv: :inluv:
 :Love_Letters:

A Darth three way with Zash and Lachris. :heart:  One can dream.
What's the name of the crazy girl from the agent story line again ?   :heart: :heart: :heart:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Threash on January 07, 2012, 12:16:33 PM
Zash! :heart:
:inluv: :inluv: :inluv:
 :Love_Letters:

A Darth three way with Zash and Lachris. :heart:  One can dream.

Meh Lachis is scart, Thana Vexx is way hotter.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: UnSub on January 07, 2012, 06:02:03 PM
Everything is proceeding as I have foreseen. :evil:

When it comes to lesbian pr0n involving fictional characters, we are but fools dancing to your piper's tune.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: sam, an eggplant on April 04, 2015, 06:57:55 PM
An corp!

Gordon Walton posts the inside story behind the NGE. We actually already knew all this stuff, but it's neat to get confirmation from another source.

http://community.crowfall.com/index.php?/topic/5792-gordon-walton-are-you-the-one-who-brought-us-the-nge/


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Tannhauser on April 04, 2015, 07:43:32 PM
SWG was a highly innovative game that was probably ahead of its time.  Also the combat sucked before and after the NGE, but at least I could solo after the NGE.  I had some good memories there, me in my small house right outside Anchorhead crafting away, finding the POI's from the movies.  Good times. Game just need a lot of polish that it never got.  Thanks for the rushed product executives.

They should hold their heads high, they made a game lots of people loved, just not enough people.



Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Merusk on April 04, 2015, 08:40:19 PM
An corp!

Gordon Walton posts the inside story behind the NGE. We actually already knew all this stuff, but it's neat to get confirmation from another source.

http://community.crowfall.com/index.php?/topic/5792-gordon-walton-are-you-the-one-who-brought-us-the-nge/

Hey look, exactly what I predicted in the Daybreak thread. A very polished one-sided piece 10 years later.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lantyssa on April 05, 2015, 09:06:20 AM
About what I thought.  If you followed the saga closely enough we had a good idea of what happened, just not the specifics behind the scenes.

At this point it's more about closure than feeling smug about being right though.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Surlyboi on April 05, 2015, 12:02:24 PM
SWG was a highly innovative game that was probably ahead of its time.  Also the combat sucked before and after the NGE, but at least I could solo after the NGE.  I had some good memories there, me in my small house right outside Anchorhead crafting away, finding the POI's from the movies.  Good times. Game just need a lot of polish that it never got.  Thanks for the rushed product executives.

They should hold their heads high, they made a game lots of people loved, just not enough people.



How could you not solo before the NGE?


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Sky on April 05, 2015, 01:40:31 PM
I was a rifleman :( My dumbass rp streak straight up worked against me there. The keystone of the class, dealing 'unhealable' mind damage in pvp...but it also caused mind damage to use. Derp.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Paelos on April 05, 2015, 01:56:48 PM
What drives me nuts is that the companies involved looked at 300k subs and agreed that wasn't good enough.

Unless that 300k suddenly couldn't manage the overhead involved to keep it going, and I seriously doubt 3.5-4M a month was too low to do that in terms of revenue, they are all fucking stupid for trying to completely overhaul the game.

But honestly, the problem that killed SWG was that WoW existed. Nothing they could have done would have stopped that.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lantyssa on April 05, 2015, 02:37:31 PM
WoW existed and it was a better put-together game.

Most of what drove people away were bugs and imbalances.  Those still trump almost all other considerations.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Mandella on April 05, 2015, 02:46:31 PM
When I first heard about it, NGE sounded like it was meant just for me. I had fallen away from playing SWG, but still hadn't fallen so low as to be playing WoW regularly. But when I logged in opening day, well, I was still young enough to be honestly shocked at just how badly put together and rushed the expansion was. I mean, this was a AAA game right? From a major company, and as mentioned above the servers weren't exactly empty.

Hell, the in game *tutorials* for the new content hadn't even been fully updated the first week...


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Surlyboi on April 05, 2015, 03:26:16 PM
The NGE was SWG trying to be WoW and capture the, "ooh shiny" demo. It failed because it at its core, it was still SWG with all the bugs and super complex code and the people that tried to change it didn't understand that or the borderline rabid audience that was still there despite all the problems.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: HaemishM on April 05, 2015, 05:43:06 PM
Unless that 300k suddenly couldn't manage the overhead involved to keep it going, and I seriously doubt 3.5-4M a month was too low to do that in terms of revenue, they are all fucking stupid for trying to completely overhaul the game.

More than likely, it wasn't enough to cover overhead AND the licensing fee to LucasArts - I'd guess it didn't lose money but it didn't do more than break even.

It also wasn't enough money to feed the rapacious Lucas ego.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Threash on April 05, 2015, 06:10:24 PM
He said so outright, not being bigger than EQ was a problem.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Shatter on April 05, 2015, 06:27:38 PM
WoW existed and it was a better put-together game.

Most of what drove people away were bugs and imbalances.  Those still trump almost all other considerations.

This, but tied into this was the fact that they had those issues and simply launched way too early.  Had they waited 6 months - 1 year to really get it settled they would of had a much better launch and we all know word of mouth will make or break a new game.  The poor unfinished game launch hurt the game right from day 1 and it never recovered from that.  With that in mind, even had they fixed the bugs, etc and waited to launch they still would of had to compete with WOW(and EQ2) soon after which more then likely still would of had a huge impact on their numbers even with a good launch.  In the end, the way I see it was SWG would of never been a 500K sub game or if it was it would of been brief.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Rendakor on April 05, 2015, 06:37:09 PM
would have


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Threash on April 05, 2015, 06:54:43 PM
Wouldn't launching a year later put them after WoW? that couldn't have helped.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Shatter on April 05, 2015, 07:35:47 PM
Wouldn't launching a year later put them after WoW? that couldn't have helped.

Not quite, SWG launch June 03, WOW launched Nov 04, 1 year would of meant SWG launched in June 04 so maybe 5 months or so before WOW


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: sam, an eggplant on April 05, 2015, 09:14:20 PM
Anyone surprised by this post really hasn't been paying attention-- which is fine, it was quite a few years ago now, after all. The only real surprise was that Gordon took a principled stand and forced them to fire him over it. I didn't think people did stuff like that in real life. Real people have mortgages to pay.

That's his side of the story, anyway. Unless Smed does the same, which seems somewhat doubtful, we'll never see the flip.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Threash on April 05, 2015, 09:46:29 PM
Smed's side isn't hard to figure out either "this cost a shit ton more to make and run than EQ and it doesn't pull enough numbers for either us or Lucas art, we are going with the hail mary because either way we are fucked".


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lantyssa on April 06, 2015, 07:34:03 AM
I doubt we'll ever get more from Smed, but he's already given a mea culpa, so I doubt his view of the situation is much different besides being from the More Money Good perspective.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ironwood on April 13, 2015, 08:57:17 AM

The only real surprise was that Gordon took a principled stand and forced them to fire him over it. I didn't think people did stuff like that in real life. Real people have mortgages to pay.


I can assure you that people do that.

I can also assure you that they never really regret it either, no matter how much they miss it.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Paelos on April 13, 2015, 09:02:05 AM
I left my old job in part because it was getting to the point where I thought some of the clients I was working on were lying, unprincipled, assholes. And I had no deserve to help them cheat the government.

But the problem with that particular industry is that when you need clients, guys like that are always willing to pay you.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Surlyboi on April 13, 2015, 09:23:44 AM
I miss the job and probably the money. Don't miss the assholes I worked with or the person I was. Of course, if I hadn't done it, I wouldn't be the person I am now, so there's that.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: sam, an eggplant on April 13, 2015, 09:55:36 AM
I like to think I would take a principled stand too, but I wouldn't do it without another job lined up-- according to his CV, Gordon was unemployed for 8 months between SOE and Bioware Austin. That's brass balls right there.

I mean, if they were leaking toxic waste into elementary schools, sure. I'd walk away from that. But not a customer unfriendly videogame change.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: HaemishM on April 13, 2015, 05:18:10 PM
Be able to walk away on principles could be entirely down to just how set up you are to be without a job for a significant amount of time.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Sophismata on April 14, 2015, 07:26:41 AM
I like to think I would take a principled stand too, but I wouldn't do it without another job lined up-- according to his CV, Gordon was unemployed for 8 months between SOE and Bioware Austin. That's brass balls right there.

I mean, if they were leaking toxic waste into elementary schools, sure. I'd walk away from that. But not a customer unfriendly videogame change.

That change might well have gotten him fired anyway. I think he saw the writing on the wall and took the smart, and principled route out.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: sam, an eggplant on April 14, 2015, 07:37:25 AM
The smart way out would have been to hang on to his job for as long as possible while he lined up the next one. People have to pay their mortgages and their kids' orthodontists, they can't afford to take principled stands.

He may well have had freelancing/contract work to fill that 8 month gap, anyway. Just not on his CV.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ironwood on April 14, 2015, 07:54:18 AM
Again, sometimes you can't afford NOT to.

Sure, money is neat and we all have bills, but you can't get your soul back.

Also, hanging on 'until' sometimes means you are, in fact, party to the illegal and ethical decisions made after the fact and therefore legally liable.

I'm told.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Threash on April 14, 2015, 08:12:30 AM
On the other hand, it's just a video game. Unless they were running actual scams I wouldn't consider disagreeing with their plans for the game an "ethical" issue at all.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: sam, an eggplant on April 14, 2015, 09:04:41 AM
You guys are taking wildly different tacks.

Obviously you immediately quit if you would be implicated in something illegal. There's a huge distance between illegal and unethical.

Walton's story is he believed the NGE was unethical because it would essentially destroy the game and as exec producer he had a duty to make it successful. He believed it strongly enough to force them to fire him. And he was right.

Imagine you're the executive chef at a fancy restaurant. The owner comes in complaining about food costs and tells you to sell butterfish as Chilean sea bass. You know people will notice, and as the executive chef you are ultimately held responsible for the quality of the food, so you quit. Same deal.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Threash on April 14, 2015, 09:17:17 AM
Imagine you're the executive chef at a fancy restaurant. The owner comes in complaining about food costs and tells you to sell butterfish as Chilean sea bass. You know people will notice, and as the executive chef you are ultimately held responsible for the quality of the food, so you quit. Same deal.

Yeah, but that would be an actual scam rather than just a change in the direction of the restaurant.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: sam, an eggplant on April 14, 2015, 09:39:51 AM
OK, imagine he told you to use crisco rather than extra virgin olive oil, then.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ironwood on April 14, 2015, 09:46:35 AM
There's a huge distance between illegal and unethical.

It's a distance quickly covered.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: sam, an eggplant on April 14, 2015, 10:03:50 AM
It's not, because they aren't on the same scale. Illegal doesn't mean "more unethical".

We break laws all the time, doing things like jaywalking across the street, downloading a TV show our DVR messed up, smoking weed, throwing out the previous occupant's junk mail, not paying the "use tax" on our taxes, and driving 74 in a 65MPH zone. These things are all illegal but not unethical.

We (hopefully) don't do unethical things ever. Unethical things hurt people or break promises. Many actions are unethical but not illegal.

And some, of course, are both.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Surlyboi on April 14, 2015, 10:32:38 AM
in the world of finance, unethical is quite frequently also illegal.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: sam, an eggplant on April 14, 2015, 11:28:32 AM
He was producing a videogame, not managing a mutual fund for fidelity.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Raph on April 14, 2015, 11:39:48 AM
I wasn't going to post on this, but seeing the subsequent discussion makes me feel like I need to.

Gordon is one of the most ethical people in the games business. There's a reason why his name keeps popping up on projects and why he is so well-respected. There are many more stories beyond the one being discussed here.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: taolurker on April 14, 2015, 03:24:47 PM
It definitely wouldn't be considered illegal exactly because of the EULA and how the game is subject to constant change, evolution, and destruction at any time. The characters aren't even yours, you're just given access to them, and a game world.

I'll tell you what made the choice for SWG, and it wasn't ethics it was moneyhats and misconceptions about a failing game, bad press, and how much marketing bad gaming decisions can have. The powers that be saw the "action" combat as getting the subscriptions and interest that previously should've been built into the SW IP, but it also wasn't making money or worth a minor injection of that as a separate system and architecture.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Paelos on April 14, 2015, 04:15:50 PM
The smart way out would have been to hang on to his job for as long as possible while he lined up the next one. People have to pay their mortgages and their kids' orthodontists, they can't afford to take principled stands.

No offense, but the clients I knew who took that kind of out were never ethical to begin with. They used that kind of thinking to continually rationalize the fact that they were lying scammers. Just because your bad money goes to your family doesn't make it right, ever.

It's easy to say, "Well I'm helping MY people/employees/family so fuck the people dumb enough to buy into this." That doesn't make it the right thing to do. Not even close.

EDIT: And even more than that, you usually don't HAVE to do that. The decision more often than not boils down to greed and laziness.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Surlyboi on April 14, 2015, 04:26:08 PM
He was producing a videogame, not managing a mutual fund for fidelity.

But that's not what Ironwood was referring to when he replied to your blanket statement. I get where you're coming from, but I also get where he's coming from. So if you'd like to amend that "There's a huge distance between illegal and unethical." to something like, "There's a huge distance between illegal and unethical in the gaming industry." we'd all get along.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: sam, an eggplant on April 14, 2015, 05:43:01 PM
No, there's a huge difference everywhere, in every industry. They are not synonymous. Their venn diagrams sometimes intersect, that's all.

Paelos, it would take some seriously unethical doings to get me to toss my family to the wolves. My duty as steward of a videogame wouldn't do it. But I guess everybody has a different breaking point.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Threash on April 14, 2015, 05:56:43 PM
I wasn't going to post on this, but seeing the subsequent discussion makes me feel like I need to.

Gordon is one of the most ethical people in the games business. There's a reason why his name keeps popping up on projects and why he is so well-respected. There are many more stories beyond the one being discussed here.

Not saying he isn't, just saying "I disagree with the direction you want to take this videogame in" isn't exactly taking a moral stand, it's just...disagreeing with your boss.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Morat20 on April 14, 2015, 06:23:31 PM
I dunno. I can see the ethics in looking at an upcoming change and thinking "Well, a lot of our customers are going to feel we fucked them. We're about to piss paying customers WAY the fuck off" -- and with the fact that the NGE was timed right after an expansion walked out the door, it feels more than a bit dirty.

Like "let's pump the chumps for one last payout, before we flip them the bird and look for different customers".


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Paelos on April 14, 2015, 07:52:16 PM
No, there's a huge difference everywhere, in every industry. They are not synonymous. Their venn diagrams sometimes intersect, that's all.

Paelos, it would take some seriously unethical doings to get me to toss my family to the wolves. My duty as steward of a videogame wouldn't do it. But I guess everybody has a different breaking point.

That's my point, often powerful people jump immediately to the idea that if they quit they are throwing their family to the wolves. The reality is usually far from that. The reality is usually a few months of savings while finding a job, and these people aren't hourly rate workers living paycheck to paycheck.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Triforcer on April 14, 2015, 09:17:30 PM
Put me in Sam's camp on this one.  Unless they were selling cc information to the Russians (or trying to destroy the game as some sort of Byzantine tax dodge) there is nothing unethical going on with the NGE.

You have to remember that the people pushing the NGE thought it would work.  At that point, we are talking about good faith differences in opinion.  And remember that every MMO patch, ever, in the history of time and space, has "ruined the game" and "betrayed the community" if you believe forum posts.  Saying "I resigned because of NGE" is no different than saying "I resigned because they increased cleric heal aggro" in EQ in 1999.  If God listed every issue in the universe from most to least ethically weighted, "nerfing riflemen" would be second to last in front of "Times New Roman or Calibri font?"


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Surlyboi on April 14, 2015, 09:25:52 PM
The people that thought the NGE would work were fucking idiots.

Anyone that did even the slightest bit of research into their playerbase would've said, "oh hell no." from the start. And no, there's a big difference between changing one mechanic and changing the entire core concept of a game.

full disclosure, it was the CE that brought me to f13 back in the day and I'm still pissy about the abject lack of research that went into the changes.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Threash on April 14, 2015, 09:26:22 PM
Not just that, but staying the course was already a failure.  If you are about to lose anyways your only shot is a hail mary pass, even if they fail 99% of the time.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: sam, an eggplant on April 14, 2015, 09:34:25 PM
We theorized staying the course was untenable due to Lucas' license costs. We don't actually know the nitty-gritty there. If not for Lucas wanting his money and/or flexing his muscles to point the game in a wildly divergent direction, SWG should have been sustainable for many more years. It had a great population of committed players. It just wasn't WoW, and they thought it underserved the Star Wars IP.

Also, I never said that Walton didn't leave for ethical reasons-- he said he did, and I have no reason to think he's lying. His duty was to shepherd the game, and he believed the NGE would be disastrous. He was, of course, proven right.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lantyssa on April 14, 2015, 10:16:57 PM
Ten years later and SWG still evokes pages of discussion.

:cry:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Triforcer on April 14, 2015, 10:25:29 PM
Ten years later and SWG still evokes pages of discussion.

:cry:

Imagine how much more we could debate if Raph had implemented Outcasting! :drill:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Zetor on April 14, 2015, 10:29:51 PM
Ten years later and SWG still evokes pages of discussion.

:cry:

Imagine how much more we could debate if Raph had implemented Outcasting! :drill:
Wouldn't he have to bring back Precasting first?


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Surlyboi on April 14, 2015, 10:44:46 PM
(http://www.rudge.tv/wp-content/uploads/2010/10/EYESEQUENCE1.gif)


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: tmp on April 15, 2015, 04:04:00 AM
He was producing a videogame, not managing a mutual fund for fidelity.
This "it's just a videogame lololol" is precisely the attitude that keeps this whole industry the shit it is.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: HaemishM on April 15, 2015, 09:20:40 AM
Well that and the preponderance of idiotic, socially-retarded manchildren in charge of most of it.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Yegolev on April 15, 2015, 09:52:11 AM
There's a huge distance between illegal and unethical.

Send me your resume immediately.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Yegolev on April 15, 2015, 09:53:46 AM
He was producing a videogame, not managing a mutual fund for fidelity.
This "it's just a videogame lololol" is precisely the attitude that keeps this whole industry the shit it is.
Well that and the preponderance of idiotic, socially-retarded manchildren in charge of most of it.

This is, of course, why real programmers don't work on vidya games.  Seems to be a self-feeding mechanism.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Hutch on April 15, 2015, 10:05:28 AM
Ten years later and SWG still evokes pages of discussion.

:cry:

There was a brief moment where I thought SWG might take over the Crowfall thread. Alas, it fizzled out there.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Merusk on April 15, 2015, 10:33:05 AM
He was producing a videogame, not managing a mutual fund for fidelity.
This "it's just a videogame lololol" is precisely the attitude that keeps this whole industry the shit it is.
Well that and the preponderance of idiotic, socially-retarded manchildren in charge of most of it.

This is, of course, why real programmers don't work on vidya games.  Seems to be a self-feeding mechanism.

I keep wondering if at some point in the future, Tech-savvy businessmen who could run real corporations as a great business instead of as a huckster's paradise will take over a game company or two. 

This might change things, as they implement a more structured format and more rigorous protocols. Transforming their part of the industry to create giants like has happened in other creative fields while the "Artists" and "in it for the love, man" types go off to be independent flailing studios like we've seen here and other creative industries.  That or they'll realize that the reason EA and Activision were huckster's paradises is because the talent involved and the clientele just don't care.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: IainC on April 15, 2015, 10:49:02 AM
I keep wondering if at some point in the future, Tech-savvy businessmen who could run real corporations as a great business instead of as a huckster's paradise will take over a game company or two. 

King
SocialPoint
Gameloft
Rovio

Companies run by actual businessmen with better procedures exist, they just don't make games that you want to play. Games for core gamers are almost exclusively made by people who are also core gamers because all the money is in social gaming.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: sam, an eggplant on April 15, 2015, 10:54:23 AM
This "it's just a videogame lololol" is precisely the attitude that keeps this whole industry the shit it is.
That was very clever, but has nothing to do with the post I was responding to. Unless you think a third-party governmental agency like the SEC should regulate videogame development. You don't think that, right?

Send me your resume immediately.
Oh dear god no. I enjoy playing games, and I don't want to see how the sausage is made.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Teleku on April 15, 2015, 12:36:23 PM
He was producing a videogame, not managing a mutual fund for fidelity.
This "it's just a videogame lololol" is precisely the attitude that keeps this whole industry the shit it is.
Well that and the preponderance of idiotic, socially-retarded manchildren in charge of most of it.

This is, of course, why real programmers don't work on vidya games.  Seems to be a self-feeding mechanism.

I keep wondering if at some point in the future, Tech-savvy businessmen who could run real corporations as a great business instead of as a huckster's paradise will take over a game company or two. 

This might change things, as they implement a more structured format and more rigorous protocols. Transforming their part of the industry to create giants like has happened in other creative fields while the "Artists" and "in it for the love, man" types go off to be independent flailing studios like we've seen here and other creative industries.  That or they'll realize that the reason EA and Activision were huckster's paradises is because the talent involved and the clientele just don't care.

Uh, Activision is exactly what happens when real corporate businessmen take over a game company.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Merusk on April 15, 2015, 03:00:02 PM
No, read up on Kotick's past. He's as much a businessman as a car salesman is. He creates nothing, innovates nothing, he only knows how to lie and do the econ shuffle. That's a huckster, not a legit businessman.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Kail on April 15, 2015, 03:20:52 PM
No, read up on Kotick's past. He's as much a businessman as a car salesman is. He creates nothing, innovates nothing, he only knows how to lie and do the econ shuffle. That's a huckster, not a legit businessman.

I think we're dealing with different definitions of "businessman."  Someone who never creates anything themselves and is reluctant to adopt new innovations describes like 95% of all executives I've ever known.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Threash on April 15, 2015, 03:42:22 PM
We are talking about real software development companies making games, not really "businessmen".


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Rendakor on April 15, 2015, 03:46:16 PM
Someone who never creates anything themselves and is reluctant to adopt new innovations describes like 95% of all executives I've ever known.
This right here.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Margalis on April 15, 2015, 05:28:20 PM
I don't understand how this has anything to do with "ethics."

He thought it was a bad business decision. Bad business decisions are not unethical, nor is protecting the profit margin of a business "ethics." He thought it was a bad idea and refused to do it - that's fine, but there's no morality angle there.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Triforcer on April 15, 2015, 06:13:37 PM
I don't understand how this has anything to do with "ethics."

He thought it was a bad business decision. Bad business decisions are not unethical, nor is protecting the profit margin of a business "ethics." He thought it was a bad idea and refused to do it - that's fine, but there's no morality angle there.

After thinking about it, the better term is probably "a craftsman taking extreme pride in his craft" or something similar.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Raph on April 15, 2015, 06:33:08 PM
Ten years later and SWG still evokes pages of discussion.

:cry:

Imagine how much more we could debate if Raph had implemented Outcasting! :drill:

Speaking of which...

http://www.raphkoster.com/2015/04/15/star-wars-galaxies-tefs/


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: DayDream on April 15, 2015, 11:50:44 PM
I consistently dig your blog, Raph.  Thanks for writing it.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: tmp on April 16, 2015, 01:38:41 AM
[That was very clever, but has nothing to do with the post I was responding to. Unless you think a third-party governmental agency like the SEC should regulate videogame development. You don't think that, right?
It's possible I misread what you meant, but it seemed like you were objecting to the idea game development company are part of the world of finance (which after all includes corporate finance) purely because they're making videogames. If it's not what you meant, could you explain what you did mean?

As for regulations... I wouldn't be too surprised if there's some calls for that after Chris Robert's venture inevitable crash and burn. People get pissed when they're scammed out of their money, and the number of scams/failures to deliver is only going to grow.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Goreschach on April 16, 2015, 02:12:27 AM

As for regulations... I wouldn't be too surprised if there's some calls for that after Chris Robert's venture inevitable crash and burn. People get pissed when they're scammed out of their money, and the number of scams/failures to deliver is only going to grow.

If Chris Roberts' sudden but inevitable betrayal does have any kind of impact, it'll be on the crowdfunding industry, not games.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: WayAbvPar on April 16, 2015, 01:31:02 PM
Ten years later and SWG still evokes pages of discussion.

:cry:

Imagine how much more we could debate if Raph had implemented Outcasting! :drill:

Speaking of which...

http://www.raphkoster.com/2015/04/15/star-wars-galaxies-tefs/


Thanks for the link...very interesting read. Reminds me of the heady days of early beta SWG and the battles I had in the forums. Back when there was still a chance you were making a game I wanted to play  :awesome_for_real:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Raph on April 16, 2015, 08:36:19 PM
Oh, there's more.

These questions seem so short and innocent... but they're brutal. The next one was "what happened wqith Jedi?"

http://www.raphkoster.com/2015/04/16/a-jedi-saga/


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Viin on April 16, 2015, 09:21:03 PM
Nice write ups, interesting to see all the things you were juggling. Along the lines of those comments on TEF, I too had some of my most memorable MMO moments in pre-CU SWG as an overt Imperial bounty hunter. Being overt gave any Rebels I ran into an option to attack me if they chose - many didn't, but some thought a lone bounty hunter wouldn't be able to survive a 1-on-3. I didn't always win, but even in situations I "lost" it was often fun and memorable. (Then those damn combat medics screwed it up with their poisons thrown through walls!)


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Tale on April 16, 2015, 10:10:33 PM
Oh, there's more.

These questions seem so short and innocent... but they're brutal. The next one was "what happened wqith Jedi?"

http://www.raphkoster.com/2015/04/16/a-jedi-saga/


That one answers much more than "what happened with Jedi?" - more like "what happened with SWG?"!

Great stuff.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: tmp on April 17, 2015, 04:13:17 AM
Oh, there's more.

These questions seem so short and innocent... but they're brutal. The next one was "what happened wqith Jedi?"

http://www.raphkoster.com/2015/04/16/a-jedi-saga/

Quote
We learned during beta that our deployment hardware was going to be less powerful than we had expected. As a result, we couldn’t compute the really nifty procedural terrain on the servers as far out as we had hoped. As a result, our range for combat fell in half or more. This actually broke everything, because the new range was smaller than the minimum optimum range for rifles and snipers.
:awesome_for_real:

thank you for taking your time to write these, Raph. They're genuinely a great read.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Khaldun on April 17, 2015, 05:02:17 AM
It's very nice to see these. Some of them confirm things I remember speculating about on the player forums as early as Beta.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: 5150 on April 17, 2015, 06:33:18 AM
Oh, there's more.

These questions seem so short and innocent... but they're brutal. The next one was "what happened wqith Jedi?"

http://www.raphkoster.com/2015/04/16/a-jedi-saga/


It's sad but at the risk of opening myself up to F13 abuse I've been waiting years to read that - thank you.

I've come full circle, I came to F13 because of Jeff (I seem to recall) posting about SWG and I get closure on it here too.

Although from KOTOR I'd wager changing the time period wouldn't have helped much.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: sam, an eggplant on April 17, 2015, 06:44:36 AM
Oh man, bringing up Dundee, now I'm bummed out all over again. I miss him. Just imagine what he could have done over the past 10 years.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: 5150 on April 17, 2015, 06:54:50 AM
Oh man, bringing up Dundee, now I'm bummed out all over again. I miss him. Just imagine what he could have done over the past 10 years.

At the risk of speaking ill of the dead I recall that I arrived here because he posted something defending the NGE so forgive my cynicism of how much he could have done in 10 years.......


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lantyssa on April 17, 2015, 07:40:37 AM
Closure.

Though I think you've said bits and pieces of that over the years.  I came here because of SWG.

Jedi.  Argh.  I still remember cracking the system.  (Figuring out the proper BE tissue ratios was tough in comparison.)  I'd gotten three professions completed.  I knew Artisan was my fourth... so I started doing others until I got the message that the holo wouldn't tell me my fifth, already knowing it was Artisan.

But I kept doing other professions I had wanted to test out, because while I never dropped Master CH or Scout, I did enjoy trying other things.  I had followed the Holocrons as long as they had been something I was interested in and I got lucky.  (BH which I had a line already, BE which had been next in my explorations anyways, TK which I had lines of off and on, and Artisan.  I think Medic was my fourth/fifth.)  Then I was ready.  I started Artisan, but I was taking my time.  I knew it was my unlock.  They patched when I had something like three boxes left to do... and they changed the requirement to eight professions with that patch.

I didn't unlock and I gave up the quest, knowing in my heart I'd achieved Jedi the way it was intended (in the messed up non-complete emergency system), but only to be denied because I wasn't willing to grind out professions I wasn't interested in.  And that's okay, because I don't miss not being a Jedi other than the anecdote I got 'robbed'.

I do still miss my dalyrakes though.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: sam, an eggplant on April 17, 2015, 11:02:16 AM
At the risk of speaking ill of the dead I recall that I arrived here because he posted something defending the NGE so forgive my cynicism of how much he could have done in 10 years.......
It's been a long time, so no surprise your memory is a bit skewed, but he actually did not defend the NGE as a whole. He posted one time pre-NGE, talking about one specific aspect of it, the click to shoot combat, and as he was the only SOE employee to poke out his head he was blamed for the whole thing and mercilessly attacked. This Escapist article goes into more detail, and links to the posts in question so you can refresh your memory and make your own decision.

http://www.escapistmagazine.com/articles/view/video-games/editorials/op-ed/801-SWG-NGE-Crying-Freeman


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Raguel on April 17, 2015, 11:10:48 AM
I don't understand how this has anything to do with "ethics."

He thought it was a bad business decision. Bad business decisions are not unethical, nor is protecting the profit margin of a business "ethics." He thought it was a bad idea and refused to do it - that's fine, but there's no morality angle there.


Well I never played SWG but IIRC didn't they come out with a new expansion and then like a month later (or less) release NGE, which invalidated that expansion? I considered that unethical.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: sam, an eggplant on April 17, 2015, 11:12:25 AM
It certainly was!

To their credit, they refunded everybody that complained about it.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Raguel on April 17, 2015, 11:32:32 AM
Oh, there's more.

These questions seem so short and innocent... but they're brutal. The next one was "what happened wqith Jedi?"

http://www.raphkoster.com/2015/04/16/a-jedi-saga/


I think the hardcore Jedi mode is awesome, probably because my vaporware  mmo had the same design. (and by vaporware I mean it only existed in my head and not even in print, much less code) :why_so_serious:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: sam, an eggplant on April 17, 2015, 11:41:31 AM
It's a neat idea, but if I'm playing a Star Wars MMO, I want to be a Jedi in that game. I don't want to play an entirely different game. Also this was like 2003, and internet connections were terrible. Many people were still on dial-up! Permadeath is a tough pill to swallow even today.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: shiznitz on April 17, 2015, 11:58:48 AM
I know it was two pages ago, but most people should make an effort to have enough financial flexibility in their savings to tolerate 6-8 months of unemployment.  Such flexibility and peace of mind will help you make better job/career choices.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Malakili on April 17, 2015, 12:06:41 PM
I know it was two pages ago, but most people should make an effort to have enough financial flexibility in their savings to tolerate 6-8 months of unemployment.  Such flexibility and peace of mind will help you make better job/career choices.

Yeah, that's firmly in fantasy land for most people.

It's a neat idea, but if I'm playing a Star Wars MMO, I want to be a Jedi in that game. I don't want to play an entirely different game. Also this was like 2003, and internet connections were terrible. Many people were still on dial-up! Permadeath is a tough pill to swallow even today.

I understand the practical problems of the system, but it is a pretty good representation of what playing a force sensitive character would have been like in that moment of Star Wars lore.  


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: sam, an eggplant on April 17, 2015, 12:23:58 PM
It is, and I agree it was a cool idea. But it's one that would be tough to push through in 2015.

As for the savings bit, I'm single and could live on savings for well over a decade without impacting my quality of life or spending one bit. I still wouldn't quit my job without having another one lined up unless the conditions were outright intolerable. Most people aren't lucky enough to be in that situation-- most people I speak to are essentially living month to month, if they don't have huge credit card and student loan debt to boot. (And no, they aren't all strippers!)


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lantyssa on April 17, 2015, 12:29:21 PM
Well I never played SWG but IIRC didn't they come out with a new expansion and then like a month later (or less) release NGE, which invalidated that expansion? I considered that unethical.
Closer to 15 days.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Riggswolfe on April 17, 2015, 01:02:32 PM
Ten years later and SWG still evokes pages of discussion.

:cry:

Imagine how much more we could debate if Raph had implemented Outcasting! :drill:

Speaking of which...

http://www.raphkoster.com/2015/04/15/star-wars-galaxies-tefs/


This is a really well written article explaining the reasoning behind the decision to have TEFs. It also, in one sentence perfectly captures what ended up being my major issue with SWG and why I quit fairly early on.

Quote
But the core sticking point was “non-PvPers want to kill Stormtroopers and get faction perks.” It was part of the core fantasy for them.

This is why I hated TEFs but in general, was also a big issue with SWG in general. The game never felt like Star Wars and the few parts that did were gated behind things I didn't want to do (PVP or lots of grinding). Throw in HAM and I didn't last long despite the fact I can look back now and appreciate the player cities and the deep crafting system.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ingmar on April 17, 2015, 01:05:54 PM
Reading about SWG game design is frightening. It's like it was deliberately designed to repel the mass market in every way.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Riggswolfe on April 17, 2015, 01:35:25 PM
Those two blog posts Raph linked were interesting reading. I remember getting a holocron drop and being like "oh, I need to master skill X?" and gradually finding out that was all anyone's holocron said. That was incredibly discouraging as I couldn't face the prospect of grinding through every career in the game. Still, it's interesting to see what could have been. I suspect that had Raph had more time (the year or so he wanted) SWG would have been much more successful and other than HAM (which I will forever hate) I would have enjoyed the game more.

I wonder if the game had come out post-prequels where we saw things like Jango Fett fighting toe-to-toe with Obi-wan and surviving if that would have changed things in that it set up an expectation that a sufficiently powerful non-force user could actually stand a chance against a Jedi.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Raph on April 17, 2015, 01:45:23 PM


This is a really well written article explaining the reasoning behind the decision to have TEFs. It also, in one sentence perfectly captures what ended up being my major issue with SWG and why I quit fairly early on.

Quote
But the core sticking point was “non-PvPers want to kill Stormtroopers and get faction perks.” It was part of the core fantasy for them.

This is why I hated TEFs but in general, was also a big issue with SWG in general. The game never felt like Star Wars and the few parts that did were gated behind things I didn't want to do (PVP or lots of grinding). Throw in HAM and I didn't last long despite the fact I can look back now and appreciate the player cities and the deep crafting system.

Many of the parts that never felt like Star Wars were the most Star Warsy, like TEFs, or not having Jedi :) (Creature handling, though, that's another story).

The issue is more around "whose Star Wars?" If you were wanting to be the hero of Star Wars, then yeah, we couldn't deliver that in an MMO. Eventually, SWTOR did, by simply having you do it on a 50 hour instanced adventure. :P


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Raph on April 17, 2015, 01:47:46 PM
Reading about SWG game design is frightening. It's like it was deliberately designed to repel the mass market in every way.

It actually reached far MORE mass  market audience than people quite understand. That was part of the issue, actually; it most least satisfying to core gamers.

Among other things: It had shorter play sessions even than WoW. The resource harvesting system is what became Farmville and its ilk. The social architecture pieces most resemble stuff in Second Life -- or even in facebook and Twitter. The playerbase included groups which core games simply don't cater to.

Having all of them in one world, though, that's the sticking point. That's what makes it too complex.

WoW's audience wasn't "mass market" at first. It was "all the gamers," which is different.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: HaemishM on April 17, 2015, 02:15:15 PM
Reading about SWG game design is frightening. It's like it was deliberately designed to repel the mass market in every way.

I honestly get the feeling that the design of SWG was more like "What we wanted to do with Ultima Online 2 before it got shitcanned crammed into a Star Wars setting."


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Raph on April 17, 2015, 02:25:06 PM
People say that a lot, but actually, it was more based on the aborted Privateer Online game than on UO. It was supposed to have "the best from each of the MMOs until now" and completely failed at the themepark and content side of it.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ingmar on April 17, 2015, 03:35:55 PM
Reading about SWG game design is frightening. It's like it was deliberately designed to repel the mass market in every way.

It actually reached far MORE mass  market audience than people quite understand. That was part of the issue, actually; it most least satisfying to core gamers.

Among other things: It had shorter play sessions even than WoW. The resource harvesting system is what became Farmville and its ilk. The social architecture pieces most resemble stuff in Second Life -- or even in facebook and Twitter. The playerbase included groups which core games simply don't cater to.

Having all of them in one world, though, that's the sticking point. That's what makes it too complex.

WoW's audience wasn't "mass market" at first. It was "all the gamers," which is different.

"Reached" is one thing. I mean, it "reached" me in that I tried it. But surely you lost more people with "wait, I can't be a Jedi?" than you gained with any of that other stuff. And then there was HAM...


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Raph on April 17, 2015, 03:38:23 PM
Not being a Jedi didn't even register on exit surveys. Bugs, lack of content, those were the top exit reasons, and by a LOT. I want to say fully half of all exits were from people who had run out of things to do because there wasn't enough content.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ginaz on April 17, 2015, 03:52:56 PM
Well I never played SWG but IIRC didn't they come out with a new expansion and then like a month later (or less) release NGE, which invalidated that expansion? I considered that unethical.
Closer to 15 days.

IIRC they announced the nge the day after the expansion was released.  And the only reason they offered refunds was because of legal threats and the overwhelming negative reaction, not out of the goodness of their hearts.  Normally I disregard any talk of legal action by players against a company but this might have been a different case considering the timing of it all.  It was a classic bait and switch.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Surlyboi on April 17, 2015, 04:06:40 PM
I wonder if the game had come out post-prequels where we saw things like Jango Fett fighting toe-to-toe with Obi-wan and surviving if that would have changed things in that it set up an expectation that a sufficiently powerful non-force user could actually stand a chance against a Jedi.

That happened in the game anyway. There were some badass bounty hunters that took down plenty of jedi fairly regularly.

I managed to grind out a pre pub 9 jedi back in the day and it was probably the most fun I had in a MMO. From the initial transition of skills to the constant adrenaline rush of breaking out my lightsaber in the wilds of Dathomir or Yavin and hoping I didn't get spotted by random passers-by.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Typhon on April 17, 2015, 04:40:39 PM
Not being a Jedi didn't even register on exit surveys. Bugs, lack of content, those were the top exit reasons, and by a LOT. I want to say fully half of all exits were from people who had run out of things to do because there wasn't enough content.

I never played the game because I couldn't be a Sith/Jedi.  You didn't do exit surveys on people who didn't play the game, obviously, and some of those didn't play the game because they didn't like the sound of Sim Beru.  Are people like me a minority?  Don't know, I don't make games (or do business plans for games) for a living.

tldr; your survey didn't include people who really wanted to be Luke or Darth


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Threash on April 17, 2015, 04:51:41 PM
Yeah, that's the reason i never picked up SWG.  Pretty much the only mmo i never played a single second of.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ginaz on April 17, 2015, 04:52:43 PM
Not being a Jedi didn't even register on exit surveys. Bugs, lack of content, those were the top exit reasons, and by a LOT. I want to say fully half of all exits were from people who had run out of things to do because there wasn't enough content.

I never played the game because I couldn't be a Sith/Jedi.  You didn't do exit surveys on people who didn't play the game, obviously, and some of those didn't play the game because they didn't like the sound of Sim Beru.  Are people like me a minority?  Don't know, I don't make games (or do business plans for games) for a living.

tldr; your survey didn't include people who really wanted to be Luke or Darth

I think the holo grinding craze should have been an indicator on how much people wanted to be a Jedi.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Raph on April 17, 2015, 04:55:22 PM
There isn't any way to assess that, though. It was the fastest selling MMO ever at the time, so it didn't hurt take up in that sense. People came in expecting to be able to be Jedi; it was in the marketing materials and on the box. So we're talking about "earn Jedi" versus "start as Jedi."

Dunno, it probably had some impact but there's no way to quantify it. I am pretty positive it was less impact than "the game is a buggy mess, stay away."


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Rasix on April 17, 2015, 05:24:31 PM
So, is there some sort of post-mortem on the whole droid fiasco?  My dosh DE was basically a maker of mobile furniture. 

(https://dl.dropboxusercontent.com/u/82533/fkLF9.gif)


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Draegan on April 17, 2015, 05:54:02 PM
I never understood the design doc for SWG. Star Wars is all about chasing, sneaking, blowing things up, and war. Maybe some smuggling, trade and territory control throne in depending on the flavor of the movie.

The game I've always read about was something suited for another IP.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: sam, an eggplant on April 17, 2015, 06:15:54 PM
That sums up a large proportion of the problem, yes. Or as we called it at the time, SWG was an "Aunt Beru simulator".


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Merusk on April 17, 2015, 06:28:14 PM
Cue cries of, "Some of us just wanted to live in the world" as a weak defense when they really just wanted UO 2.0.

Old argument is old.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Malakili on April 17, 2015, 07:17:18 PM
When did the setting for Galaxies get locked in?  I know Raph said in his article that they tried to get it changed to a more Jedi-friendly time period, but I wonder how much of all this stems from trying to make a game that was consistent with its setting?  Again, reading the article it seems like those things - chasing, blowing things up, war - were definitely a part of the Rebels v Empire design they were going for as a way of reconciling the game with the setting. The Sim-Beru stuff was certainly a part of it too, but they don't seem totally incompatible to me.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Venkman on April 17, 2015, 07:52:22 PM
SWG is like SW Ep 1, proving there are certain wounds time cannot heal.  :grin:

For all the moaning, we all played the hell out of it. So it did what it was supposed to do.

Except feel like Star Wars. Was fine with me at the time. I loved the virtual lifestyle element. But I was seeking UO2 and found it quite happily in SWG, part of that small Venn overlap between wanting a virtual lifestyle MMO, having some experience to understand what I was getting into, a thick enough skin to deal with the janky elements, and a core group of like-minded folks to grow in the game with (some of whom are still here...)

In other words, not the mass market the brand and initiative should target :-)

I'll take what I can get from SW Battlefront!


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Margalis on April 17, 2015, 09:06:41 PM
It feels to me like the Jedi thing had a very obvious answer: just include Jedi and make them not stronger than other classes. But this was rejected for essentially "lore" reasons. It's one thing to reject it for a better idea, but the idea actually settled on was bizarre. I guess it's admirable to try to stay true to the spirit of the IP, but not at the cost of make crazy design decisions.

The actual final idea, to the players, was "randomly sometimes you become a Jedi for no discernible reason." That's if the system had been implemented as originally intended!

"Sometimes cool things happen to a select few players for reasons nobody can decipher" is crazy. Players who want to be Jedi are going to want to know how. That some people randomly become Jedi might be cool the first few times it happens, but after that it's just going to be tremendously frustrating to anyone who wants to become one.

I honestly can't believe that people agreed to move forward on it. It's a classic solution in search of problem - there's really no problem with just having Jedi as a class - the "problems" with it were inconsequential, and the solution has far worse problems. The permadeath idea for Jedi was also a better idea than what was landed on.
---

The classic MUD idea of having different spell words per person is silly and here's why: you just try everything. It's tedious work. It's fun if you have a very limited set of possibilities and iterating through them is exciting and rewarding, but if you have a large set it just becomes the equivalent of clicking on every pixel in an adventure game. "What if you just had to try every combination??" That sounds awful! and that's what the SWG system was.

Even in the original form people were going to eventually figure out all the possibilities, and then just try them all.  People would figure it out organically, or the dev team would start giving obvious hints because it seemed too arbitrary and players were revolting, or some code would leak. Or ever worse, people would think they figured it out and be a little off, and create a huge checklist of tedious tasks that were unfun to work though and in the end didn't end up with you being a Jedi. (It's like what happened with "Playable Trailer" for Silent Hills - except that's something you do in a few hours, not hundreds of hours.)

It seems like the biggest problem is that the people making SWG didn't want to make a game with Jedi in them - Jedi were a burden. But of course the playerbase and Lucas wanted Jedi. Honestly it seems like someone should have done the team a favor and moved them onto a project more suitable for them. "I'm working on a Star Wars game but the presence of Jedi is a real hassle and just gets in the way" is fundamentally incompatible with delivering what Sony/Lucas wanted. Even writing about it today Raph you bemoan that Jedi had to have custom animations and other resources applied to them, instead of "fuck yeah Jedi!"

People joke about "moisture farming" and such in SWG - that's the game you guys wanted to make. That's fine - that's not any less interesting than dumbshit Jedi antics. But what I don't get is how people at Sony thought it was a good idea to put people who wanted to make that sort of game on a game that wasn't supposed to be that sort of game. Ultimately it seems like the wrong people for the job - not bad people, just inappropriate ones. It's like getting Team Ninja to work on Metroid - that's not what Team Ninja is good at.

The people making what was supposed to be a huge mainstream Star Wars MMO fundamentally resented Jedi. I mean..what the hell? That's not a design problem, that's a management problem.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Raph on April 17, 2015, 09:08:09 PM
The setting was locked in before our team was even on board.

As far as it only being an Aunt Beru simulator, this was a game where you could build an Imperial base in the wilderness along with your military unit, outfit it with turrets and other passive defenses, and when Rebels tried to sneak in and blow it up, you could order your AT-STs to attack them while you called in a frickin' airstrike on them.

Was combat broken? Oh yeah. But don't fall for the "there was nothing to do but sip blue milk and farm moisture" image either, it's not accurate. Just ask anyone who was into the GCW PvP side of things.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Raph on April 17, 2015, 09:18:35 PM
Margalis, you're not entirely wrong.

I think you're glossing over "alpha classes and MMOs don't work together." So the pillar constreaints we were given just weren't satisfiable. The correct answer would be to remove a pillar. Making Jedi not special would be, as you correctly note, the pillar to remove. Whether or not players would feel that Mos Eisley full of Jedi was "more Star Warsy" than a Mos Eisley with none of them is sort of moot.

That said, one of the other constraints was that we were actually *under orders* to make a sandbox game. There was fear of cannibalizing Everquest.

So, the mandate, as a whole:

- Powerful Jedi
- Rare Jedi
- Anyone can be a Jedi
- Sandbox
- Ep IV-V time period

Most everyone's "easy answers" are to axe the first two. And that's fine. SWTOR axes the first two. Actually, it axed all of them except "Anyone can be a Jedi" and added in "Must be a story-driven game" in place of the Sandbox one. That changes everything. LOTRO solves it with wizards by axing power and rarity too.

We didn't join SOE expecting to do Star Wars. We were expecting to make our own thing. We were talking about pirates, in fact. And when they offered Star Wars to us, we debated long and hard whether to do it at all, much as we loved SW, because of the timeframe, the constraints, etc. We ended up agreeing because, well, how do you say no to Star Wars?

As I said elsewhere, Secret Jedi Wars Online is totally a doable game. It's just probably not one with powerful Jedi, rare Jedi, or a sandbox. Jedi were a burden because of the constraints.

As far as mass market... I keep saying it, but I will say it again: moisture farming (not literally, but the mechanics) is MORE mass market than Jedi in a whole bunch of ways, and we actually demonstrated that. In the wrong game, the wrong universe, with the wrong audience. It took Facebook games and Harvest Moon to come along and do it in a way that actually proved the point.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: HaemishM on April 17, 2015, 10:07:43 PM
People say that a lot, but actually, it was more based on the aborted Privateer Online game than on UO. It was supposed to have "the best from each of the MMOs until now" and completely failed at the themepark and content side of it.

I don't think you consciously tried to make UO2. It's just one of those things I've noticed with my own web design - sometimes you unconsciously design something different from the way you would have done or should have done based on the project because "let me try this thing I haven't done before to see if I can make it work." That "best from each of the MMOs until now" is a great indicator of that - it's not and wasn't "best Star Wars game we can make."

No Jedi and no space flight, along with complete disdain for the IP after the prequels made me shy away from the game at release. I never played it until the abortion that was NGE.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Raph on April 17, 2015, 11:19:00 PM
People say that a lot, but actually, it was more based on the aborted Privateer Online game than on UO. It was supposed to have "the best from each of the MMOs until now" and completely failed at the themepark and content side of it.

I don't think you consciously tried to make UO2. It's just one of those things I've noticed with my own web design - sometimes you unconsciously design something different from the way you would have done or should have done based on the project because "let me try this thing I haven't done before to see if I can make it work." That "best from each of the MMOs until now" is a great indicator of that - it's not and wasn't "best Star Wars game we can make."

The goal was "the best Star Wars MMO we can make." That said, there isn't one answer to that. Some of the answer was mandated. We have to work with elements in the mandate. So we landed at "live in the Star Wars Universe." That was the mission statement, and we stuck to it pretty tightly, in the end, I think. We had that broken down into I think five further pillar statements, and adventure and derring-do was one of them. "Retain users via a strong interdependent community" was another.

The best Star Wars MMO I can make in the OT period won't ever have Jedi in it. It automatically makes the game bad. Period. Players may want it, but players are wrong. Players may even LIKE IT BETTER, but that doesn't make the game better. A game is not better if players like it more. It's just more popular. I realize this may be a gap between us. :)

In the end, if you ask a given creator to make something, yeah, it's going to have their stamp on it, for sure. And I know damn well I have biases towards specific things and approaches, unquestionably. I'm not trying to duck that at all. But those biases cut both ways. A handcrafted SWG, for example, was originally going to have three planets with five zones each. Without the crazy simulationist and procedural stuff, you wouldn't even have had many planets.

There are other designs. There is no One True Best Star Wars MMO Design. The idea of doing a persistent battle world, focused much more on action, is totally doable. Today. It wasn't then. Remember, Planetside didn't yet exist. MMOFPS was pure experiment, and we had a tight deadline and couldn't screw around with something that hard to solve (believe it or not, the hard stuff we did tackle was much easier!).

Quote
No Jedi and no space flight, along with complete disdain for the IP after the prequels made me shy away from the game at release. I never played it until the abortion that was NGE.

See, the whole "complete disdain for the IP after the prequels" is projection on your part. No Jedi is based on RESPECT for the IP. Players who want Jedi are the ones who disdain its core tenets. Which is fine, it's not their job to care in the same way. But it rubs me the wrong way when people talk about disdain for the IP when I know very well just how many years of sweat we invested into getting every detail right. When people say this, they usually mean "I wanted to be a Jedi." Which puts us back at square one.

Spaceflight was *never* in the cards for initial launch. Ever. For purely practical reasons. Not because of disdain for the IP.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Triforcer on April 18, 2015, 12:23:33 AM
Thanks for the blog entries Raph, that is absolutely great stuff.

On Outcasting:

My memory has one major twist on what you said.  I thought it worked as follows:

1.  You could start out killing anyone, anywhere, at any time.

2.  If you killed someone, they could Outcast you.

3.  If you were Outcasted by someone, you could not initiate PvP anywhere in the entire game, unless
      (i)  The person you killed lifted the Outcasting (which gave you free global PvP again), or
      (ii) Individual governments could lift your Outcasting within their jurisdiction (but you still could not initiate PvP anywhere else).

I could be wrong, but I think I was vocally against the system for that reason (the system you describe in your blog post is considerably less punitive).


On Jedi:

Agree with you completely.  But I hope when you are approached to helm the Star Wars 7 era mmo, the lore allows for considerably more Jedi  :grin:



Title: Re: Another One Bites the Dust: SWG Edition!
Post by: tmp on April 18, 2015, 02:26:23 AM
Reading about SWG game design is frightening. It's like it was deliberately designed to repel the mass market in every way.
It was a design for a more civilized age :grin:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: sam, an eggplant on April 18, 2015, 05:44:58 AM
we were actually *under orders* to make a sandbox game. There was fear of cannibalizing Everquest.
Fascinating. This is one of the first truly new inside stories to come up in this thread's revival.

I never considered that. What an entirely archaic notion! It was truly a different era, where market leaders tried not to copy Everquest and strange mutant aberrations like Ultima Worlds Online: Origin were somehow birthed and then embarrassedly snuffed out. Looking back on these things now provides a very different perspective than living through them.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Threash on April 18, 2015, 07:20:17 AM


See, the whole "complete disdain for the IP after the prequels" is projection on your part.

I believe he was talking about his own disdain for the IP because of the prequels.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lantyssa on April 18, 2015, 09:28:16 AM
Having all of them in one world, though, that's the sticking point. That's what makes it too complex.
I don't think it was too complex in general.  For the time frame the team was given, yes.  The freedom that allowed was something the players loved.

Some of the "time-saving" decision though were a definite problem.  As you said, being an Image Designer didn't need a full 16 skill boxes plus mastery.  Social players and merchants were charged as much as combat players when their areas of focus were completely different.  Balancing the points spent in combat professions made some sense, but even then there were probably cases where things could have been simplified without giving undue power.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Morat20 on April 18, 2015, 09:36:04 AM
Reading about SWG game design is frightening. It's like it was deliberately designed to repel the mass market in every way.
I dunno. Mass Market then was a bit iffy, and it was holding 200k+ subs. It wasn't WoW, but we've had 10 years and NOBODY has been WoW. Not even close.

Thing is, what they did? Nobody had done and nobody really tried since. Big sandbox, deep crafting, interconnected professions -- EVE comes close (no surprise EVE sucked up a ton of leaving SWG folks).

One thing SWG had was a lot of sticky players -- that part of the design worked. People got invested in it, more than normal. Cities, houses, businesses, relationships -- SWG had a lot of mechanisms designed to grab hold of players and keep them there.

Plus, Mass Market is...well -- how do you define it? WoW? Farmville? Call of Duty? Different games appeal to different groups.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: sam, an eggplant on April 18, 2015, 09:39:07 AM
The disconnect came in trying to fit non-"core" (hate that term, but it is handy shorthand) social entertainer/medic/dancer/image designer/etc players to an achiever/killer progression mechanism. They don't care about that stuff, by definition. If they cared, they wouldn't choose to roleplay a wookie stripper.

Obviously today's social/mobile/non-"core" games like candy crush, farmville, that kardasian celebrity game, etc, do have progression mechanisms, but they aren't actually games, those are cold-bloodedly intended to promote addiction and force monetization. Aside from that, they're simply diversions for people that don't like "core" gaming experiences, which tend to be less about socialization and more about killing stuff, getting lewt that is phat, and incrementing numbers. And that's fine, they have a place too, but they shouldn't be asked or expected to progress in the same way. They possess a different mindset.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Raph on April 18, 2015, 11:29:37 AM
Your bias is showing. Of COURSE those are games. They are just not games you like, and they are *especially* not business models you like.

Back then, there were two ways to think about "mass market":

One, you make a game that only had broad appeal but will not appeal to the core gamer. This was generally thought to be impossible to do on purpose. The core gamer *was all there was*. The overall gaming audience wasn't that big -- only a handful of games *ever* had sold over a million copies.

Two, you make a game that has something for each of several different demographics. Not everyone -- that's not possible -- but try to get multiple different groups into one game. Some of these groups might be perceived as too small for a publisher to justify making a game for. Let's say, farmers, or econ players, or house decorators. Today we know that farming and house decorating is actually ten times the size of the entire "core gamer" market, but we didn't know that then.

In this sense, SWG tried #2, and actually kind of succeeded. It didn't satisfy the core gamers nearly enough though.

When WoW took off, it did so by making a game for gamers. It marketed direct to the built-in fanbase of a series that WAS a million-seller *in games alone*. No external IP crutches (which have historically not actually given a big boost. Think intersection of a Venn diagramn, not a union). It got more lookyloos on the first day than EQ did in its first couple of YEARS. And it reached "more mass market" by going through the hardcore and out the other side thanks to a very very streamlined and casual-friendly design. In the process, it did alienate some of the most core players, including a bunch of you here. But those were always a tiny minority. What WoW did is what Blizzard does: find a game that is good but too core-centric, and turn it into a pop song. They did it really really well, and it's catchy as hell.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: sam, an eggplant on April 18, 2015, 11:34:53 AM
They're business models cleverly disguised as games.

Obviously there is a game underneath somewhere, or the disguise wouldn't  hold up. Thing is, after you sweep the monetization and calculated addictive mechanics away from something like candy crush, there's not much gameplay left.

That doesn't mean farming and decorating gameplay isn't incredibly attractive to many people. But The Sims did so more to prove that than Farmville.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Morat20 on April 18, 2015, 11:56:41 AM
*shrug*. I spent most of my time in SWG wandering around, collecting stuff for my shop. I sold energy, metals, furniture, paintings -- and I also hawked wares from my friends (the biggest one dedicated Master Scout whose primary living was collecting large batches of rare spawns for crafters -- I had tons of low, middle, and at times almost-top quality stuff on sale. The very best went to people doing custom orders of course).

Some days I'd just log on and check harvesters. Some days I'd go hunting for high quality materials to make some money, or go explore a planet, or complete a quest chain for a schematic. Sometimes I'd just decide "Hey, what's Creature Handler like" and drop off some of the merchant line I wasn't really using and play with that.

It kept my attention. I didn't burn out like I did in every other game. I could be casual or not depending on my time and mood.

And Raph's right on one thing -- the game has some serious mechanics designed to put the hooks into your brain and make it hard to leave. Not as blatant as Candy Crush (which, as you're showing, DOES turn off potential players. It's one reason i've never touched it) but quite effectively.

Then again, I'm not a hardcore gamer. I prefer RPG's and turn-based games and MMORPG's are a very rare side-hobby. I skip 90% of them. I'm not the usual MMORPG fan.

I really think WoW coming out was the death blow. All the issues with design, the tradeoffs that were really, really bad in hindsight -- those were huge problems, that probably would have slowly strangled the game (although sometimes things seemed to get better), but WoW....

Back then, when it was new -- it was such a juggernaut. Everyone wanted their share of that. I don't think there's many upper-level management that could say "We'd rather have 100k or 200k people that won't ever fully quit than try for those millions...."


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Hutch on April 18, 2015, 12:28:09 PM
The best Star Wars MMO I can make in the OT period won't ever have Jedi in it. It automatically makes the game bad. Period. Players may want it, but players are wrong. Players may even LIKE IT BETTER, but that doesn't make the game better. A game is not better if players like it more. It's just more popular. I realize this may be a gap between us. :)

(https://dl.dropboxusercontent.com/u/1217291/Misc/hipster_barista.jpg)


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: tmp on April 18, 2015, 12:40:33 PM
They're business models cleverly disguised as games.

Obviously there is a game underneath somewhere, or the disguise wouldn't  hold up. Thing is, after you sweep the monetization and calculated addictive mechanics away from something like candy crush, there's not much gameplay left.
To be fair, you could say the exact same thing about MMOs.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: sam, an eggplant on April 18, 2015, 01:05:21 PM
Everything is monetized somewhere. It's a sliding scale.

At the most player-friendly you have traditionally purchased games, where you chip out fifty bucks and get to play Morrowind, all of Morrowind, and maybe they sell expansion packs later on. The game's design was not impacted by its monetization strategy.

Then you have subscription MMOs, where you shell out fifty bucks for the box plus another fifteen per month. Their design absolutely was compromised by the need to sustain subscriptions. That's why they made us camp Drelzna for JBoots in Everquest, why they elongated progression until it took over 40 days /played to hit maximum level, why they made players repeat each piece of content ad infinitum, to stretch out that content, to maximize revenue. Subscription MMO design is absolutely compromised in a deeply negative way.  That doesn't mean they aren't compelling. WoW had a tremendous amount of high quality content even on day 1 of release. It just didn't have enough to keep you playing for a year without repetition.

And of course we have shooters with map packs and "season passes" and Oblivion's horse armor and the rest of that crap, but lets skip past it to F2P and B2P MMOs.

F2P MMOs are substantially more compromised than subscription MMOs, because they have no initial revenue source. Therefore they must walk the tightrope between brutalizing players and giving it away for free. Turbine was masterful at that; SOE much less so, although they've improved over the years. Cryptic did pretty well too, with Neverwinter. You can play without paying anything, but most people end up paying if they enjoy themselves. No problem there.

B2P MMOs are a great compromise. They have an initial revenue source, the cost of the box, so you'd think they sit comfortably between subscription and F2P MMOs in monetization's impact on their gameplay. But actually, in many ways they are more player-friendly than subscription MMOs. They don't care if you keep playing, once you pay for the box, so they have no powerful incentive to force you to repeat content. You buy the box, play until you're done, then hopefully they hook you with more content later on. It's the hermaphrodite of MMO monetization strategies, the best of both worlds.

Then moving away from MMOs, we come to the aggressively monetized mobile games. Unlike F2P MMOs, they are not designed assuming most people will pay something-- most players don't pay a cent. Instead, they want to hook whales, get them addicted, and totally screw those cokefiends over. Gameplay is largely immaterial, it just needs to be compelling enough to get those whales past the wall of that initial inflection point where they start to pay. This is basically evil. And that's what I meant by "monetization strategies disguised as games". In all the other various types discussed above, someone actually cared about the gameplay, because they wanted everybody to pay. In games like candy crush, they just want to screw those whales to the wall.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: tmp on April 18, 2015, 01:27:51 PM
YEah I can get behind most of that. I'm just skeptical if there's any real differences between the mobile games and the F2P MMOs -- from what little i saw some of the Asian ones can be just as shallow/ruthless and aimed at blatant whale-milking as the worst of the mobile ilk. So I don't feel like one can be really said to be more evil and "not games" than the other. If it's a race to the bottom it has no winner and the involved parties keep digging furiously.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Raph on April 18, 2015, 01:52:56 PM
They're business models cleverly disguised as games.

Obviously there is a game underneath somewhere, or the disguise wouldn't  hold up. Thing is, after you sweep the monetization and calculated addictive mechanics away from something like candy crush, there's not much gameplay left.

That doesn't mean farming and decorating gameplay isn't incredibly attractive to many people. But The Sims did so more to prove that than Farmville.

Especially for Candy Crush, that is really not true. Before all these business models got grafted on, that exact game was *insanely* popular, when it was known as Bejeweled and as Jewel Quest.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Raph on April 18, 2015, 01:59:04 PM
The best Star Wars MMO I can make in the OT period won't ever have Jedi in it. It automatically makes the game bad. Period. Players may want it, but players are wrong. Players may even LIKE IT BETTER, but that doesn't make the game better. A game is not better if players like it more. It's just more popular. I realize this may be a gap between us. :)

(https://dl.dropboxusercontent.com/u/1217291/Misc/hipster_barista.jpg)

I submit into evidence as People's Exhibit A the afrementioned Candy Crush, and as People's Exhibit B the aforementioned Farmville.  :awesome_for_real:



Title: Re: Another One Bites the Dust: SWG Edition!
Post by: HaemishM on April 18, 2015, 02:02:59 PM
Quote
No Jedi and no space flight, along with complete disdain for the IP after the prequels made me shy away from the game at release. I never played it until the abortion that was NGE.

See, the whole "complete disdain for the IP after the prequels" is projection on your part. No Jedi is based on RESPECT for the IP. Players who want Jedi are the ones who disdain its core tenets. Which is fine, it's not their job to care in the same way. But it rubs me the wrong way when people talk about disdain for the IP when I know very well just how many years of sweat we invested into getting every detail right. When people say this, they usually mean "I wanted to be a Jedi." Which puts us back at square one.

Spaceflight was *never* in the cards for initial launch. Ever. For purely practical reasons. Not because of disdain for the IP.

No. I was talking about MY disdain for the IP.  :awesome_for_real: The prequels really soured me on all things Star Wars. I felt like Lucas himself took a great big ole steaming dump on the IP. The only problem I had with the SWG thing was the lack of space flight. I actually agree with you about how game-fucking having Jedi in that time period was. That time period really hampered a lot of the things you could do. However, I do believe having a Star Wars game without Jedi really isn't a Star Wars game - which is why I agree that to make the best Star Wars MMO, it shouldn't have been set in the time period it was. The hoops you guys had to jump through to shoehorn Jedi in there are impossible to solve, especially in the time frames you were given.

Imposing those time frames and settings on an MMOG showed that the Lucas people whose money was being used to make this game did not fundamentally understand dick about their IP. They understood the brand of Star Wars (must have Jedi, must have Vader and Solo and Chewie and etc etc) but they didn't know nor give a shit what would really make a good Star Wars MMO. BTW, I think the same thing goes for Bioware's attempt as well. While it certainly had more polish (and budget and time) than SWG, it was even less interesting to me in any capacity than SWG. I'm very happy that Lucas finally sold the Star Wars IP to Disney because for all their flaws, they can at least do one thing no one at Lucasfilms could do - tell George Lucas to STFU.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Rendakor on April 18, 2015, 02:03:54 PM
They're business models cleverly disguised as games.

Obviously there is a game underneath somewhere, or the disguise wouldn't  hold up. Thing is, after you sweep the monetization and calculated addictive mechanics away from something like candy crush, there's not much gameplay left.

That doesn't mean farming and decorating gameplay isn't incredibly attractive to many people. But The Sims did so more to prove that than Farmville.

Especially for Candy Crush, that is really not true. Before all these business models got grafted on, that exact game was *insanely* popular, when it was known as Bejeweled and as Jewel Quest.
I think that's kind of the point. Candy Crush brought nothing to the table that Bejeweled hadn't done, except monetization. They cloned a game and figured out how to milk people for every cent.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Raph on April 18, 2015, 03:23:42 PM
Sure, but that doesn't make the underlying game itself a bad game.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Malakili on April 18, 2015, 04:33:14 PM
Sure, but that doesn't make the underlying game itself a bad game.

The part of Candy Crush that is specific to Candy Crush is the problem though.

Anyway, this is largely missing the point by now.  I agree with Raph on the last page about what they were trying to do.  If your directive is make a sandbox MMO set in Star Wars (episode 4-5), that's pretty much a good way to do it.  Jedi being rare or nearly non existent makes sense there, and I know all of my friends thought it was entirely normal that we couldn't play Jedi when we found out about the game.  We were Star Wars geeks and "obviously" you couldn't have Jedi running around in the New Hope/Empire era.

As for the mass market thing. WoW was (and frankly still is) an outlier.  I'm not sure I know what a mass market MMO even really means.  WoW busted into the popular culture for a couple of years there, but that sort of thing doesn't really happen in the MMO space.  That is usually reserved for Halo, Call of Duty, etc.  Even something like League of Legends which has 80 quadrillion players isn't really mainstream the way WoW was for a while.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Margalis on April 18, 2015, 05:02:28 PM
Everything is monetized somewhere. It's a sliding scale.

At the most player-friendly you have traditionally purchased games, where you chip out fifty bucks and get to play Morrowind, all of Morrowind, and maybe they sell expansion packs later on. The game's design was not impacted by its monetization strategy.

Unfortunately this is becoming less and less true.

These days publishers focus on offering fewer titles of greater "value." So mid-tier games are largely falling away. If you want to make a AAA traditionally purchased game it's going to have a large budget, and that very much does impact the design. Because the game costs a lot to make it has to hit a large audience to make a return, which means it has to play safe, be in a familiar genre, etc.

If you go back and look at SWTOR quotes that kind of PR-speak for doing the same thing that everyone else is doing has become very popular in the industry. The broad design strategy of AAA games these days is to take an existing game, copy it, then change one thing about it - the same way SWTOR was SpaceWow with cutscenes. This is pitched to players as "delivering industry-standard, best of breed solutions" or "giving players what they've come to expect", relying on "tried and true" formulas, etc, while "innovating in a core strength area." This is why Mordor is fantasy Batman / Creed with the Nemesis system and why Watch Dogs is "generic Ubi game" with different hacking minigames.

When you make a AAA game you don't start with a blue sky and come up with great ideas - publishers now are risk averse. You start with a "proven" concept in one a few genres then add a spin to it. It affects design very fundamentally - the more the budget increases the more certain genres fall out of consideration completely, the more certain types of content becomes off-limits, etc.

I get what you're saying, and personally I greatly prefer the model of just selling a thing normally because I do believe it's the model that most incentivizes making good games. But even if you go with that model it impacts the design, and the greater the budget the more that is true.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Malakili on April 18, 2015, 05:33:36 PM
Although we've seen smaller budget indy games actually start to take over that space, while the unwieldy AAA titles have almost gone out of fashion among some audiences (like this board, for example).


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: IainC on April 18, 2015, 06:21:11 PM
AAA is a victim of its own hype. When budgets regularly blow past $60M, every title needs to be a record-breaking seller to make returns that justify the development and marketing budget. Every project is essentially betting that the game will be the next GTA V because if it isn't then a lot of people are going to get laid off a week before the next quarterly report is due.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: HaemishM on April 18, 2015, 07:33:35 PM
Well yes, AAA games have fucked themselves. See Square Enix's disappointments at the 2+ million sales of games like Sleeping Dogs and Tomb Raider. Those games selling 2+ million copies ought to be a goddamn studio/publisher defining hit, instead they actually caused people to lose jobs because they weren't "hit enough."


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Margalis on April 18, 2015, 08:01:52 PM
Although we've seen smaller budget indy games actually start to take over that space, while the unwieldy AAA titles have almost gone out of fashion among some audiences (like this board, for example).

The sales of AAA games still dwarf those of indie titles. It may be true that indie games get more "mindshare" than AAA in some areas, but in terms of sales there's still no contest. AAA games aren't competing with indie games, they're just competing with their own budgets.

Also as bad as AAA is in terms of stability indies are far worse. You just don't hear about them much because when they fail they do so quietly, and there's a huge emphasis on success stories. There's a whole industry built up around selling tools and services to indie devs, and it's in the best interest of those people to make indie success stories look like the norm.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Fordel on April 18, 2015, 09:19:40 PM
Well yes, AAA games have fucked themselves. See Square Enix's disappointments at the 2+ million sales of games like Sleeping Dogs and Tomb Raider. Those games selling 2+ million copies ought to be a goddamn studio/publisher defining hit, instead they actually caused people to lose jobs because they weren't "hit enough."


I want to say Capcom is the worst at this, to the point where they've nearly gone bankrupt because of it.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Paelos on April 18, 2015, 09:52:38 PM
It's the focus of costs on the wrong things. Rather than spend money on making good AI, mechanics, or story, it gets blown on stupid cinematics ,graphics, and marketing. Then the rest of the game is just filler content. Shockingly people want to buy steak instead of the sizzle now. The industry consumer is evolving/devolving past what they know how to offer, which is why some of the most blockbuster games of the last few years have also been some of the most retro in ideas.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Morat20 on April 18, 2015, 10:37:10 PM
The problem with triple A games seems to mirror the problems with movies -- or even TV shows (at least network). Sequels, instead of new stuff, because we're throwing so much money at it we can't afford to fail.

Everyone's chasing home-runs, because they've spent so much that only a home run makes them any profit.

So networks kill off shows four episodes in, because the number of viewers just isn't enough --- and "isn't enough" is measured by whatever killer show another network has, not by "profitable" or any other metric. If it's not killing show X on NBC in the same time slot, ax it.

Movies are the same way. Break even? Toss it. Shit-can the whole genre even. Let's remake Spiderman again.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Raph on April 19, 2015, 12:55:25 AM
Shall I link the presentations from 2006 where I said that was going to happen? :)


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Gimfain on April 19, 2015, 02:08:53 AM
I keep seeing people say how AAA mmorpg fails, but usually its all subjective and none of it relates to how the game did financially. People got used to mmorpg's being a golden cow, which simply isn't true anymore and the industry had to adapt. Players jump between games and when they are gone you have to merge servers, you have to change payment model because no one pays a subscription for something they aren't using, and just like the rest of the gaming industry you can't keep the bloated staff that you had during the main development of the game. We see quite a lot of mmorpg's releasing new content, and that means the games aren't doing as poorly as people would like us to believe.

While there might not be AAA themeparks in development much of the underlying MMO design has been taken into console shooters like destiny and the division. While you can make the argument that destiny isn't an mmo because it lacks the gameworld that mmorpg's have, it plays much like a themepark mmorpg.

I don't really know what to make of the sandboxes in development but so far I haven't wet myself in excitement.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Rendakor on April 19, 2015, 07:01:46 AM
It's the focus of costs on the wrong things. Rather than spend money on making good AI, mechanics, or story, it gets blown on stupid cinematics ,graphics, and marketing. Then the rest of the game is just filler content. Shockingly people want to buy steak instead of the sizzle now. The industry consumer is evolving/devolving past what they know how to offer, which is why some of the most blockbuster games of the last few years have also been some of the most retro in ideas.
Agreed on the first part; I'm not sure I know what retro blockbusters you're talking about though.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: tmp on April 19, 2015, 09:30:01 AM
It's the focus of costs on the wrong things. Rather than spend money on making good AI, mechanics, or story, it gets blown on stupid cinematics ,graphics, and marketing.
Which may be because players can't cope with actual good AI and it makes them ragequit (http://askagamedev.tumblr.com/post/76972636953/game-development-myths-players-want-smart), don't give a flying fuck about the story and prefer to spend their time on game forums wanking over tree textures at 4k or whatever the resolution du jour happens to be and how it clearly makes their platform of choice the best.

It's not really spending money on wrong things when it's spending on the things your audience deserves.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Paelos on April 19, 2015, 03:21:06 PM
There's a move towards games that are harder, more challenging, less handholding, less graphically intense. And you know what? They are doing well. Minecraft has no graphics to speak of, and it blew everything else away in sales. A game like FTL probably wouldn't have done well 10 years ago, but in 2012 it did very well. Kickstarter is full of games that people want to see made that are about mechanics, RPGs, story, etc, and that aren't graphically intensive.

There's a shift happening, and games aren't selling as well. Publishers will point to games outselling others, but take a look at industry reports. Game sales keep falling.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Margalis on April 19, 2015, 04:59:35 PM
"Good AI" is not the same as "AI that kicks your ass." Good AI is just AI that is fun, has the right level of unpredictability, doesn't get stuck or do dumb immersion-breaking things, etc.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Morat20 on April 19, 2015, 06:27:06 PM
There is a real disconnect with AI. What people want is 'challenging' which is not the same as 'hard'.

Challenging means different things to different people, and different things in different games. And I think what people really want in AI is "An AI that's just slightly worse than me. Like, tough enough to be fun and not feel like a cakewalk, but not so hard I get stuck, frustrated, or struggle".

Interesting, basically.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Sophismata on April 19, 2015, 10:12:53 PM
I want an AI that's better than me so I'm able to improve. Fighting something worse than yourself leads to complacency.

When I played tennis I didn't want to fight the worst players - I already knew I could beat them. I wanted to fight the best opponents I could find as it 1) made victory meaningful and 2) forced me to improve.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Cyrrex on April 19, 2015, 11:55:28 PM
I want an AI that's better than me so I'm able to improve. Fighting something worse than yourself leads to complacency.

We all think we want this on some level.  Just as long as we can still, you know, sneak up on that guard and sever his throat without him ever spotting us.  Or just as long as we don't aggro anything more than 5 meters away from us.  Or just as long as we can run away, break aggro, and come back and find that same guard still at his post.

We don't actually want AI that is better than us.  You would by definition never win that game.  Imagine playing Demon Souls where all the AI enemies were replaced by Schild, who is probably better than you at that game.  No fucking thanks.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: tmp on April 20, 2015, 04:00:59 AM
"Good AI" is not the same as "AI that kicks your ass." Good AI is just AI that is fun, has the right level of unpredictability, doesn't get stuck or do dumb immersion-breaking things, etc.
My point with bringing up that article was, I believe the complaint about money being put in pointless stuff instead of AI etc, is sadly mistaken. The money *is* put in the AI, and what you get in the current games is the AI tailored to what your mouth breathing audience demonstrated they can actually sort-of handle. As opposed to what they like to think hey can handle.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Merusk on April 20, 2015, 04:09:56 AM
There's a shift happening, and games aren't selling as well. Publishers will point to games outselling others, but take a look at industry reports. Game sales keep falling.

Part of that shift was content delivery and another is time spent doing things.  Music listening is probably at the highest point ever, but you wouldn't recognize it looking at sales.

There's an entire generation used to getting things for free and only pays for bundles.  Games need to adopt like music and movies, but are actually being slower at doing it.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: tmp on April 20, 2015, 05:39:26 AM
There's a move towards games that are harder, more challenging, less handholding, less graphically intense. And you know what? They are doing well. Minecraft has no graphics to speak of, and it blew everything else away in sales. A game like FTL probably wouldn't have done well 10 years ago, but in 2012 it did very well. Kickstarter is full of games that people want to see made that are about mechanics, RPGs, story, etc, and that aren't graphically intensive.
DARK SOULSSLSS!!!1

I'd think in this particular subsection of all places we'd know well enough to not take single aberrations as a sign of the market state in general. Because Minecraft? Minecraft is the other white WoW. Yes, it looks shit, yes, it sold like crazy, and then no clone which tried to cash on that craze came anywhere near, though many tried and keep trying.

Yes, you have indies churning out the 'retro graphics' games one after another after another and the writing is on the wall it's stopped being cute long ago, just like bloom did decade+ back and the 'miniature look' depth of field and the 'artsy' style will do next. Yes, in 2012 they did well, just like the zombie games did well a few years back, until people eventually, slowly realized that gosh, maybe there's a wee bit too many hacks doing nothing but sticking zombies everywhere and how many more it'll take, I'm reluctant to open the fridge now.

If there's one thing this industry has apparently mastered, it's riding what looks like its latest prancing pony roughshod into ground in no time flat, by sheer repetition of anything that looks remotely like a popular idea. That's basically what the "don't spend money on dumb things! spend them on these things instead, that's what people clearly want now!" calls lead to. And fuck that.

edit: (this likely came out too condensed, disjointed and not very readable, sorry)


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: 5150 on April 20, 2015, 05:56:27 AM
All this reminds me,

Does anyone know what Smed meant when he recently(?) said that SWG players would be able to come home soon?

I can only think he meant Landmark (which is a shame)?


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Paelos on April 20, 2015, 06:17:17 AM
I'd think in this particular subsection of all places we'd know well enough to not take single aberrations as a sign of the market state in general. Because Minecraft? Minecraft is the other white WoW. Yes, it looks shit, yes, it sold like crazy, and then no clone which tried to cash on that craze came anywhere near, though many tried and keep trying.

It's not important if the success of that product can be repeatable. It only points to the fact that gamers en masse wanted something that a particular game finally delivered. WoW and Minecraft are mult-billion dollar successes because they scratched that itch the right way. There will be another game in the next 4 years that will do the same thing. We won't know what it is, but I can absolutely guarantee you it won't be another COD clone, Solid Snake cinematic fest, or tab-target RPG.

What I'm pointing out is that senseless repetition after the fact is stupid. This isn't like other arenas with definable products that fulfill a standard need. Entertainment is subjective and as such it's constantly shifting with consumer tastes. Coke is Coke, you market it based on the fact of what it is and you ride out consumer tastes with different offerings. But you never change Coke or you get shitty results.

Gaming is way different. Instead of taking the approach that one successful game should mean trying new and different arenas with the money made, the companies instead go into a sequal shell. Even worse, they decide to go into sequals and then totally change the games within the series so it pisses off fans who just wanted more of the same. Even Coke innovates beyond the one product line. Gaming companies seem incredibly unwilling to do that because they don't know how to run their businesses or support proper human capital.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Typhon on April 20, 2015, 07:03:17 AM
[...]
Gaming is way different. Instead of taking the approach that one successful game should mean trying new and different arenas with the money made, the companies instead go into a sequal shell. [...]

What?  Movies, books, songs, art, is 99% iteration on something that came before.  Maybe I'm misunderstanding what you are saying (more coffee?), but if you are saying that game development houses are unique in their propensity to stick with a tried and true formula you are incorrect.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lantyssa on April 20, 2015, 07:45:22 AM
When I say a challenging AI, I want one with strengths and weaknesses so it's still beatable.

If it's an aimbot with omniscience it's not fun.  Of course that's the trick, making it good without being perfect, and adding a bit of variability without giving it massive systemic weaknesses.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: eldaec on April 20, 2015, 10:05:44 AM
Think EA's accountants would disagree with you regarding the importance of turning gaming IP into serial franchises.

And tabletop gaming has been doing iteration even longer (see D&D, Magic, and absolutely anything produced by Games Workshop or Fantasy Flight).

There is room for a little from column A and a little from column B. I doubt innovation drives sales of console based dudebro shooters, and trying to dig out an EQ-clone niche directly under WoW was idiotic when that product was still running and players had investment in Blizzard's particular model. But clearly it is also possible to make money doing something new.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Merusk on April 20, 2015, 10:23:26 AM
All this reminds me,

Does anyone know what Smed meant when he recently(?) said that SWG players would be able to come home soon?

I can only think he meant Landmark (which is a shame)?

That or EQ Next, which is supposed to be more sandboxy.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: sam, an eggplant on April 20, 2015, 10:43:08 AM
It is, but it's called Landmark, not EQN. Seems very clear that EQN is dead.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Malakili on April 20, 2015, 10:44:10 AM
So, on a completely other topic, this thread has been getting popular again at the same time my friend has been playing a lot of The Repopulation.  I ended up picking up the early access this weekend.  It's very much SWG inspired and I'm having a good time with it so far, but I'm not sure how much of that is dependent on the game resembling SWG and therefore evoking nostalgic feelings.  Thing is janky as hell, has a really complex skill system, and a pretty big game world including city/housing building.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Merusk on April 20, 2015, 10:47:02 AM
It is, but it's called Landmark, not EQN. Seems very clear that EQN is dead.

Yeah, I have no doubts EQN is dead with the buyout/ company change. I'm not sure Landmark is going to survive, either, but wasn't sure how old the Smed quote being referenced was.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Paelos on April 20, 2015, 11:12:49 AM
Think EA's accountants would disagree with you regarding the importance of turning gaming IP into serial franchises.

ATVI is a better example. They print money off their basically 5-6 franchises.

But things are not perfect there either. Revenues were $175M lower in 2014 than the year before, and about $350M lower than 2011. They are the biggest, baddest kid on the block, raking in $4B a year in sales, and even they are seeing slow declines.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Gimfain on April 20, 2015, 11:29:12 AM
All this reminds me,

Does anyone know what Smed meant when he recently(?) said that SWG players would be able to come home soon?

I can only think he meant Landmark (which is a shame)?
H1Z1 was the game that SWG players could return to. The question is whether he was actually serious about the connection, or if it was smed trolling people again.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: schild on April 20, 2015, 12:10:30 PM
Real programmers work in gaming, they just demand the salary they'd get in enterprise.

There are not many that are that good.


Holy shit I hadn't clicked on this thread in a while.  :oh_i_see:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Raph on April 20, 2015, 02:21:35 PM
Latest SWG nostalgia post is on how the worlbuildng worked, and didn't, and what it enabled.

http://www.raphkoster.com/2015/04/20/swgs-dynamic-world/


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: taolurker on April 20, 2015, 02:30:58 PM
Tell us about Voxels next Uncle Raph.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Raph on April 20, 2015, 03:07:19 PM
heh. The step after this was actually using cellular automata for world simulation. Not voxels like Minecraft, but not dissimilar. We got water cycles, rivers flowing, snow accumulation that you could actually push to one side, animals leaving scent and predators tracking, spells that could melt holes in the surface of ice lakes, and a bunch more.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: taolurker on April 20, 2015, 03:13:55 PM
LOL

I was more wanting to see the Developer Diary on how getting a procedurally generated world with Voxel Farm was going with your new employer.. As much as I'm enjoying the nostalgia, and understanding more of what went into SWG, I would kind of like to see what you're capable of doing to not make Voxel Farm worlds get bloated performance wise (because if Landmark is any indication it's gonns be an "uphill" battle).


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Paelos on April 20, 2015, 03:53:29 PM
I would think the problem wouldn't be as large simply because Crowfall isn't using Voxels to let people build things from scratch.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Sophismata on April 20, 2015, 04:10:18 PM
I want an AI that's better than me so I'm able to improve. Fighting something worse than yourself leads to complacency.

We all think we want this on some level.  Just as long as we can still, you know, sneak up on that guard and sever his throat without him ever spotting us.  Or just as long as we don't aggro anything more than 5 meters away from us.  Or just as long as we can run away, break aggro, and come back and find that same guard still at his post.

We don't actually want AI that is better than us.  You would by definition never win that game.  Imagine playing Demon Souls where all the AI enemies were replaced by Schild, who is probably better than you at that game.  No fucking thanks.
O_o

I completely disagree. I *know* I want AI that's better than me for the very reasons outlined above - it betters you as a player. It's the same in any game of skill - competition is what forces us to improve. As humans we have a capacity to grow that the AI does not. And if you are able to execute on that the victory is far more meaningful.

And in the case where you're not talking about something static - an AI that also learns as it plays you. Then bring it on. I relish the challenge. No-one achieves anything worthwhile by aiming for second place.


Edit: Just to be absolutely clear, the best example of this is a FPS where you can have a theoretically perfect AI. 100% accuracy, always knows where you are. I would be happy to fight that opponent. In order to win I'd have to either progress to the same point, or trick / take advantage of it, and I am comfortable with that.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Malakili on April 20, 2015, 04:39:24 PM


Edit: Just to be absolutely clear, the best example of this is a FPS where you can have a theoretically perfect AI. 100% accuracy, always knows where you are. I would be happy to fight that opponent. In order to win I'd have to either progress to the same point, or trick / take advantage of it, and I am comfortable with that.

Quake 3 had this AI, more or less, and it wasn't interesting at all to play against.  Beating AI like that is about the "tricking" it, finding out the one thing that it doesn't quite get, and exploiting that because, as you said, it can't learn.  I mean, I guess if you REALLY like that kind of puzzle that's an ok way to play an FPS, but it's really not very interesting in my opinion.  Compare that style of play with actual top level Quake 3/Quake Live play and it's not even close.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Sophismata on April 20, 2015, 05:47:42 PM
Edit: Just to be absolutely clear, the best example of this is a FPS where you can have a theoretically perfect AI. 100% accuracy, always knows where you are. I would be happy to fight that opponent. In order to win I'd have to either progress to the same point, or trick / take advantage of it, and I am comfortable with that.
Quake 3 had this AI, more or less, and it wasn't interesting at all to play against.  Beating AI like that is about the "tricking" it, finding out the one thing that it doesn't quite get, and exploiting that because, as you said, it can't learn.  I mean, I guess if you REALLY like that kind of puzzle that's an ok way to play an FPS, but it's really not very interesting in my opinion.  Compare that style of play with actual top level Quake 3/Quake Live play and it's not even close.
In general, it's more satisfying to fight against a human opponent because of the emergent tactics and mind games involved. AI in shooters is, in general, very lacklustre compared to a real opponent (as with many other genres).

I actually enjoy the puzzle element of beating that kind of AI, though - but I agree that it ultimately isn't that interesting to fight. We need better AI in general, as this is also the primary complaint I have with many other games. Mass Effect and Dragon Age both suffered from that issue, PoE handles it a bit better (unless you play PoE solo). Forged Alliance on the hardest difficulty had certain tactics the computer just couldn't adapt to.

Hmmm. Maybe what I really want is just more inclusive multiplayer (iterating further on the Souls games' phantoms idea). However I definitely do want pandering in the sense of "an AI that is kind of hard but not too hard so that it is beatable". Make it as hard as you can - the Deep Blue equivalent of that game.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Raph on April 20, 2015, 06:34:07 PM
LOL

I was more wanting to see the Developer Diary on how getting a procedurally generated world with Voxel Farm was going with your new employer.. As much as I'm enjoying the nostalgia, and understanding more of what went into SWG, I would kind of like to see what you're capable of doing to not make Voxel Farm worlds get bloated performance wise (because if Landmark is any indication it's gonns be an "uphill" battle).

That would be hard, given that I am self-employed, and doing a bunch of different stuff at once for different people. Consulting on Crowfall is only one of them. :)


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Morat20 on April 20, 2015, 08:02:08 PM
You're gonna have to define "better" in "better AI".

The simplest definition of "better AI" is "AI's that can defeat increasingly skilled people at the task at hand".

It's not hard to make AI that slaughters human opponents in a FPS or RTS. Being better than humans isn't really a hard task. As noted, people complain when fighting unbeatable AI opponents.

In fact, they complain when facing AI opponents using simple tactics because, in general, two or three AI's using basic tactics beats one dude in an FPS.

So what's a "better AI"?

So far "so good you have to figure out an exploit the programmer didn't cover" seems to be your definition, which most people would take as "So OP I had to cheat" and consider that crappy AI.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Paelos on April 20, 2015, 08:03:30 PM
Welp I learned we can hand Sophismata a hammer for his nuts and he's a happy camper.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Senses on April 20, 2015, 09:07:38 PM
Someone needs to make an MMORPG that uses AI to be all the other people so each person can have their individualized MMO full of people that worship them and their awesome gear.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Sophismata on April 20, 2015, 10:02:43 PM
You're gonna have to define "better" in "better AI".

The simplest definition of "better AI" is "AI's that can defeat increasingly skilled people at the task at hand".

It's not hard to make AI that slaughters human opponents in a FPS or RTS. Being better than humans isn't really a hard task. As noted, people complain when fighting unbeatable AI opponents.

In fact, they complain when facing AI opponents using simple tactics because, in general, two or three AI's using basic tactics beats one dude in an FPS.

So what's a "better AI"?

So far "so good you have to figure out an exploit the programmer didn't cover" seems to be your definition, which most people would take as "So OP I had to cheat" and consider that crappy AI.
It's actually quite challenging to make an AI that slaughters human opponents in an RTS if that AI has to obey the same rules that the humans do. In fact that works for a large number of games (FPS being one of the notable exceptions).

For me, ideally it's an extremely good, artificial player. It follows all the same rules and constraints as a normal player, has access to the same resources but is strategically or tactically more competent.

That said - I don't mind the situation where the AI cheats to be practically insurmountable, but I view it as a distinct and separate challenge. Primarily because the skill-set required to default cheating AI is different from the skill-set required to defeat a challenging human opponent. It's not the same game, and is no excuse for a good "real" AI (ie one that follows the same gameplay rules as the player).


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Falconeer on April 21, 2015, 04:16:24 AM
Hilariously enough, when Smed said that line about SWG fans having a new home soon, he meant H1Z1. No kidding. Google all that if you don't believe me.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ironwood on April 21, 2015, 05:23:27 AM
Quote
If you are someone who should not be reading technology patents, you should stop now.

Was this a joke or something that actually happens ?  Why ? 

I'm really confused.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Merusk on April 21, 2015, 05:46:24 AM
You're gonna have to define "better" in "better AI".

The simplest definition of "better AI" is "AI's that can defeat increasingly skilled people at the task at hand".

It's not hard to make AI that slaughters human opponents in a FPS or RTS. Being better than humans isn't really a hard task. As noted, people complain when fighting unbeatable AI opponents.

In fact, they complain when facing AI opponents using simple tactics because, in general, two or three AI's using basic tactics beats one dude in an FPS.

So what's a "better AI"?

So far "so good you have to figure out an exploit the programmer didn't cover" seems to be your definition, which most people would take as "So OP I had to cheat" and consider that crappy AI.
It's actually quite challenging to make an AI that slaughters human opponents in an RTS if that AI has to obey the same rules that the humans do. In fact that works for a large number of games (FPS being one of the notable exceptions).

For me, ideally it's an extremely good, artificial player. It follows all the same rules and constraints as a normal player, has access to the same resources but is strategically or tactically more competent.

That said - I don't mind the situation where the AI cheats to be practically insurmountable, but I view it as a distinct and separate challenge. Primarily because the skill-set required to default cheating AI is different from the skill-set required to defeat a challenging human opponent. It's not the same game, and is no excuse for a good "real" AI (ie one that follows the same gameplay rules as the player).

It's your own arrogance about being a leet player that leads you to think you want this. Computers will always faithfully execute and out-think humans within a defined set of rules. It's what we've built them to do.

Then, when you find that one situation that wasn't planned for suddenly it's ezmode and you'll be back here complaining that it's too easy because you found that singular exploit.

So the AI gets patched, and you have to find that next exploit, and the cycle continues.  You eventually run into the chess AI problem. Nobody takes on expert mode because it beats Grandmasters regularly.  It's much more entertaining to just ignore the game entirely.

Your 'pushes us to be better' standard is flawed because it doesn't matter. Your gaming skills translate into nothing but being better at games. Great if you're competitively gaming, but that's such a small percentage of the market as to be pointless to develop for.

We can build games to teach other skills, sure, but those don't sell as well. People are looking for entertainment, and most want that to be passive entertainment. "I want to turn off my brain" stuff because humans are fucking lazy creatures. Sure the initial high of the challenge is great, but it gets boring and people move on.

The completion % for Dark Souls was 36% and while it's hard, its nowhere near the level of difficulty you're asking for. "Better AI" by your definition takes money out of dev & publisher's hands. It's not happening.

But we've had this argument before. You think it's pointless to not do things at 100% and be the best at it. You go, Ash Ketchum.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Paelos on April 21, 2015, 07:05:18 AM
When I say better AI, I mean AI that doesn't have to cheat to maintain competition against the player.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Malakili on April 21, 2015, 07:11:43 AM
It seems like the ideal that people want is AI that is functionally indistinguishable from a human opponent of relatively equal skill to them.  But even assuming that is possible, the standard single player experience has usually been 1 player vs. dozens or hundreds of enemies.  That only works when the AI isn't really challenging on an individual level.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Paelos on April 21, 2015, 07:29:01 AM
It seems like the ideal that people want is AI that is functionally indistinguishable from a human opponent of relatively equal skill to them.  But even assuming that is possible, the standard single player experience has usually been 1 player vs. dozens or hundreds of enemies.  That only works when the AI isn't really challenging on an individual level.

Not really. I want AI that doesn't make really stupid decisions. Example, the AI in Rome:TW would at times run a siege at one area of a wall with 1000 troops against your 200. This created a bottleneck you could win by stacking the breach, or pinning them with arrows. A better AI would attack two or more points, and stretch your defense to the breaking point. Later AI's in TW do that. The earlier one was just dumb.

Another example AI acting like players and getting hated? Trials of the Crusader in WoW. The Faction Champions encounter (http://www.wowwiki.com/Faction_Champions). That fight is probably one of the more hated raid fights in WoW's history. Why? Because they made the AI act like PvP players, and essentially showed how ridiculous the Trinity really is when bosses stop being polite and start getting real. Tanks were essentially useless, everyone had to go into pvp mode, and raiders who sucked at positioning with pvp intent were furious. Yet, that AI was pretty well designed. It acted like a player would. It would go after your healers, it would ignore the tanks, CC became very key, so did stuns, etc. And people despised it because it didn't fit into the mold of raiding they were used to. Also because it showed how terrible they were as players.



Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Merusk on April 21, 2015, 08:21:32 AM
Exactly, and the PVP AI was terrible. They toned it down from what it was because it wasn't getting beat.

HIgh-Functioning AI will never miss a cooldown. Never misclick. Always click the correct priority button. You are fucked against it. Give it the ability to learn from mistakes and humans are pointless.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: sam, an eggplant on April 21, 2015, 08:45:10 AM
Funny how some arguments are eternal. I first had this exact conversation in rec.games.computer.quake in like 1997, and many times since.

Nobody really wants smart AI. They want AI that doesn't blatantly cheat and doesn't make obviously dumb decisions, so when beaten the player's achievement isn't cheapened. That's it.

We play games to win. Constantly losing isn't fun. And yes, that applies to Dark Souls and its ilk too-- these games are tuned to be challenging, with pixel-tight controls rewarding player experience and skill. You improve as you play, and obstacles once seemingly insurmountable are reduced to trivialities. There's little random number generation bullshit. What you do matters. That's why we love them, because we get better, not because the AI is brilliant-- it isn't, at all.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Paelos on April 21, 2015, 09:08:20 AM
Nobody really wants smart AI. They want AI that doesn't blatantly cheat and doesn't make obviously dumb decisions, so when beaten the player's achievement isn't cheapened. That's it.

Exactly, it's why I found Civilization AI to be so abhorrent. People would brag about beating the game on so and so mode, and I'm thinking, congrats. You found the loopholes around a system that was actively cheating. It's not IMPROVED at higher levels, it simply cheats more.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Malakili on April 21, 2015, 09:20:55 AM
I think there is something to be said for AI that could match human-like play at various skill levels.  Something like DOTA or Starcraft would benefit a lot from being able to get the experience of playing with/against other people without needing the actual people.  :why_so_serious:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Rendakor on April 21, 2015, 09:22:49 AM
So you want AI that calls you a fag or goes AFK for whole games? :why_so_serious:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: HaemishM on April 21, 2015, 09:28:05 AM
So you want AI that calls you a fag or goes AFK for whole games? :why_so_serious:

Those are the easy AI to program. We want AI that can really get at the core of shittardery. Things like posting your IP while threatening to find and kill you.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Viin on April 21, 2015, 09:42:15 AM
Quote
If you are someone who should not be reading technology patents, you should stop now.

Was this a joke or something that actually happens ?  Why ? 

I'm really confused.

Not a joke. Knowingly breaking a patent and accidentally breaking a patent make a big difference in court.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Malakili on April 21, 2015, 10:46:21 AM
It seems like the ideal that people want is AI that is functionally indistinguishable from a human opponent of relatively equal skill to them.  But even assuming that is possible, the standard single player experience has usually been 1 player vs. dozens or hundreds of enemies.  That only works when the AI isn't really challenging on an individual level.

Not really. I want AI that doesn't make really stupid decisions. Example, the AI in Rome:TW would at times run a siege at one area of a wall with 1000 troops against your 200. This created a bottleneck you could win by stacking the breach, or pinning them with arrows. A better AI would attack two or more points, and stretch your defense to the breaking point. Later AI's in TW do that. The earlier one was just dumb.

Another example AI acting like players and getting hated? Trials of the Crusader in WoW. The Faction Champions encounter (http://www.wowwiki.com/Faction_Champions). That fight is probably one of the more hated raid fights in WoW's history. Why? Because they made the AI act like PvP players, and essentially showed how ridiculous the Trinity really is when bosses stop being polite and start getting real. Tanks were essentially useless, everyone had to go into pvp mode, and raiders who sucked at positioning with pvp intent were furious. Yet, that AI was pretty well designed. It acted like a player would. It would go after your healers, it would ignore the tanks, CC became very key, so did stuns, etc. And people despised it because it didn't fit into the mold of raiding they were used to. Also because it showed how terrible they were as players.



That kind of thing is a whole different ball game.  It is barely AI in the sense I was discussing, it's a puzzle that 40 people (or 25 people, whatever) have to solve together.  But more to the point, I suppose what it really means is that different kinds of AI are appropriate for different games and probably different kinds of content within a game.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Quinton on April 21, 2015, 10:47:30 AM
To the tune of 3X damages, I think?

The advice I have always received from various legal departments, as a software engineer, is "do not search for or read patents" and let legal worry about them, because anything you do to "help" is likely to just increase liability somehow.

US IP law is teh suck.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Torinak on April 21, 2015, 10:52:31 AM
Quote
If you are someone who should not be reading technology patents, you should stop now.

Was this a joke or something that actually happens ?  Why ? 

I'm really confused.


In the US, there's the notion of suing for triple damages based on "willful" patent infringement. It's pretty easy to claim, and any evidence that someone (e.g., a random engineer) read an allegedly infringing patent can be enough to make it stick in a patent lawsuit. Every tech company I've ever worked for had a standing policy of telling its employees to not read any patents, ever, unless their lawyers told you to do so.

If one is lucky enough to get deposed in a patent lawsuit, one may have to make a legally-binding statement as to every potentially-relevant patent one is aware of. Needless to say, it looks really bad if one claims to not have read or heard of a given patent but then subpoena'd search results show otherwise.

It's really perverted, as the primary motivation for the creation of the US patent system was to promote disclosure of inventions to advance the state of the art...but becoming aware of another's disclosures can end up costing huge sums of money, so people are encouraged to stay ignorant.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Paelos on April 21, 2015, 11:00:29 AM
The point of bringing up Faction Champions is that sometimes when you make the AI better, it really shows how flimsy the underlying mechanics of the game really are. We are used to the trinity because it always existed that way in raiding games from an MMO standpoint. What Faction Champions did was really expose how stupid that is by making a small change to the Boss Behavior. When you remove the taunt mechanics of tanking (which are totally ridiculous when you think about it) the entire thing falls apart.

We forgive stupid AI decisions all the time for the sake of maintaining the gaming fun status quo. Other examples would be aggro radius, leashing, and ridiculous LOS.

When I say I want better AI, I don't necessarily mean an AI that violates the things we passively understand as necessary to have fun (like taunting, leashing, radius). Rather I mean an AI that doesn't clip through walls, or charge down hallways into a meat grinder, or attack a force of 1000 with 200 ill-trained men. Yet those things still happen all the time in games today. Because programmers have become very lazy about AI and don't think it has any value added to their games.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: sam, an eggplant on April 21, 2015, 01:03:00 PM
That kind of stuff wouldn't add a ton of gameplay but would immensely improve immersion. More realistic movement alone would be a huge change.

It's very easy to go too far with realistic AI. Recent example.

I recently tried to play the Battlestar Galactica mod for Freespace 2, called Diaspora (http://diaspora.hard-light.net/index.html). Supposed to be excellent, fantastic, superlatively amazing.

I don't know what went wrong, or if this is how it was supposed to work, but in the first training mission I was faced with a "training drone" that engaged in a permanent turning war with my spaceship. Now all space sims end up as turning wars, we all know that, but this guy was actually playing like a human, never giving me a chance to get a bead on him. And it was a training drone, not even a Cylon! I had just started playing, with a dusty Saitek Cyborg joystick I pulled out of the back of my closet, and I'll be damned if I could hit him. After 10 minutes of turning at maximum speed I got physically nauseous and immediately uninstalled the game.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: WayAbvPar on April 21, 2015, 03:04:46 PM
I have enjoyed this immensely- these are the discussions that brought me to this backwater community back in the LtM days. Thanks to Raph for his well-written and interesting blogs. I loved the tidbit about the orc camps not spawning in UO because of the urban sprawl.  I would love to see UO designed now with access to all the modern hardware and software developments. The coolest stuff seemed to get cut.

God, now I want to go grind the graveyard in Moonglow  :awesome_for_real:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ironwood on April 21, 2015, 03:22:40 PM
Quote
If you are someone who should not be reading technology patents, you should stop now.

Was this a joke or something that actually happens ?  Why ? 

I'm really confused.


In the US, there's the notion of suing for triple damages based on "willful" patent infringement. It's pretty easy to claim, and any evidence that someone (e.g., a random engineer) read an allegedly infringing patent can be enough to make it stick in a patent lawsuit. Every tech company I've ever worked for had a standing policy of telling its employees to not read any patents, ever, unless their lawyers told you to do so.

If one is lucky enough to get deposed in a patent lawsuit, one may have to make a legally-binding statement as to every potentially-relevant patent one is aware of. Needless to say, it looks really bad if one claims to not have read or heard of a given patent but then subpoena'd search results show otherwise.

It's really perverted, as the primary motivation for the creation of the US patent system was to promote disclosure of inventions to advance the state of the art...but becoming aware of another's disclosures can end up costing huge sums of money, so people are encouraged to stay ignorant.

Holy Shit.  Thanks for the lesson.  That's...well, you know what I'll say by now.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: WayAbvPar on April 21, 2015, 03:33:03 PM
America: Stay Ignorant.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ironwood on April 21, 2015, 03:36:37 PM
On Topic, I'll pitch in my thanks to Raph for some really interesting articles.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Gimfain on April 21, 2015, 05:33:29 PM
It seems like the ideal that people want is AI that is functionally indistinguishable from a human opponent of relatively equal skill to them.  But even assuming that is possible, the standard single player experience has usually been 1 player vs. dozens or hundreds of enemies.  That only works when the AI isn't really challenging on an individual level.

Not really. I want AI that doesn't make really stupid decisions. Example, the AI in Rome:TW would at times run a siege at one area of a wall with 1000 troops against your 200. This created a bottleneck you could win by stacking the breach, or pinning them with arrows. A better AI would attack two or more points, and stretch your defense to the breaking point. Later AI's in TW do that. The earlier one was just dumb.

Another example AI acting like players and getting hated? Trials of the Crusader in WoW. The Faction Champions encounter (http://www.wowwiki.com/Faction_Champions). That fight is probably one of the more hated raid fights in WoW's history. Why? Because they made the AI act like PvP players, and essentially showed how ridiculous the Trinity really is when bosses stop being polite and start getting real. Tanks were essentially useless, everyone had to go into pvp mode, and raiders who sucked at positioning with pvp intent were furious. Yet, that AI was pretty well designed. It acted like a player would. It would go after your healers, it would ignore the tanks, CC became very key, so did stuns, etc. And people despised it because it didn't fit into the mold of raiding they were used to. Also because it showed how terrible they were as players.
I found the faction champions fight funny, but oh dear there were so many people that absolutely sucked at it. Lots of people lack spatial awareness, and they don't really do much while moving, and that fight exposed how bad some raiders are at playing. It was still a fairly predictable AI that could easily be circumvented if people actually had spatial awareness, and nowhere near as hard as it could have been. Then again, there are lots of raiders that still totally suck at avoiding fire.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Sophismata on April 21, 2015, 07:39:46 PM
It's your own arrogance about being a leet player that leads you to think you want this. Computers will always faithfully execute and out-think humans within a defined set of rules. It's what we've built them to do.

Then, when you find that one situation that wasn't planned for suddenly it's ezmode and you'll be back here complaining that it's too easy because you found that singular exploit.

So the AI gets patched, and you have to find that next exploit, and the cycle continues.  You eventually run into the chess AI problem. Nobody takes on expert mode because it beats Grandmasters regularly.  It's much more entertaining to just ignore the game entirely.

Your 'pushes us to be better' standard is flawed because it doesn't matter. Your gaming skills translate into nothing but being better at games. Great if you're competitively gaming, but that's such a small percentage of the market as to be pointless to develop for.

We can build games to teach other skills, sure, but those don't sell as well. People are looking for entertainment, and most want that to be passive entertainment. "I want to turn off my brain" stuff because humans are fucking lazy creatures. Sure the initial high of the challenge is great, but it gets boring and people move on.

The completion % for Dark Souls was 36% and while it's hard, its nowhere near the level of difficulty you're asking for. "Better AI" by your definition takes money out of dev & publisher's hands. It's not happening.

But we've had this argument before. You think it's pointless to not do things at 100% and be the best at it. You go, Ash Ketchum.
Absolutely got me on the last point. Don't remember the argument coming up before, I usually try to avoid arguing on forums these days.

As for the rest - all I'm saying is I want good AI. Better than me (for the reasons mentioned of self-improvement and challenge). I objected only to people saying "everyone wants" this, or that I only think I want something. I hate the idea of designed-to-be-challenging-but-still-beatable AI. I know I'm a huge outlier, and I could go on regarding my opinions on your other points (if you want) but I think we're in agreement about what games should have. They need to be entertaining for the majority of their player-base and that means not catering to me. I'm fine with that.

It's just that when people said "we all want this kind of AI", I was putting my hand up to say "not me!".


Edit: Ash Ketchum is a chump.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Raph on April 21, 2015, 10:52:07 PM
Onto game systems and social structure now: http://www.raphkoster.com/2015/04/21/designing-a-living-society-in-swg-part-one/

Covers levelling, skills, power differentials, resources, crafting, and economy.

Hope to get to social stuff tomorrow, but this was foundational to talking about it.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Khaldun on April 22, 2015, 04:33:02 AM
This, in spades: that MMOs got addicted to preventing behaviors rather than enabling them. This is a big part of what I'm writing about now, about where the entire idea of virtual worlds when totally wrong.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: tmp on April 22, 2015, 05:37:17 AM
The point of bringing up Faction Champions is that sometimes when you make the AI better, it really shows how flimsy the underlying mechanics of the game really are. We are used to the trinity because it always existed that way in raiding games from an MMO standpoint. What Faction Champions did was really expose how stupid that is by making a small change to the Boss Behavior. When you remove the taunt mechanics of tanking (which are totally ridiculous when you think about it) the entire thing falls apart.
This is a rather silly argument to me whenever it's brought up, because all it really boils down to is "look look, removing a key mechanics breaks the gameplay!" Like gosh, who knew? It's like removing double jump from Mario and then acting surprised you can no longer complete existing levels -- it doesn't matter any whether the double jump as mechanics is "ridiculous" or if the taunt breaks your immershiun, the key is the gameplay was built upon it, so if you suddenly yank it out then, duh.

One could as well disable the CC from the game and then go, too, "what, you can't kill anyone in PvP anymore out of sudden? hyuk hyuk maybe you're just bad". Because it'd do the same thing, break the crutch the whole mechanics is based upon, and expose that hey, if you remove stuff that was put there to have things function, they will no longer function.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: tmp on April 22, 2015, 05:56:28 AM
Onto game systems and social structure now: http://www.raphkoster.com/2015/04/21/designing-a-living-society-in-swg-part-one/

Covers levelling, skills, power differentials, resources, crafting, and economy.

Quote
I say that I am unsure that some on the team quite grasped this, because when the buff system went in it allowed buffs up to 400%, or something. I suspect this is likely because many of the team were just used to EQ-style advancement.
My vague recollection of that stuff from the SWG forums is, the buffs were cranked up on purpose because people held rather correct opinions that "10% is worthless" especially when it involves jumping through hoops and professions to obtain. If you want to have cooks in your game who actually take time to buy ingredients and spend time to make stuff, then this stuff has to give a benefit that looks valuable enough someone will want to spend their game money on it and then inventory slot(s) to carry it around and their time to keep it applied. And 10% comes nowhere near justifying any of this hassle.

You have Pillars of Eternity making the same mistake, recently. It comes with tons of recipes and ingredients for food and shit, and then you read that you get out of it something like 1 damage reduction for five minutes (or better yet, a point of benefit and then after a few minutes a penalty) and it's like "were you just trying to fill a bullet point for the box or something" because all this shit winds up utterly ignored because really.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lantyssa on April 22, 2015, 07:25:40 AM
The problem was the beginning months like Raph said, where crafters needed to build up the materials and structures to make the best.  It was probably a year in until the proper stats for BE tissues were cracked, and people went from making stuff at 50% quality to consistently hitting 98-99%.  (Granted that one took extra long compared to general crafting since the displayed contributions were incorrect, but that meant a boost to every single piece of armor and clothing worn from then on.  And saying it like that kind of awes me, since it means I'm personally responsible for power creep in an online game.  Wow.)

Whomever took over after he left didn't understand that.  They started buffing/nerfing things based on current player power instead of potential power.  When crafters finally caught up those changes threw everything out of whack.  Suddenly a solo player could handle an entire herd of rancor at once.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Surlyboi on April 22, 2015, 07:44:35 AM
A single player? Hell, when I was a BE, I made Durnis that ate Rancor herds for breakfast.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Raph on April 22, 2015, 12:39:48 PM
people held rather correct opinions that "10% is worthless" especially when it involves jumping through hoops... 10% comes nowhere near justifying any of this hassle.

Someone had better let the D&D guys know that +1 magic swords are worthless....!


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: WayAbvPar on April 22, 2015, 12:53:01 PM
people held rather correct opinions that "10% is worthless" especially when it involves jumping through hoops... 10% comes nowhere near justifying any of this hassle.

Someone had better let the D&D guys know that +1 magic swords are worthless....!

At low levels they are fine, and if something can only be hit by magic. After about 5th level they are essentially worthless.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lantyssa on April 22, 2015, 01:13:52 PM
10% is a +2 sword. :drillf:

Back when we had to slaughter goblins both ways uphill while slogging through a stone to mud spell, we dreamed of having +2 weapons.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Merusk on April 22, 2015, 01:17:35 PM
The tyranny of PC stats and game mathematics when it runs into player expectations.

+1 is 5% on a D20. Seems nice on the surface, sure.

When I pay you 5% interest on a dollar loan it kinda seems pointless, yeah?

Same thing when doing 5% extra damage at base 100dps to a 10k HP mob. Sure, you killed it 5% faster, but was it worth the time and effort to get that 5%?  Most humans are going to instinctively say no, even when the mathematical models say, "But it lets you kill an additional 1.8 mobs per hour and an additional 43 per day!"



Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Nebu on April 22, 2015, 02:19:40 PM
Back when we had to slaughter goblins both ways uphill while slogging through a stone to mud spell, we dreamed of having +2 weapons.

 :heart:  :awesome_for_real:  :heart:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Rendakor on April 22, 2015, 03:01:49 PM
As a lifelong D&D player who has recently introduced some long-time-video-gamers to PnP stuff, +1 weapons certain come across as underwhelming.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Gimfain on April 22, 2015, 03:12:09 PM
Onto game systems and social structure now: http://www.raphkoster.com/2015/04/21/designing-a-living-society-in-swg-part-one/

Covers levelling, skills, power differentials, resources, crafting, and economy.

Hope to get to social stuff tomorrow, but this was foundational to talking about it.
That mining/processing tree is crazy. Just promise me that there won't be any steel minerals found in the world of crowfall.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Malakili on April 22, 2015, 03:41:37 PM
As a lifelong D&D player who has recently introduced some long-time-video-gamers to PnP stuff, +1 weapons certain come across as underwhelming.

I dunno, I knew a lot of raiders who used to geek out on getting even an extra 1% to hit.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: sam, an eggplant on April 22, 2015, 04:01:03 PM
Dikuclones are all about character progression, and progression becomes increasingly incremental at endgame. Moving from one raid tier to the next might be a 20% total performance gain, so 1% here or there is a big deal. People expend tremendous effort optimizing for that 1%.

SWG wasn't a dikuclone, so obviously that doesn't apply at all.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: DayDream on April 22, 2015, 04:08:09 PM
the value of +10%, is all about WHICH 10%.



adding "+10%" chance to hit on a base 50% hit rate, and turning that into 60% chance to hit is very different from adding +10% to a base of 10% hit rate and turning that into 20%.  Or, even moreso, multiplying by 10% instead of adding.  Or any number of other ways to play that out.

Good theorycrafting can be complicated.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Malakili on April 22, 2015, 04:09:57 PM
Dikuclones are all about character progression, and progression becomes increasingly incremental at endgame. Moving from one raid tier to the next might be a 20% total performance gain, so 1% here or there is a big deal. People expend tremendous effort optimizing for that 1%.

SWG wasn't a dikuclone, so obviously that doesn't apply at all.

But I was responding to a post that was talking about crossover between video game audience and pencil and paper rules. 


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: tmp on April 22, 2015, 04:54:33 PM
people held rather correct opinions that "10% is worthless" especially when it involves jumping through hoops... 10% comes nowhere near justifying any of this hassle.

Someone had better let the D&D guys know that +1 magic swords are worthless....!
If the D&D guys made that +1 as much of repeatable, short term benefit hassle to obtain as the guys inventing MMO buff systems do, you can bet your behind that yes, the reception would be about as lukewarm.

The saving grace of +1 is you get it once and it sits there, always helping. It's not much of a bonus but it's not much of effort to have it, either.

But if you are instead made to jump through multiple hoops over and over and over for 5-10 mins worth of that +1? Fuck that shit.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Gimfain on April 23, 2015, 12:45:35 AM
At 50% hit and 10 damage on average hit your will hit for 5 damage/round. At 55% hit and 11 damage on average hit, you will hit for 6.05 damage/round. +1 sword gives you a 20% increase in damage. The reason why you might not see this increase is because its hidden by RNG but if you played a gaming session where your friend deals 20% more damage you will notice it fairly quick.

If we take a typical 10% health and damage increase and put it into a PvP fight, the following happens. Person A has 100 health and deals 10damage/round, person B has 110 health and deals 11 damage/round. After 9 rounds person A has 1 health, it takes 11 rounds for person B to die. This means that person B has 18% health left when person A goes down.

If we take another scenario where you add a healer (since those still exists in games), where teammate A's healer does 5healing/round, and B's healer does 5.5 healing/round it takes 17 rounds for A to go down, it takes 25 rounds for B to go down. It skews the stats even further if we add damage reduction, and that's why rift's valor system was so awful for PvP.

In any competitive gaming 10% increases makes a huge difference, and that's why themepark player goes through hoops to get 10 of the 1% increases because when you play tough content a 10% increases makes more than 10% difference.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Azazel on April 23, 2015, 02:25:01 AM
Not being a Jedi didn't even register on exit surveys. Bugs, lack of content, those were the top exit reasons, and by a LOT. I want to say fully half of all exits were from people who had run out of things to do because there wasn't enough content.

I never played the game because I couldn't be a Sith/Jedi.  You didn't do exit surveys on people who didn't play the game, obviously, and some of those didn't play the game because they didn't like the sound of Sim Beru.  Are people like me a minority?  Don't know, I don't make games (or do business plans for games) for a living.

tldr; your survey didn't include people who really wanted to be Luke or Darth

Agreed. I was heavily into EQ and very excited to see what SWG would be. When reports were solid on the fact that it turned out to not be about star WARS, and after "hm.. wait and see?" it turned out to be SimBeru with Wookee hairdressers but the worst grind ever to be a jedi I simply didn't bother at all. And I have thousands of dollars worth of Star Wars merch. I should have been a lifelong subscriber to that game.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ironwood on April 23, 2015, 02:28:04 AM
I played it.  It was awful.

I am now finding out WHY it was awful.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Cyrrex on April 23, 2015, 02:30:41 AM
At 50% hit and 10 damage on average hit your will hit for 5 damage/round. At 55% hit and 11 damage on average hit, you will hit for 6.05 damage/round. +1 sword gives you a 20% increase in damage. The reason why you might not see this increase is because its hidden by RNG but if you played a gaming session where your friend deals 20% more damage you will notice it fairly quick.

If we take a typical 10% health and damage increase and put it into a PvP fight, the following happens. Person A has 100 health and deals 10damage/round, person B has 110 health and deals 11 damage/round. After 9 rounds person A has 1 health, it takes 11 rounds for person B to die. This means that person B has 18% health left when person A goes down.

If we take another scenario where you add a healer (since those still exists in games), where teammate A's healer does 5healing/round, and B's healer does 5.5 healing/round it takes 17 rounds for A to go down, it takes 25 rounds for B to go down. It skews the stats even further if we add damage reduction, and that's why rift's valor system was so awful for PvP.

In any competitive gaming 10% increases makes a huge difference, and that's why themepark player goes through hoops to get 10 of the 1% increases because when you play tough content a 10% increases makes more than 10% difference.

Well, sure, if you believe all that fancy schmancy math stuff.  I prefer to have my facts based on gut feeling and from the hip shooting.  And besides, as long as my +1 is slightly shinier than the regular Longsword, that's all that really matters.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Azazel on April 23, 2015, 02:42:47 AM
Well yes, AAA games have fucked themselves. See Square Enix's disappointments at the 2+ million sales of games like Sleeping Dogs and Tomb Raider. Those games selling 2+ million copies ought to be a goddamn studio/publisher defining hit, instead they actually caused people to lose jobs because they weren't "hit enough."


I want to say Capcom is the worst at this, to the point where they've nearly gone bankrupt because of it.

Capcom also fucked themselves with overly-aggressive and overly-dodgy DLC. Including on-disc DLC and too many iterative releases of the same games at full retail. And more than a few games that just aren't that good.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Azazel on April 23, 2015, 03:01:02 AM
We can build games to teach other skills, sure, but those don't sell as well. People are looking for entertainment, and most want that to be passive entertainment. "I want to turn off my brain" stuff because humans are fucking lazy creatures. Sure the initial high of the challenge is great, but it gets boring and people move on.

I agree with almost all of what you said in this post, except for this bit, which is just stupid. I've been at work all week. Now that I'm home and tired and feel like slaughtering some dumbass AI in a dumbass FPS to let off some steam and relax/have a laugh/enjoy some light entertainment might mean "I want to turn off my brain", but it's a totally different kettle of fish to being lazy. Unless you secretly agree with hardcore Sophie.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ironwood on April 23, 2015, 03:38:54 AM
Counterpoint :  I've had a shitty, long, hard week and actually, all I want to do when I get home is fire up two-player Portal 2 and teach Elena some more spatial awareness while solving brain thunking puzzles.

Generic 'People Want This' always has exceptions.  That said, I still don't believe that Sophismata wants what he actually says he wants.  Or possibly wanting a thing is wildly different to having a thing.

A much superior AI in an FPS single player ?  No-one really wants that.  Multiplayer, sure, but single player ?  May as well just fire up a game you have no clue about playing and jump online so that anti-social and maladjusted kiddies can hurt you for hours.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Gimfain on April 23, 2015, 04:38:25 AM
I can honestly say that a huge amount of games I really enjoyed despite them having mediocre AI, and I can't figure out any games I enjoyed because the game had great AI. When it comes to games I will settle for functionable AI.

In an fps I wish for controls that are intuitive and responsive while the layout of the map makes for interesting gameplay. I don't really mind that AI has a tendency to become obvious and in some cases its enjoyable to solve the patterns that mobs go, just as long as you don't have to deal with bullet sponge. DS/bloodborne doesn't have any spectacular AI, but it serves its function, its the tuning of the fights and responsive controls that makes those games such a popular niche.

I with rpg's would have better AI, fights usually ends up being about statistics. However, I will enjoy a good rpg even though it has mediocre ai.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: tmp on April 23, 2015, 04:42:28 AM
At 50% hit and 10 damage on average hit your will hit for 5 damage/round. At 55% hit and 11 damage on average hit, you will hit for 6.05 damage/round. +1 sword gives you a 20% increase in damage. The reason why you might not see this increase is because its hidden by RNG but if you played a gaming session where your friend deals 20% more damage you will notice it fairly quick.
That's a nice theory. Here's the same fight in practice:

(enemy has 60 hp)

basic sword: hit miss miss hit hit miss hit miss miss hit hit, dead
+1 sword: hit miss hit hit miss miss hit miss hit miss hit, dead

your 5% extra to hit simply doesn't get much opportunity to register. Your +1 damage makes no effective difference -- whether you do 50 or 55 damage to the enemy in your five first hits, is still just as alive and kicking until the total damage meets the 60 hp threshold. And when you do meet it that 6 hp of damage extra you did while at it with your better weapon makes no difference whatsoever.

Quote
If we take a typical 10% health and damage increase and put it into a PvP fight, the following happens. Person A has 100 health and deals 10damage/round, person B has 110 health and deals 11 damage/round. After 9 rounds person A has 1 health, it takes 11 rounds for person B to die. This means that person B has 18% health left when person A goes down.
:awesome_for_real:

i don't think I ever was part of a PvP fight which involved lining up and then carefully trading autoattack blows until one person falls over, making sure the outcome is controlled by no factor other than the damage/hit rng.

Even so, what you get here is a situation where after 10 hits it takes the weaker person to die (because you know, 99 damage you dealt to them in 9 hits doesn't actually kill them, it will take another swing) their opponent is with 10 hp left. That's actually 9% remaning, not 18% Meaning that yes, if it wasn't for that hp increase they got along with damage bonus, the damage bonus itself made no effective difference. If you had both of them with 100 hp each then whether their weapon dealt 10 or 11 points of damage would make no difference -- they'd die together.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ironwood on April 23, 2015, 05:07:53 AM
I can honestly say that a huge amount of games I really enjoyed despite them having mediocre AI, and I can't figure out any games I enjoyed because the game had great AI. When it comes to games I will settle for functionable AI.

In an fps I wish for controls that are intuitive and responsive while the layout of the map makes for interesting gameplay. I don't really mind that AI has a tendency to become obvious and in some cases its enjoyable to solve the patterns that mobs go, just as long as you don't have to deal with bullet sponge. DS/bloodborne doesn't have any spectacular AI, but it serves its function, its the tuning of the fights and responsive controls that makes those games such a popular niche.

I with rpg's would have better AI, fights usually ends up being about statistics. However, I will enjoy a good rpg even though it has mediocre ai.

The Grunts in the original Half-Life came as a pleasant surprise at the time and actually worked to give you a challenge and scare you.  I suspect, however, that was only because the AI in opponents up until that point had been so shockingly bad.

Having a Grunt fling a grenade at your camping ass was...both terrifying and gigglesome.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Zetor on April 23, 2015, 06:20:09 AM
At 50% hit and 10 damage on average hit your will hit for 5 damage/round. At 55% hit and 11 damage on average hit, you will hit for 6.05 damage/round. +1 sword gives you a 20% increase in damage. The reason why you might not see this increase is because its hidden by RNG but if you played a gaming session where your friend deals 20% more damage you will notice it fairly quick.
That's a nice theory. Here's the same fight in practice:

(enemy has 60 hp)

basic sword: hit miss miss hit hit miss hit miss miss hit hit, dead
+1 sword: hit miss hit hit miss miss hit miss hit miss hit, dead

your 5% extra to hit simply doesn't get much opportunity to register. Your +1 damage makes no effective difference -- whether you do 50 or 55 damage to the enemy in your five first hits, is still just as alive and kicking until the total damage meets the 60 hp threshold. And when you do meet it that 6 hp of damage extra you did while at it with your better weapon makes no difference whatsoever.

Quote
If we take a typical 10% health and damage increase and put it into a PvP fight, the following happens. Person A has 100 health and deals 10damage/round, person B has 110 health and deals 11 damage/round. After 9 rounds person A has 1 health, it takes 11 rounds for person B to die. This means that person B has 18% health left when person A goes down.
:awesome_for_real:

i don't think I ever was part of a PvP fight which involved lining up and then carefully trading autoattack blows until one person falls over, making sure the outcome is controlled by no factor other than the damage/hit rng.

Even so, what you get here is a situation where after 10 hits it takes the weaker person to die (because you know, 99 damage you dealt to them in 9 hits doesn't actually kill them, it will take another swing) their opponent is with 10 hp left. That's actually 9% remaning, not 18% Meaning that yes, if it wasn't for that hp increase they got along with damage bonus, the damage bonus itself made no effective difference. If you had both of them with 100 hp each then whether their weapon dealt 10 or 11 points of damage would make no difference -- they'd die together.
A weapon that does +1 damage by itself doesn't make much of a difference, especially with such low numbers as in your examples (where the advantage is lost in rounding errors). But what happens if A has 1000 hp, 100 damage per hit, 92% hit chance, 55% damage reduction and 25% crit chance while B has roughly 10% better stats (due to better gear / buffs) with 1100 hp, 110 damage per hit, 100% hit chance, 60% damage reduction and 28% crit chance? Obviously they wouldn't try to autoattack each other to death, they would be using burst abilities (e.g. "NotMortal Strike" doing damage equivalent to 5 autoattacks on a 10 second cooldown). I don't have a combat sim handy, but I'm pretty sure B would defeat A relatively effortlessly, and it would be even more pronounced with the addition of healers and other players (less incoming burst = healer can use mana-efficient heals and afford to play aggressively, while the other one has to switch to emergency heals and risk getting caught out of position, etc etc) -- even though he only had a 10% (or less) advantage in stats!

To be a bit more ontopic, I think this was also the case in SWG. I played a doctor, and I remember giving out a shitton of buffs for all health/action stats/substats that were used in conjunction with other buffs like food. Even if each of my buffs only increased a stat by 10%, the aggregate increase in character effectiveness was much higher... especially if you could reach a threshold where using your special abilities while in composite armor didn't damage your own HAM. (aaaand now I think it's time for the usual "lol, HAM" posts)

e: english is hard


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: IainC on April 23, 2015, 06:26:53 AM
In Eve Online most of the advanced skills add 2% per level to the base attribute to a max of +10%, players spend weeks training those skills and the pre-reqs. In any competitive arena, players generally jump through whatever hoops they need to for even a comparatively slim margin because no-one wants to lose for the sake of that 10% edge that they could have had but didn't.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Cyrrex on April 23, 2015, 06:35:10 AM
I can honestly say that a huge amount of games I really enjoyed despite them having mediocre AI, and I can't figure out any games I enjoyed because the game had great AI. When it comes to games I will settle for functionable AI.

In an fps I wish for controls that are intuitive and responsive while the layout of the map makes for interesting gameplay. I don't really mind that AI has a tendency to become obvious and in some cases its enjoyable to solve the patterns that mobs go, just as long as you don't have to deal with bullet sponge. DS/bloodborne doesn't have any spectacular AI, but it serves its function, its the tuning of the fights and responsive controls that makes those games such a popular niche.

I with rpg's would have better AI, fights usually ends up being about statistics. However, I will enjoy a good rpg even though it has mediocre ai.

The Grunts in the original Half-Life came as a pleasant surprise at the time and actually worked to give you a challenge and scare you.  I suspect, however, that was only because the AI in opponents up until that point had been so shockingly bad.

Having a Grunt fling a grenade at your camping ass was...both terrifying and gigglesome.


This reminds me actually of the original Far Cry.  That game was one of the first real games where you could really hide in the brush and use it for cover.  And then when the bad guys did it right back to you it was OMGWTFROFL.  Especially in the dark.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: tmp on April 23, 2015, 07:32:47 AM
In Eve Online most of the advanced skills add 2% per level to the base attribute to a max of +10%, players spend weeks training those skills and the pre-reqs. In any competitive arena, players generally jump through whatever hoops they need to for even a comparatively slim margin because no-one wants to lose for the sake of that 10% edge that they could have had but didn't.
EVE skills get trained because it costs you nothing to do so (well ok skill books cost ISK, lol) They're passive "train and forget" improvements which don't require you to repeatedly jump through the same boring hoops just to maintain them. Some of them are also required to operate certain equipment. But around the time I played EVE it had its own share of "lol, nope" stuff that was not permanent upgrades (certain faction gear, ships and implants) which, while providing noticeable edge, wasn't going to save your bacon against three more dudes in stock ships or plain lag spike. Sure, there were some people who would get that equipment but they're relatively few.

That's ultimately the difference it boils down to -- easy, cheap, permanent improvements vs stuff which is nothing like that. If your "buffs" fall under the latter and require repetitive daily effort to obtain then the benefits they provide should be noticeably better than what you get without such effort. If you fail that, a normal person will give it a try or two but eventually conclude that you know, they don't really need this extra work for dubious gain. And the only audience who will keep jumping through these hoops (and bitch all the way while they do) gonna be the 1% "hardcore spreadsheet raiders" who convinced themselves that yes, it's totally worth it because look, charts. Which in itself should be a good indicator the balance of the system is shit.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ironwood on April 23, 2015, 08:34:23 AM
Yeah, look at the same bonuses you get in MechWarrior Online.

Small percentages that cost a fuckload of time, XP and cash.

So I took the 'fuck that' approach.  They're utterly worthless, unless (and here's the important bit) you're GOING TO GET THEM ANYWAY.  So if you're a grinder in MWO, you'll get them and use them, but if you're not, you probably won't.

And it just widens what I like to refer to as 'The Cunty Gap'


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: sam, an eggplant on April 23, 2015, 09:24:18 AM
You don't necessarily get that stuff anyway. Not in a diku. If you don't raid, you always perform substantially behind those that do, and there are multiple raiding difficulties that offer increasing power levels, worth around 10% total performance per step up. Since equipment is the only way to improve your character at maximum level, this is a powerful incentive to raid.

Now raiding isn't difficult, by any means. It does consume a great deal of time (usually in a static period every night), generates unending drama, and constant wipes can be excruciatingly boring, so lots of people are either unwilling or unable to do it. Those people are dramatically less powerful than those that do.

The usual response to that is "if you don't raid you don't need that gear in the first place", but that doesn't stand up to examination. Dikus are engaging due to the prospect of constant progression, and once that progression is curtailed, the core gameplay is short-circuited and the game becomes markedly less sticky, relying on soft social connections. If those social connections are weak or dissolve, and your player can't progress their character, he quits.

None of this has anything to do with SWG, of course. Derailed bigtime!


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Malakili on April 23, 2015, 09:43:10 AM
The principle of 'kill bigger, badder guys" to get "bigger badder loot" makes sense.  The problem is that in a game with raiding that creates the aforementioned divide.  You have to wonder if Dikus would do better just to leave raiding out altogether at this point and just make increasingly difficult small group content.  I realize the limitations of what you can design for 5 people compared to 25, but it isn't 2005 anymore.  I remember when WoW world firsts were big news. Not even people who raid every night care about that crap anymore.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: sam, an eggplant on April 23, 2015, 09:52:50 AM
Yes, dikus absolutely should offer alternative advancement paths. PvP is technically an alternative, but that's really an entirely separate game.

So far, nobody has tried offering small-group progression content, but I don't see why that would necessarily be so different than raiding. WoW raids already scale from 10 to 30 players, if they scaled to 5 players would that solve anything? I doubt it.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ard on April 23, 2015, 09:58:28 AM
So far, nobody has tried offering small-group progression content, but I don't see why that would necessarily be so different than raiding. WoW raids already scale from 10 to 30 players, if they scaled to 5 players would that solve anything? I doubt it.

Final Fantasy 14 does this exact thing, and is probably the main reason it still has players, other than being final fantasy.  It's raid size caps out at 8 players.  There are several non-raiding alternate gear paths.  Three months after a new raid tier comes out, they make it easier to obtain raid tier gear.  Six months after, they add in the mechanism that makes that tier easier to do in general so that pretty much everyone can do it, tosses it into the dungeon finder, and releases the new tier.  They've also been adding ways to help other people do the raids after you've gotten your weekly loot from it yourself.  They've honestly been doing a damn good job of reducing the hurdles to progression for the average player.

edit:  Oh, they also keep adding incentives to run older dungeons and raids via their dungeon finder or new crafting drops that actually mostly works


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: sam, an eggplant on April 23, 2015, 10:02:17 AM
WoW offers catch-up mechanisms with every major content release also, that isn't unique to FFXIV. Catch-up after 6 months or a year isn't exactly compelling.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ard on April 23, 2015, 10:03:38 AM
I'm not saying the catch up mechanisms are.  I'm saying that they have NON raiding progression paths, along with raiding progression paths that get easier over time, while still being somewhat relavent.  

Edit:  I should also be clear, I haven't played in like six months now due to work, but when I did play, I'd generally go through 3 month cycles where I just wouldn't bother raiding because I didn't feel there was any real need to.  I was really heavy into the crafting side and could generally make nearly comparable gear.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: sam, an eggplant on April 23, 2015, 10:08:35 AM
Crafting is a separate game, if you enjoy that stuff it will keep you playing. Otherwise, if you didn't have strong social connections in-game, you probably would have quit between content releases.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ard on April 23, 2015, 10:12:38 AM
edit:  You know what, no, I'm not biting, I'm done.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Torinak on April 23, 2015, 01:31:42 PM
Onto game systems and social structure now: http://www.raphkoster.com/2015/04/21/designing-a-living-society-in-swg-part-one/

Covers levelling, skills, power differentials, resources, crafting, and economy.

Hope to get to social stuff tomorrow, but this was foundational to talking about it.

Is it just me, or did the craptacular database performance end up torpedoing nearly every really innovative and interesting system in SWG?

It makes me sad as I remember talking to my colleagues about some of the SWG DB issues for commiseration as we fought with another of that company's databases...when we finally junked it and replaced it with a different database, we got about two orders of magnitude performance increase on less-beefy hardware and with about 1/20 of the annual costs (fully loaded engineering, hardware, DB admins, licensing costs). If we hadn't been dealing with real money, we could have boosted performance much much higher at the cost of a tiny amount of reliability under certain failure modes, or with non-real-time processing.

Some of my more remote colleagues were dealing with write loads in the millions of TPS, too, which was doable with moderately-customized open-source solutions (in 2003!) for a tiny fraction of the total cost of the commercial database system.

Come to think of it, I never encountered anyone who had good things to say about databases like the one SWG used for its first few years...


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: sam, an eggplant on April 23, 2015, 02:06:01 PM
SWG used Oracle, which is by far the most capable transactional database in the world. It was in 2003, and it still is today. It has zillions of knobs to twiddle to optimize performance, too. It is the best transactional database product available. It is incredibly expensive, though, and Oracle (the company) is evil.

Back in 2003... Postgres was on version 7.something, before point in time recovery and before it even supported replication. Not usable for a MMO. MySQL was version 4.0. It did statement-based replication, but no subqueries, accepted all kinds of broken-ass input without complaint, no information schema, views, triggers, cursors, and it wasn't even transaction-compliant without an external storage engine. I used it myself, I've been using MySQL since 3.23, but it was seriously primitive stuff. NoSQL DBs were a decade away.

Oracle was well over a decade ahead of the open-source alternatives back in 2003. It's still substantially ahead.

That doesn't mean it was the right choice for SWG. I have no insight into how their application was architected. But saying "SWG sucked cuz Oracle is bad" is simply not accurate. It's MMO forum twaddle.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Torinak on April 23, 2015, 06:48:37 PM
SWG used Oracle, which is by far the most capable transactional database in the world. It was in 2003, and it still is today. It has zillions of knobs to twiddle to optimize performance, too. It is the best transactional database product available. It is incredibly expensive, though, and Oracle (the company) is evil.

Back in 2003... Postgres was on version 7.something, before point in time recovery and before it even supported replication. Not usable for a MMO. MySQL was version 4.0. It did statement-based replication, but no subqueries, accepted all kinds of broken-ass input without complaint, no information schema, views, triggers, cursors, and it wasn't even transaction-compliant without an external storage engine. I used it myself, I've been using MySQL since 3.23, but it was seriously primitive stuff. NoSQL DBs were a decade away.

Oracle was well over a decade ahead of the open-source alternatives back in 2003. It's still substantially ahead.

That doesn't mean it was the right choice for SWG. I have no insight into how their application was architected. But saying "SWG sucked cuz Oracle is bad" is simply not accurate. It's MMO forum twaddle.

I'm glad you've had a more positive experience than has everyone I've ever worked with. At least now there's one data point in the positive column!

For anyone who was playing SWG after mid 2006 (when Sony Entertainment moved every game to another database platform, according to a press release), did the performance issues get any better? Did SWG or any of SOE's other games start to have new problems that were blamed on the database? I wasn't playing any SOE games in the relevant timeframe.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: sam, an eggplant on April 23, 2015, 09:53:35 PM
The people you worked with either weren't DBAs or were incompetent DBAs.

SWG's problems were commonly blamed on Oracle at the time, but like I said, that was MMO forum twaddle. Oracle wasn't the problem; it was their hardware's lack of power or their chosen implementation of Oracle was wrong for their app. Oracle can do almost anything. At the time, before nosql DBs were available, Oracle was king of the world. DB2 was cheaper (IBM would give it away) and MS-SQL was easier to use, but Oracle was the most flexible and powerful.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: tmp on April 24, 2015, 03:56:41 AM
Raph didn't link it here yet but the second part of the last article is up: http://www.raphkoster.com/2015/04/22/designing-a-living-society-in-swg-part-two/


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ironwood on April 24, 2015, 04:33:59 AM
It's a doozy.  I can understand him being hesitant to post it here personally.   :why_so_serious:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Raph on April 24, 2015, 07:26:55 AM
It's a doozy.  I can understand him being hesitant to post it here personally.   :why_so_serious:

Actually, I was quite looking forward to Ironwood's reaction to the combat section in particular. :)

Am on the road, at the Crowfall offices now and then heading to Europe to do consulting gigs, so I just haven't had time to post here, is all.

I think I have one more post to go.  I will whet your appetites with the draft title: "Did SWG fail?"


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lantyssa on April 24, 2015, 07:32:06 AM
I miss my critters. :cry:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Merusk on April 24, 2015, 07:48:28 AM
I think I have one more post to go.  I will whet your appetites with the draft title: "Did SWG fail?"

Yes. It failed in the same way Zaha Hadid's Library and Learning center in Vienna, Peter Eisenmann's DAAP addition in Cincinnati, Many of Frank Lloyd Wright's buildings and Rafael Viñoly's 20 Fenchurch Street in London did.

It ignored the client demands in favor of a greater ideal. While actually completed and marked as iconic, it has underlying flaws and failures of foresight that can not be denied and a designer who still hasn't learned.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ironwood on April 24, 2015, 07:55:56 AM
It's a doozy.  I can understand him being hesitant to post it here personally.   :why_so_serious:

Actually, I was quite looking forward to Ironwood's reaction to the combat section in particular. :)

Am on the road, at the Crowfall offices now and then heading to Europe to do consulting gigs, so I just haven't had time to post here, is all.

I think I have one more post to go.  I will whet your appetites with the draft title: "Did SWG fail?"

Heh.  I put  :why_so_serious: in when I'm in no way serious.

For my part, I'm not sure I have much to say on it.  I can't exactly call myself an avid consumer of SWG due to it being a huge disaster (which you're picking apart nicely), so I can't even come from the angle of 'omg, I was horribly betrayed' or anything like that.  I don't think anything in the combat section will surprise anyone here...
What I will say is that you're actually kind of lucky that it failed your vision, because a worse fate would have been it all working as you intended, I suspect.  I am eagerly looking forward to the last part, though an alternate title might be 'Sucking The Marrow Of The Earth.'


If you're drifting round my part of Europe, feel free to claim that drink though.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Paelos on April 24, 2015, 07:59:12 AM
I'd say calling it a total failure would be petty. It failed in several respects, and succeeded in several others.

I still look upon the crafting system as one of the biggest success stories ever in MMOs. I look at the combat system as one of the biggest failures in MMOs.

There's so much to be learned from the game, and so much that should be implemented in games to come with better emphasis on combat. I think SWG's failing was it created the world, created the economy, and then made the actual fighting part of the game a pointless slog.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ironwood on April 24, 2015, 08:15:32 AM
Nothing is ever a total failure.   At the very least, you learn not to do it again.

That being said, I guess that outcome will depend on Crowfall, won't it ?


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Paelos on April 24, 2015, 08:21:11 AM
Nothing is ever a total failure.

True, if the question was it a bigger success than a failure, I think the answer would be that it was a bigger failure. Mainly because financially it had to be retooled, the game had a major overhaul that rivaled Trials of Atlantis in terms of driving people away, and the combat system is still looked upon as what not to do.

I don't have rose colored glasses about the game, I remember quitting when I realized I was literally logging in to check and move my mining harvesters, make sales, and logging out. That was the end for me. The worlds were barren and there was little reason to participate in the "War" of Star Wars.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: sam, an eggplant on April 24, 2015, 08:41:17 AM
The true tragedy was how SWG's failure to execute was taken as an object lesson by the industry.

The right lesson would be "don't release until it's ready". Simple to say, harder to do. But the lesson they took to heart was "focus on combat at the exclusion of all else".

It's only now over a decade later that we're starting to see MMOs explore systems other than combat again, after endless timid and largely unsuccessful iterations on WoW.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ironwood on April 24, 2015, 08:58:07 AM
That's also because they learned the wrong lesson from WoW's success tho, eh ?


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: taolurker on April 24, 2015, 09:00:06 AM
Hey Raph.. Your instances metaphor about player homes was something actually in Anarchy Online at launch, so that iteration in EQ2 was actually innovated even before SWG.

I truly miss the chat system, with it's emotions, animations and scripted things, because I think it enhanced my roleplaying even more.

I also was the only profession NOT mentioned in any of the "articles" so far, a Combat Medic. I never had as much fun as I did using my mind poisons on whole groups in faction PVP. Truly was sad when that entire class and poisons/diseases disappeared completely.

I too miss my pets, and droids.  At the time of the NGE I think I had written an article for Morlocks or someplace, and I sure wish I was able to locate it.

Almost posted a link to the video I made of SWG mo-cap that was an entry for the SWG Adventure Pack under the comedy section, but since it lost to a Jedi doing lightsaber twirls to Yackity Sax it likely would be as well received here as it was in the contest.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: sam, an eggplant on April 24, 2015, 09:07:34 AM
That's also because they learned the wrong lesson from WoW's success tho, eh ?
Yes, what they should have learned from WoW was "be player-friendly and polish beyond belief". Instead we saw release after endless release of "WoW but X".


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lantyssa on April 24, 2015, 09:07:52 AM
Without knowing the exact numbers, I would guess it wasn't a failure so much as a failure of expectations.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: HaemishM on April 24, 2015, 09:33:06 AM
The Grunts in the original Half-Life came as a pleasant surprise at the time and actually worked to give you a challenge and scare you.  I suspect, however, that was only because the AI in opponents up until that point had been so shockingly bad.

Having a Grunt fling a grenade at your camping ass was...both terrifying and gigglesome.

This. When I think of great AI in an FPS, I think of Half-Life 1's soldiers tossing frags at your ass as you cower behind a crate. The first time I realized what was happening, I practically shit my pants.

I think "MOST" video game players want an AI that 1) is challenging, 2) is BEATABLE with effort and 3) is as unpredictable as a teenager covered in Cheeto dust and fueled by Moutain Dew Red. There are masochists out there, but they are rare.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ironwood on April 24, 2015, 09:39:40 AM
They also worked to flank you two, if there was more than one of them. 

Truly, that game was brilliance for the time.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: HaemishM on April 24, 2015, 10:06:57 AM
If I remember right, didn't they also flank you in other ways? Like if there was an open stairwell behind you they could reach, they wouldn't just walk up the pathways between the crates to get at you (thereby funneling themselves into chokepoints), they'd actually avoid the chokepoints at come at you up the stairwell to your back. I could be wrong about that, but I seem to remember them not funneling into predictable kill zones.

Whereas MMO's couldn't even pathfind their way through open fields. I keep remembering the entrance to Mistmoore and the Unrest house in Everquest 1. God what fucking nightmares.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Malakili on April 24, 2015, 10:16:30 AM
Let's not be too nostalgic about it.  The first play through of Half Life 1 was undoubtedly an amazing experience in part because of one's own expectations about how AI worked at the time.  That being said, after you played the game a lot you could actually just flat out skip a lot of enemies.  While they were busy flanking and hiding behind cover, a lot of the time you could just sprint through to the next area.  :oh_i_see:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: HaemishM on April 24, 2015, 12:27:54 PM
Yes, but that's the danger of any event-scripting based game. And the same could be said about instance/zone-based MMOG's, which is where the phrase "TRAIN TO ZONE!" came from. It was simply people trying to rush to another area to escape destruction.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Teleku on April 24, 2015, 01:20:06 PM
Let's not be too nostalgic about it.  The first play through of Half Life 1 was undoubtedly an amazing experience in part because of one's own expectations about how AI worked at the time.  That being said, after you played the game a lot you could actually just flat out skip a lot of enemies.  While they were busy flanking and hiding behind cover, a lot of the time you could just sprint through to the next area.  :oh_i_see:
Who the hell plays through a video game more than once?   :awesome_for_real:

Seriously, I never do.

Loved half life.  It deserves its rep as one of the greatest games ever created.  It absolutly revolutionized FPS's, and I'm not sure I've ever played a game that blew me away as much as half life did at the time (I'm also getting old and jaded though).


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Gimfain on April 24, 2015, 01:41:23 PM
I do read a lot of praise and criticism in raph's blog, and I have seen it in the comments of the game as well. I only mention it because it makes a good comparison with swtor.

The praise for the game is that it gave a different experience from the heavy combat online games and found an audience that doesn't get satisfied by the typical online gaming experience, and no games that does such a thing could truly be viewed a failure. On the other hand, after launch the focus wasn't on the players they had, instead they were busy trying to satisfy people that wasn't into the SWG experience. By doing this they lost far more players than it had, and that's why the game eventually ended up failing.

Swtor started out as being wow with lightsabers and while they attracted a huge amount of players for being star wars, lots of people were turned off by the game being wow except worse. The only thing that was actually interesting about the game was the solo-story game and also some mildly enjoyable group-content, and that's what they have been focusing on with each expansion. There has never really been any huge changes for the game, but by working hard on their audience the game did eventually become a success.

The lesson is an obvious one, know your audience.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Malakili on April 24, 2015, 01:57:45 PM
Let's not be too nostalgic about it.  The first play through of Half Life 1 was undoubtedly an amazing experience in part because of one's own expectations about how AI worked at the time.  That being said, after you played the game a lot you could actually just flat out skip a lot of enemies.  While they were busy flanking and hiding behind cover, a lot of the time you could just sprint through to the next area.  :oh_i_see:
Who the hell plays through a video game more than once?   :awesome_for_real:

Seriously, I never do.

Loved half life.  It deserves its rep as one of the greatest games ever created.  It absolutly revolutionized FPS's, and I'm not sure I've ever played a game that blew me away as much as half life did at the time (I'm also getting old and jaded though).

Well, I was young and didn't have a lot of money and so I played what I had a lot of times to get the most I could out of it.

But that aside, I agree.  Half Life is probably my favorite game of all time and arguably the best game ever made.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lantyssa on April 24, 2015, 01:59:18 PM
Have there been any games since that had a complicated faction system?  WoW's had some, but it mostly felt like grinding to get some item.

I could be friends with the Witches of Dathomir, Corsec, and a hundred others and they'd help out if something attacked me within their sight.  But they almost always had a counter faction or two so you always had an enemy, too.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: sam, an eggplant on April 24, 2015, 02:15:13 PM
You could change factions in the Matrix Online (anyone else remember that piece of godawful dogshit?) and EQ2. But I don't remember any with more complex factions like EQ1.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Viin on April 24, 2015, 02:45:34 PM
I think I played Matrix Online for two days before I uninstalled it.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: HaemishM on April 24, 2015, 02:51:21 PM
On the other hand, after launch the focus wasn't on the players they had, instead they were busy trying to satisfy people that wasn't into the SWG experience. By doing this they lost far more players than it had, and that's why the game eventually ended up failing.

Well, the game probably had to be considered a failure from the get-go, IMO - because it never EVER attracted the numbers that would make the game profitable in light of the licensing fees that were required. So it HAD to continually keep trying to satisfy people who weren't into the SWG experience because there weren't enough who WERE satisfied with the SWG experience to pay for the maintenance and licensing and still make a comfortable profit. So from a business stance, it was a failure.

Creatively, it sounds like it was about half-in-half. Raph, I appreciate you taking the time to write these port-mortem answers on the blog. I hope one day you'll design an MMOG I actually play at release instead of criticize from the sidelines.  :why_so_serious:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Draegan on April 24, 2015, 08:22:33 PM
Hey Raph can I get you on my podcast? I love player behavior in game environment discussions and your blog posts are excellent reads.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Hutch on April 26, 2015, 05:53:04 PM
On the other hand, after launch the focus wasn't on the players they had, instead they were busy trying to satisfy people that wasn't into the SWG experience. By doing this they lost far more players than it had, and that's why the game eventually ended up failing.

Well, the game probably had to be considered a failure from the get-go, IMO - because it never EVER attracted the numbers that would make the game profitable in light of the licensing fees that were required. So it HAD to continually keep trying to satisfy people who weren't into the SWG experience because there weren't enough who WERE satisfied with the SWG experience to pay for the maintenance and licensing and still make a comfortable profit. So from a business stance, it was a failure.

Creatively, it sounds like it was about half-in-half. Raph, I appreciate you taking the time to write these port-mortem answers on the blog. I hope one day you'll design an MMOG I actually play at release instead of criticize from the sidelines.  :why_so_serious:

Criticism from the sidelines is the bedrock upon which our community is founded  :why_so_serious:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: UnSub on April 26, 2015, 10:51:30 PM
The true tragedy was how SWG's failure to execute was taken as an object lesson by the industry.

The right lesson would be "don't release until it's ready". Simple to say, harder to do. But the lesson they took to heart was "focus on combat at the exclusion of all else".

But MMOs are never completely ready, just in failure states that may or may not be working as intended.  :grin:

As for 'was SWG a failure?', it absolutely was against developer expectations. It also wasn't what a lot of people wanted out of a Star Wars game (see: Raph's post on the conumdrum of playable Jedi).

In many ways the best thing that happened to SWG's legacy was the NGE, which killed the original game and made it into something of a legend.  Having such a dramatic change to the game helps deflect criticism of the original systems that didn't do enough to keep players to keep SOE happy.

If SWG has been a title without the Star Wars IP it would have been more able to succeed on its own terms.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Morat20 on April 27, 2015, 06:31:25 AM
Leaving WoW aside, what was the average number of subs on a triple A MMORPG before WoW? After WoW? Now?

Compared to everything BUT WoW, how did SWG do?


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lantyssa on April 27, 2015, 07:18:22 AM
Quite well in the grand scheme of things.  It was a failure of expectations.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: IainC on April 27, 2015, 07:19:01 AM
Leaving WoW aside, what was the average number of subs on a triple A MMORPG before WoW? After WoW? Now?

Compared to everything BUT WoW, how did SWG do?
The NGE was announced in mid 2005 and obviously would have been greenlit and planned long before that. I think that looking back from our current perspective, we can see that WoW was unique and broke the curve on subscriber numbers; but from the perspective of a product owner in 2005, this wasn't so obvious. Many people believed back then that WoW was opening up whole new swathes of players to the MMO experience and that these would eventually churn through and migrate to other games. Given that, it doesn't seem quite so ludicrous to try and build a product to capture some of that 11m subscriber runoff. Mythic thought so, Funcom thought so, Bioware thought so. In that light SOE's decision to double down and rewrite the game for a post-WoW audience doesn't seem so insane (the implementation is, of course, a different matter entirely).

The fact that they were all wrong and that WoW is pretty much the only MMO in history to go for more than 4 years without being put into maintenance mode is obvious now, but if I could go ten years into the future before making any business decisions, I'd be doing a lot better myself.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Merusk on April 27, 2015, 07:36:17 AM
Wow DID bring new players to the market and they HAVE migrated to other games. Just mention WoW in any other MMO and you'll find a bunch of former players. The aggregate total of those is probably greater than the difference between WoW's peak numbers and now. They just happened to be looking for different things when they migrated and didn't all jump to "the next big thing" as had happened previously.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lantyssa on April 27, 2015, 07:51:24 AM
WoW was doing well, but it had just launched.  And the people playing it weren't going to be jumping ship that easily.

Greed drove the direction, not sound business decisions.  Yes, it's easier to see in hindsight, but even back then it was possible to predict it would end poorly.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: IainC on April 27, 2015, 07:57:29 AM
Wow DID bring new players to the market and they HAVE migrated to other games. Just mention WoW in any other MMO and you'll find a bunch of former players. The aggregate total of those is probably greater than the difference between WoW's peak numbers and now. They just happened to be looking for different things when they migrated and didn't all jump to "the next big thing" as had happened previously.
I don't entirely agree. Sure there are ex-WoW players in other MMOs but not to the same extent that might have been expected. The players you are referring to would likely have been MMO players anyway who played WoW because it was an MMO rather than previosuly uninterested players brought to the MMO experience by WoW. At its peak WoW had 11m active subscribers, I'd estimate based on that number and my experience with operating MMOs that the historical total of WoW accounts is in the region of 100m. Not all of those will count of course, some will be trials that never converted to paid accounts, some will be multi-accounts owned by the same player and so forth but if we assume that of that 100m, 30m are unique and formerly active players, then there's still a huge discrepancy between churned WoW players and the state of the modern not-WoW MMO market.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ironwood on April 27, 2015, 08:57:28 AM
What we really need here is a vole-fucker with a chart.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Raph on April 27, 2015, 10:06:11 AM

The NGE was announced in mid 2005 and obviously would have been greenlit and planned long before that.

Try "on the order of a few weeks." Seriously. NGE was a huge rush job, start to end.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Raph on April 27, 2015, 10:07:56 AM
I just posted "DiD SWG fail?" Which answers some of the things above, btw (though I just caught up on this thread now).

SWG was the second largest MMO after EQ, for a little while, I think.

I discuss WoW's impact on SWG in the post.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Paelos on April 27, 2015, 11:01:03 AM

The NGE was announced in mid 2005 and obviously would have been greenlit and planned long before that.

Try "on the order of a few weeks." Seriously. NGE was a huge rush job, start to end.

Not at all shocking.  :oh_i_see:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Gimfain on April 27, 2015, 01:57:42 PM
I just posted "DiD SWG fail?" Which answers some of the things above, btw (though I just caught up on this thread now).

SWG was the second largest MMO after EQ, for a little while, I think.

I discuss WoW's impact on SWG in the post.
After reading your latest piece I find myself questioning parts of the gaming industry, do game developers and publishers have realistic expectations about their products. For all its flaws, it still had good retention and it still sold well, yet those numbers weren't enough. We need a jedi to boost christmas sales, we need to be like wow to boost sales, we need to recreate the combat experience, and we have to put it out quickly before we can fix all the issues, we can fix all those things later.

I can understand that sometimes you have to apply quick fixes but if you do a huge overhaul its essential that you get it right the first time.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: HaemishM on April 27, 2015, 02:01:37 PM
do game developers and publishers have realistic expectations about their products.

No. Not at all, as a matter of fact.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: tazelbain on April 27, 2015, 02:08:18 PM
I don't think their exceptions are unrealistic. When your venture is more risky than investing in the stock market you should looking for better returns than the stock market.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Torinak on April 27, 2015, 03:35:51 PM
I don't think their exceptions are unrealistic. When your venture is more risky than investing in the stock market you should looking for better returns than the stock market.

I think many really understand the potential rewards, but not the risks. Sure, you could end up with a home run that yields double or triple digit percentage ROI, but you will probably end up strongly negative. Of course, the pitches omit that latter part, bury it in a footnote in 3-point font, or deny that it could ever happen even though there are dozens or hundreds of other examples that are relevant to whatever they're doing.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Triforcer on April 27, 2015, 06:56:05 PM
Wonderful series of posts, Raph.  Please find the time to helm one more AAA MMO in between consulting gigs.  There has to be at least one Harry Potter, etc. exec who is a huge fan and will hand you 150 mil, no questions asked!


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: 5150 on April 28, 2015, 08:39:47 AM

The NGE was announced in mid 2005 and obviously would have been greenlit and planned long before that.

Try "on the order of a few weeks." Seriously. NGE was a huge rush job, start to end.

Leading to the question "How does Smed still have a job"


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Paelos on April 28, 2015, 09:05:52 AM
Good intentions made me chuckle, because that's like boilerplate excuse for how badly something gets fucked up.

I mean you're owning some of it Raph, but it doesn't really excuse the mistakes that people should have known by the time this thing existed. From a simply running a business perspective.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: sam, an eggplant on April 28, 2015, 09:19:10 AM
Leading to the question "How does Smed still have a job"
In the beginning, SOE obviously did extraordinarily well with Everquest1. They were the king from 1999 until WoW released in 2004. The decade from 2004 to 2014 was a string of MMO mediocrity. Everquest 2, SWG obviously, that Matrix Online stinker, and Vanguard. Very recently, DCUO and Planetside2 have been doing quite well on consoles, which is why they were acquired.

Question is why he held on from 2004-2014. My assumption is that SOE actually made money during that time and he was political and played ball with the corporate parents.

That said, now that SOE was acquired, I would be very surprised if Smed doesn't resign one year and one day post-acquisition.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Malakili on April 28, 2015, 09:35:37 AM
H1Z1 has also consistently been on the top sellers list on Steam.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Riggswolfe on April 28, 2015, 12:43:08 PM
Reading those blogs has certainly been interesting. Taken together they're a great post-mortem on the game and give a window into several key decisions that were made (or not made) that definitely impacted the game both prior to release and once it went live. It would be interesting to see an alternate universe where the game had another year or two of development time, better server hardware, and someone to advocate for the players since in my opinion the wrong choice was made a few too many times to choose lore over player happiness/expectations.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: 5150 on April 29, 2015, 05:35:59 AM
and someone to advocate for the players since in my opinion the wrong choice was made a few too many times to choose lore over player happiness/expectations.

Theres a balance here since SWG showed me that what the players ask for may actually be the wrong thing to give them.

The example that sticks in my head was shuttle times between planets and cities. I did a lot of business (both buying and selling) waiting for the next shuttle due to the large crowd that had gathered. Once the shuttle times were cut (to 30sec IIRC) due to player requests/demands those social situations that created so many opportunitues vanished.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Paelos on April 29, 2015, 06:33:40 AM
Theres a balance here since SWG showed me that what the players ask for may actually be the wrong thing to give them.

The example that sticks in my head was shuttle times between planets and cities. I did a lot of business (both buying and selling) waiting for the next shuttle due to the large crowd that had gathered. Once the shuttle times were cut (to 30sec IIRC) due to player requests/demands those social situations that created so many opportunitues vanished.

That's dangerous thinking though. There are a few things that players will ask for in a QOL sense that are game-breaking in other ways. The best WoW example is flying. Which is why I understand why Blizzard is fighting it now, but the genie is out of the bottle. You can't take it back once you give it out without massive backlash.

The other dangerous part of that is developers deciding that what players want is wrong over the wrong issues.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Malakili on April 29, 2015, 07:48:40 AM
It depends.  A lot of time the most frustrating games are the ones I end up playing the longest.  In a huff I might ask for things that genuinely would make it less frustrating, but there are also things attached to that frustration that make it worth playing in the first place. I also might genuinely have a nicer time playing the game with those changes, but it might also mean I get bored of the game and quit much sooner.  I'm not sure which constitutes a better "game" - one that I feel ONLY positively about but get bored of and quit after a month, or one that really makes me feel compelled to play month after month for a long time.  Obviously it does not always boil down to that dichotomy, but if I had to choose one, I do not know which I would choose.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Raph on April 29, 2015, 07:59:54 AM
Devs decide what players get all the time anyway. There is no universally well recived patch. In theory, the devs have a god's eye view on what is actually going on. In practice, as my articles mentioned, that eye can be blind. Keep in mind, SWG's metrics system was actually one of the FIRST MMO metrics systems like that at all! It was a simpler time. :l

On the other hand, the player's eye is ALWAYS blind. They never have a distant view of the whole, ever. Even the most jaundiced, impartial critic, someone who maybe gets all the big issues right, simply doesn't have a way to know what's affecting the situation, the *why* things are the way they are. More typically, they're simply focused on their own personal QOL without caring how it affects any other's QOL.

All in all, you should USUALLY be less worried about whether the devs will make a correct choice over the players' wishes; and be MORE worried about whether they have good motives in general. I don't know of anything at all that has ever been done by any MMO management that came anywhere near the general skeeviness and callous disregard of players that was prevalent in Facebook game development.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: sam, an eggplant on April 29, 2015, 08:21:09 AM
Well, sure. The games are monetized differently; subscription MMOs want to grow the userbase and retain players, while facebook and mobile games want to spread like a virus and drain money from their customers arteries. Subscription MMOs naturally think long-term.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Paelos on April 29, 2015, 09:08:02 AM
On the other hand, the player's eye is ALWAYS blind. They never have a distant view of the whole, ever. Even the most jaundiced, impartial critic, someone who maybe gets all the big issues right, simply doesn't have a way to know what's affecting the situation, the *why* things are the way they are. More typically, they're simply focused on their own personal QOL without caring how it affects any other's QOL.

Love ya Raph, but I'm calling out your horseshit here. The players are your customers. They aren't blind. They are using your product and then giving you feedback on the product that you are building for them. You are SERVING them. You are in a service industry.

That's where these things get so fucked up when I'm talking about business mistakes. You are a vision guy, so I understand that you want to create the system you think people will like. But when feedback comes in that people overwhelmingly dislike something, your job is to change it unless it's going to break the game. And if it's going to break the game, your job is to communicate why that is to the customer instead of hiding behind a veil of ivory tower distance.

The funny thing to me is that the customers already guessed basically everything that you've pointed out in your articles, because the failures were common sense. The players weren't blind. They saw what was happening and accurately guessed why.

One of the two biggest failures I see in the industry right now is greed and communication. People in the industry don't like to communicate that they were wrong, or that they made a mistake, or the real reason behind a decision. They treat their customers with disdain. And that's not how you operate a business with a service component. It just isn't. And it's why so many of them fail, and people get shuffled around. They don't respect their customers and they don't respect their employees.

If you want to continue to mend errors from the past, I like your approach of communicating. Continue that in the new efforts. Be open with your customers. Don't think of them as blind, think of them as seeing things from a different and very necessary POV that the game creators need to internalize.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: IainC on April 29, 2015, 09:46:49 AM
You misunderstand what Raph is saying Paelos. He's not saying that players are wrong when they say 'I do (or don't) like X', that would be pretty dumb. What he's saying - and it's my experience too - is that players are rarely able to separate what is actually wrong from their subjective feeling of what they do or don't like and that often the fixes they suggest would have unacceptable consequences outside of that particular player's monkeysphere. In addition, the player doesn't have the background knowledge of the design compromises that led to one design choice over another or the resource limitations that precluded a richer system. Sometimes the answer is 'We had to do it that way because our animator got ht by a bus and we couldn't add new content', sometimes it's 'We are doing this because these other systems are tightly integrated to the bit you don't like and we aren't going to redesign and re-engineer the whole game to fix it'. And sometimes it's 'This is a deliberate design choice that we aren't going to change because we believe that the general utility other players get outweighs your specific frustration'.

As a designer, when a player says "I hate X, you should do Y to fix it." my first instinct is to record the "I hate X" as a data point and then to look at what the actual problem is that the player is experiencing. Almost always it's not the same as the one the player thinks they have.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Viin on April 29, 2015, 09:48:39 AM
Love ya Raph, but I'm calling out your horseshit here. The players are your customers. They aren't blind. They are using your product and then giving you feedback on the product that you are building for them. You are SERVING them. You are in a service industry.

Unless you've done product development, you probably don't realize that people really don't know what they want. Customers or not, they always look at the next immediate need without being able to look at the whole picture and how it all comes together in a better experience. Of course your product has to serve a need, but *how* it serves the need is not for the customers to decide - though of course they will vote on it's effectiveness with their feet and/or dollars!


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Riggswolfe on April 29, 2015, 10:09:44 AM
Love ya Raph, but I'm calling out your horseshit here. The players are your customers. They aren't blind. They are using your product and then giving you feedback on the product that you are building for them. You are SERVING them. You are in a service industry.

Unless you've done product development, you probably don't realize that people really don't know what they want. Customers or not, they always look at the next immediate need without being able to look at the whole picture and how it all comes together in a better experience. Of course your product has to serve a need, but *how* it serves the need is not for the customers to decide - though of course they will vote on it's effectiveness with their feet and/or dollars!

As a computer programmer I very much appreciate this as it has been my general experience. However, I will say that there is a reason we see this pattern repeated over and oever:

Beta: Players complain about system X. They say they don't like it and that it hampers their fun. Devs tell the players it'll be alright that the system will work and they just need to trust them.
Live: Game goes live. Players buy the game, play for a month and then quit, often citing system X. Devs scramble over several months to change it.

Now, I know a big part of this is, bluntly, time. The devs probably know as well as the players that some things are broken, don't work right, or simply hamper enjoyment/QoL. But they just don't have time to fix it before the game goes live. They have to concentrate on things like stomping out as many bugs as possible. I get it. But sometimes you have to wonder how any of this even gets as far as beta.

I know I've focused in one that one line from the Jedi blog where Raph said (paraphrasing) "players would like it more but we didn't do it because lore/they were wrong." But I really see that as a good statement of what goes wrong in these games. So many decisions are made that fail to take into account "Does this make the game more fun?" Take Wildstar and its ground effects. Did that make the game more fun or just make it spastic? I think the general consensus is, it made it more spastic.

I think, clearly, we need to kickstart funding for Raph to work on SWGEmu and help them get the game to the state he originally envisioned it as so we can try the game as originally intended and answer these questions about SWG once and for all.



Title: Re: Another One Bites the Dust: SWG Edition!
Post by: sam, an eggplant on April 29, 2015, 10:36:22 AM
Unless you've done product development, you probably don't realize that people really don't know what they want. Customers or not, they always look at the next immediate need without being able to look at the whole picture and how it all comes together in a better experience.
This is clearly true for the vast majority of customers, but MMOs are unique in that each and every one has a core of dedicated players who know more than the designers. Usually these players are specialized in one little corner of the game, one particular class, or one segment of PvP, or a specific tradeskill. Those players should get a seat at the table. Not a vote, obviously, just a seat.

Even those players have no insight into developmental/technical or resourcing constraints, of course. Their suggestions will usually be the best possible solution to a specific problem, but that solution may not be feasible, or may have implications outside of their relatively narrow area of subject matter expertise. And that's fine, that's why they're at the table, to discuss such things. Even when their suggestions aren't actionable, they can locate those pain points.

For example, back in the everquest days, I played a shaman with tons of stat buffs, and an exclusive tradeskill making stat buff potions, and I was the guy that figured out stats didn't actually do anything. Seems like something players would immediately discover these days, but back then actually fact-checking what the developers told us was revelatory. I absolutely knew more than the developers about my class. Without question.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Paelos on April 29, 2015, 12:26:17 PM
You misunderstand what Raph is saying Paelos. He's not saying that players are wrong when they say 'I do (or don't) like X', that would be pretty dumb. What he's saying - and it's my experience too - is that players are rarely able to separate what is actually wrong from their subjective feeling of what they do or don't like and that often the fixes they suggest would have unacceptable consequences outside of that particular player's monkeysphere. In addition, the player doesn't have the background knowledge of the design compromises that led to one design choice over another or the resource limitations that precluded a richer system. Sometimes the answer is 'We had to do it that way because our animator got ht by a bus and we couldn't add new content', sometimes it's 'We are doing this because these other systems are tightly integrated to the bit you don't like and we aren't going to redesign and re-engineer the whole game to fix it'. And sometimes it's 'This is a deliberate design choice that we aren't going to change because we believe that the general utility other players get outweighs your specific frustration'.

As a designer, when a player says "I hate X, you should do Y to fix it." my first instinct is to record the "I hate X" as a data point and then to look at what the actual problem is that the player is experiencing. Almost always it's not the same as the one the player thinks they have.

I'm saying that when you know certain system is in effect because to remove it breaks other things, you tell the players. You have communication with them. The reason players don't understand this stuff is because the people inside don't spend time explaining trade-offs, and spend way too much time hyping bullshit. The fanbase wants to be educated about the process. They watch stupid videos about the process. The more you include them, the better they understand.

Maybe 20 years ago people didn't want to know how sausage was made. Now there are entire networks built on showing you how and what goes into your sausage, while having people go there and eat it, and rate it. Gaming isn't small business anymore. There are more people involved and buying than ever, and they thrive on getting information.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Viin on April 29, 2015, 12:33:33 PM
This is clearly true for the vast majority of customers, but MMOs are unique in that each and every one has a core of dedicated players who know more than the designers. Usually these players are specialized in one little corner of the game, one particular class, or one segment of PvP, or a specific tradeskill. Those players should get a seat at the table. Not a vote, obviously, just a seat.

You and Riggswolfe are aren't wrong. But I would argue that this situation isn't as unique as you think. The trouble is one of exceptions of the development team (by management): developing a product that really resonates with the intended audience takes time and effort. This means talking to a lot of potential players, actual players if you are in beta, and adjusting your assumptions. Then you can start to improve the core design (assuming its not flawed to begin with!) to adjust to those learnings. Game development is immature in this regard. In other industries, you have whole departments dedicated to understanding the customer and their wants/desires and people who's job it is to interface with those customers/potential customers on a regular basis.

Back in the early days of SWG, it was the traditional 'document the whole thing, build it for 2 years, launch it, see if it works'. Doesn't give you a lot of leeway to recover from any fundamental mistakes, and games, being consumers, quickly either live with it or leave. (Unlike an enterprise system which is almost never scrapped, but rather lived with because it cost so much money!)

Edit to add: And the above doesn't even cover the issues you run into with resource management. Time, Quality, Scope: pick the two you want to control! (Almost always time aka money)


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: HaemishM on April 29, 2015, 01:01:09 PM
This is clearly true for the vast majority of customers, but MMOs are unique in that each and every one has a core of dedicated players who know more than the designers. Usually these players are specialized in one little corner of the game, one particular class, or one segment of PvP, or a specific tradeskill. Those players should get a seat at the table. Not a vote, obviously, just a seat.

Dark Age of Camelot had player class reps (or whatever they were called). It didn't make that game any better.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: sam, an eggplant on April 29, 2015, 01:04:51 PM
DAoC's player councils are my model for the right way to do it, actually, yes. It had much deeper PvE problems than simply poor communication with players.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Paelos on April 29, 2015, 01:07:30 PM
DAoC's player councils are my model for the right way to do it, actually, yes. It had much deeper PvE problems than simply poor communication with players.

If you have a player council though, you have to tell them the truth as a development team. You can't have them just be another arm of your PR bullshit.

The problem is that these game-makers think that they have to treat their customers like morons in order to fool them. That's a really cynical way of doing business, and in an entertainment field it doesn't have to be that way. Yes, you can hype your product. Yes, you can talk about features. But engaging the player and making them feel like their concerns are not only heard, but valid and acted upon? That creates more retainage than the pump and dump lying method.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: sam, an eggplant on April 29, 2015, 01:08:57 PM
I didn't play DaOC past beta myself, but from what I heard, Sanya and posse did listen to them. Whether what they said made it into the game is another question entirely.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: taolurker on April 29, 2015, 01:33:06 PM
Such a shame that this past page and a half of discussion about players, community and collaborating (vs blindness/understanding) draws so many parallels to what is actually happening with Landmark & Daybreak(SOE) at this very moment. There's so many ways to fail the community or playerbase, and half of the posts regarding this SWG flashback are things that Landmark and Daybreak (SOE) are still failing at. I'd tell Raph to get in touch with Smed, but I also doubt even that would make a difference (Although Raph you could probably squeeze another consultant paycheck out of them LOL).

Unless you've done product development, you probably don't realize that people really don't know what they want. Customers or not, they always look at the next immediate need without being able to look at the whole picture and how it all comes together in a better experience.
It's not always about the people not knowing what they want, and often players have a clear experience each of them is individually looking for, the major issue is that these often conflict with the developers or aren't even looked at from the perspective of the players. This is why Community Relations is huge in the Massively Multiplayer gaming world, even for games not of this genre. The failures of Community relations also usually involves treating it more as PR instead of "communication".

This is clearly true for the vast majority of customers, but MMOs are unique in that each and every one has a core of dedicated players who know more than the designers. Usually these players are specialized in one little corner of the game, one particular class, or one segment of PvP, or a specific tradeskill. Those players should get a seat at the table. Not a vote, obviously, just a seat.
This is SOOOooo true.. Especially for Landmark at this very moment. Landmark Devs/Daybreak are making stupid irrational decisions that aren't informed like they actually KNOW their own game, and also seem more likely to result in worse image and customer retention & loyalty. It also all resulted in them not valuing feedback or keeping players involved, with changing their pay items multiple times, while treating it constantly as "we know better" (when the informed player base actually sees everything different and would solve it completely different).

I understand the way development works enough to know that player involvement and decisions behind things are often handed down by powers even higher than just coders and Dev teams, but even a minor amount of teamwork with your eventual customers is not the same as eliminating it altogether. I actually think this is one of the things that endeared many players to SWG, because it did always seem like the community was involved, even if they didn't have a vote, and their mood/perspective did matter (at least initially).


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Fordel on April 29, 2015, 01:38:40 PM
DaoC's Team Leads were just PR horse shit that were ignored by Mythic.


The only reason Mythic/DaoC isn't heralded as the worst disaster in Dev's not understanding their own game is because SWG/NGE existed.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: IainC on April 29, 2015, 01:43:30 PM
I had some experience with DAoC class leads and their feedback from the publisher side. For a time I was also in a guild on a US server with a couple. Some of them were good, knowledgable people, others were unbelievably entitled shitlords who barely knew how to even play their class. I was on Eve Online's version of the same thing, the Council of Stellar Management for a couple of years. I managed the European beta of Warhammer: Age of Reckoning, and on top of all that I've also run betas of games I designed myself. I think I have a pretty good handle on player feedback pipelines. It's still not as easy as 'just tell them the truth and things will be peachy'. There are times when even the expert players are wrong, when there are commercially sensitive reasons why you can't be entirely open with people who don't work for your company, when there are significant problems that will take a long time to fix but a bunch of low-hanging fruit that can be in the next build and an exec producer who wants more bullet points in the patch notes and then there are just some times when the subjective feedback you are getting from forums, player advocates etc is 180° from what your metrics are telling you. Listening to your players isn't wrong and it's true that most companies don't do enough of it but it's only a part of the total feedback set that developers are working with and players don't like being told that they are wrong.

Game development is immature in this regard. In other industries, you have whole departments dedicated to understanding the customer and their wants/desires and people who's job it is to interface with those customers/potential customers on a regular basis.

Game design is different to a lot of other software development. For one it's a creative endeavour and that makes more of a difference than you might think. For another when you are developing for a client, you make the product they want. You don't care if it sucks as long as it is stable and meets their requirement list. If they ask you to change your clean UI for a shittier version, you do that. if they ask you to disable all the security checks and make it send credit card data in plaintext over a javascript popup then you do that too. If you're developing commercial software, you want to stick to what the industry standards are for usability, you want to iterate on your previous products in the same line rather than be transformative. You want to make a serious product that serious people will be able to transition into with minimum fuss. No one cares about fun or subjective feelings. You can't make a good game that way. Raph is the guy to ask about fun I guess but you can't just put something out that works and doesn't make your player's eyes bleed, you also need to hit a bunch of subjective tick-boxes and everyone has a different set of calibrations for where those boxes are. That's why a dev process gets rebooted multiple times before beta, why hail mary launch day miracle patches exist, why there's a push to cram in new features and more content rather than nail down stability issues even while the gold master build is days away from being locked down. It's inherently harder because your conditions for success are often very nebulous right up until the beta starts and nobody, nobody wants to have to go back to the drawing board on core gameplay once the beta starts.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ingmar on April 29, 2015, 01:51:50 PM
This is clearly true for the vast majority of customers, but MMOs are unique in that each and every one has a core of dedicated players who know more than the designers. Usually these players are specialized in one little corner of the game, one particular class, or one segment of PvP, or a specific tradeskill. Those players should get a seat at the table. Not a vote, obviously, just a seat.

Dark Age of Camelot had player class reps (or whatever they were called). It didn't make that game any better.

They didn't really use that system the way they could have, though, and when they got good reps it was because they lucked into them rather than made a real effort to ensure they were getting good people. I think the only conclusion that you can draw from the DAOC class rep system is that if you half-ass it it won't help you.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Fordel on April 29, 2015, 01:58:07 PM
Where is my fucking style review, WHERE IS IT I ASK!


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Raph on April 29, 2015, 02:19:46 PM
On the other hand, the player's eye is ALWAYS blind. They never have a distant view of the whole, ever. Even the most jaundiced, impartial critic, someone who maybe gets all the big issues right, simply doesn't have a way to know what's affecting the situation, the *why* things are the way they are. More typically, they're simply focused on their own personal QOL without caring how it affects any other's QOL.

Love ya Raph, but I'm calling out your horseshit here. The players are your customers. They aren't blind. They are using your product and then giving you feedback on the product that you are building for them. You are SERVING them. You are in a service industry.


You have misunderstood my post.

Customers can absolutely be right about the fact that they hate something.

They are wrong *all the frickin' time* about whether everyone else hates it too, whether they know why it is the way it is, and so on. Cmon, we're on an MMO forum here. You KNOW this. :)

Quote
when feedback comes in that people overwhelmingly dislike something, your job is to change it unless it's going to break the game. And if it's going to break the game, your job is to communicate why that is to the customer instead of hiding behind a veil of ivory tower distance.

Agreed! So for example, combat was broken. It neeed changed. The players were mostly wrong about why (they weren't screaming for buffs to be fixed, in terms of raw numbers. Some were, but not an overwhelming majority. As it happens, the devs were wrong about why too.

Quote
The funny thing to me is that the customers already guessed basically everything that you've pointed out in your articles, because the failures were common sense. The players weren't blind. They saw what was happening and accurately guessed why.

Uh, actually, the reason why I told the stories i did in the post is because they were, every single one, things where the popular player consensus was WRONG. People are WRONG about whether the game failed in the market, WRONG about why it eventually died, WRONG about the impact of auction houses, wrong about why certain decision were made, etc etc etc. This happens all the time. And I took pains to point out the devs were wrong too, and *I* was wrong too, on all too frequent occasion.

"Customers" did not all individually guess everything in my articles. Hell, you know what was a major contributing factor to the NGE happening? LucasArts did focus groups with current and former SWG players, and the focus groups told them to do the NGE!

Quote
One of the two biggest failures I see in the industry right now is greed and communication. People in the industry don't like to communicate that they were wrong, or that they made a mistake, or the real reason behind a decision. They treat their customers with disdain. And that's not how you operate a business with a service component. It just isn't. And it's why so many of them fail, and people get shuffled around. They don't respect their customers and they don't respect their employees.

If you want to continue to mend errors from the past, I like your approach of communicating. Continue that in the new efforts. Be open with your customers. Don't think of them as blind, think of them as seeing things from a different and very necessary POV that the game creators need to internalize.

SWG had, by far, the most open development and frank discussion with future customers of any MMO I have seen.In fact, customer consensus (!) is that it was overcollaborative and caved too much to special interests within the playerbase. ;) (I still get asked "why did you listen to Caella??")


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Viin on April 29, 2015, 02:20:09 PM
Game design is different to a lot of other software development. For one it's a creative endeavour and that makes more of a difference than you might think. For another when you are developing for a client, you make the product they want. You don't care if it sucks as long as it is stable and meets their requirement list. If they ask you to change your clean UI for a shittier version, you do that. if they ask you to disable all the security checks and make it send credit card data in plaintext over a javascript popup then you do that too. If you're developing commercial software, you want to stick to what the industry standards are for usability, you want to iterate on your previous products in the same line rather than be transformative. You want to make a serious product that serious people will be able to transition into with minimum fuss. No one cares about fun or subjective feelings. You can't make a good game that way. Raph is the guy to ask about fun I guess but you can't just put something out that works and doesn't make your player's eyes bleed, you also need to hit a bunch of subjective tick-boxes and everyone has a different set of calibrations for where those boxes are. That's why a dev process gets rebooted multiple times before beta, why hail mary launch day miracle patches exist, why there's a push to cram in new features and more content rather than nail down stability issues even while the gold master build is days away from being locked down. It's inherently harder because your conditions for success are often very nebulous right up until the beta starts and nobody, nobody wants to have to go back to the drawing board on core gameplay once the beta starts.

I mentioned product development because it is not the same as doing client work - which is very easy because you get to check off the boxes and you win. That's not a product, that's a project. Product development is much more nebulous and is usually on the bleeding edge of innovation. Think of the effort it took to develop the first iPhone. There was no check list. Not one of your customers would be able to tell you to build that. Game development has the same trappings.  This isn't to marginalize it. Developing innovative products is /hard/. Most companies suck at it. My point was that other industries have solved this to some degree, but by no means do they do it right a even 50% of the time! The innovative companies you know and love generally have.

(Development used in the broader term here, not as software development. See: New Product Development (http://en.wikipedia.org/wiki/New_product_development)).


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Raph on April 29, 2015, 02:33:17 PM
Re player councils... SWG did have a player council equivalent too, the correspondent program -- put in place almost two years befoer the game even launched. Many of the core design docs were posted to the entire playerbase during development...


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Paelos on April 29, 2015, 03:04:47 PM
Fair enough Raph, I take back the part about customers knowing why things went wrong. That was a reach.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: sam, an eggplant on April 29, 2015, 03:27:57 PM
We guessed many of the factors leading to SWG's ultimate collapse, but Raph's posts exposed a ton of behind the scenes info. We didn't know acquiring holocrons was originally more ambitious and less grindy, or that their hardware was underprovisioned from old Everquest servers, or certainly the original combat system. That was all brand new.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lantyssa on April 29, 2015, 04:09:53 PM
Re player councils... SWG did have a player council equivalent too, the correspondent program -- put in place almost two years befoer the game even launched. Many of the core design docs were posted to the entire playerbase during development...
Yep.  And the reps were really involved.  I did a lot of work with the Scout, Ranger, CH, and BE reps.

They were also consulted about things such as the Combat Revamp (later scrapped during stage 1 of 3) and the less drastic CU which was likewise altered drastically from what they were shown and commented on.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Typhon on April 29, 2015, 04:20:24 PM
DAoC's player councils are my model for the right way to do it, actually, yes. It had much deeper PvE problems than simply poor communication with players.

FUCKING THANES SUCKED FOR THE REST OF THE TIME THE GAME WAS LIVE AFTER THE INITIAL HAMMER OF DEATH + PERMA STUN CLUSTER FUCK.  In large part because the Thane class rep simply couldn't suck enough dev cock.

Zerker was broken-good for a demented long period of time.

...

but I've moved on.  I've left it behind me. 

Yeah, let's make the class that throws lightening a defensive class.  Fucking retarded.   :mob:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Fordel on April 29, 2015, 04:40:26 PM
You could always try to EVADE things.  :why_so_serious:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Ingmar on April 29, 2015, 05:08:50 PM
You could always try to EVADE things.  :why_so_serious:

(http://i.imgur.com/SGEz5XB.gif)


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Surlyboi on April 30, 2015, 06:06:37 AM
SWG had, by far, the most open development and frank discussion with future customers of any MMO I have seen.In fact, customer consensus (!) is that it was overcollaborative and caved too much to special interests within the playerbase. ;) (I still get asked "why did you listen to Caella??")

Because the alternative was listening to Leia4Looot?


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Merusk on April 30, 2015, 07:24:10 AM
Most amusing remains that they listened so much to Caella and then that person said, "fuck it this isn't a game I want to play" inside of a few weeks of playing.

Maybe the person was legit in their concerns, but it feels like the dev team got trolled hard.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lantyssa on April 30, 2015, 07:35:39 AM
No one remembers poor Seiryuu. :cry:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Tmon on April 30, 2015, 11:30:42 AM
Most amusing remains that they listened so much to Caella and then that person said, "fuck it this isn't a game I want to play" inside of a few weeks of playing.

Maybe the person was legit in their concerns, but it feels like the dev team got trolled hard.

I thought Caella had left before the game launched.  I remember lots of increasingly bitter posts, as I recall any form of PVP was a particular trigger.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lantyssa on April 30, 2015, 11:41:27 AM
I want to say she left once she hit the beta servers, but it was long ago and I didn't follow her that closely.  I just know she posted in the Dev forum like a lot of us.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Merusk on April 30, 2015, 12:02:51 PM
Yeah I meant a few weeks of beta, not live. It was one of the biggest red flags for me that the person who had been so vocal said "naaaahh" when they saw it live.

Still suckered me in for 6 months, but that was always in the back of my head.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Lantyssa on April 30, 2015, 12:33:31 PM
I think it was a case of hyping herself up too much, or just realizing that she didn't care about the game so much as the interaction and attention that being the face of the carebear crowd provided.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: WayAbvPar on April 30, 2015, 03:28:27 PM
She was a projection of my mind. That is why she disappeared. That is the only explanation for her being on the exact opposite side of literally every issue ever discussed in the beta forums. It was uncanny how completely and utterly wrong she was on EVERYTHING. It was like performance art.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Merusk on May 01, 2015, 07:04:03 AM
Which is why I said after the fact it felt like just one long elaborate trolling session. 

Maybe Caella was really a Mark Jacobs gimmick account!


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Tale on May 04, 2015, 10:35:57 AM
Yeah, that's the reason i never picked up SWG.  Pretty much the only mmo i never played a single second of.

In that case, how can you even discuss MMOs? This one was the "what MMOs could be" next-level design, spat out suddenly with some arms and legs missing. Then a really slick Blizzard version of EverQuest changed time and space.

Devs decide what players get all the time anyway.

Good. Making decisions based on what players want is letting us cheat.

My SWG guild was actually led by officers from Tigole's EQ guild, so inevitably we left for the early WoW beta, but SWG mass PvP over our player city was our spiritual home.

That moment when our guild leader was incapped, I shot an area-effect carbine knockdown to buy time, dragged him around a corner, rezzed and buffed him, and we won...


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Samwise on May 04, 2015, 11:36:15 AM
Now that I've finally caught up on Raph's blog posts, I have to say the "crazy idea" for the Jedi system (http://www.raphkoster.com/2015/04/16/a-jedi-saga/) (where everyone gets a free Jedi slot with no unlock bullshit, but playing with that slot is hardcore permadeath mode) sounds like something I would have really enjoyed seeing play out in the game.  Even/especially if it was mostly a giant clusterfuck with careless padawans getting wtfpwned all over the Theed spaceport and crying about it.

The idea that any cantina dancer might just be secretly a Jedi who periodically sneaks off into the wilderness to practice using the Force where nobody can see her just massively appeals to me.  I'd have loved to be a Jedi droid engineer.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: HaemishM on May 04, 2015, 12:28:32 PM
I remember dogging the idea of permadeath when they suggested it for this game, but on reflection, I actually think it would have been a lot more intriguing than what they ended up with. Plus the vast buckets of dead Jedi tears would be exquisite.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Samwise on May 04, 2015, 12:52:52 PM
The way the system was originally described to me was a combination -- you would arduously unlock your Jedi slot through some secret process, and then your Jedi character would be permadeath.  Which I still liked the idea of better than what emerged, but it's pretty fucked if it takes you a year to get the character in the first place and then you lose it with one unlucky lag spike.  Having the character slot open immediately to everyone keeps it from having the bait-and-switch aspect.

I can see how it would have led to a lot of wrath from people who JUST wanted to be Jedi, though.  In other words all the people who never played the version of SWG that the rest of us liked.  They'd have come in, gone straight to trying to level up their Jedi, died hilariously, and ragequit, shrieking at the top of their lungs the entire time.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Surlyboi on May 04, 2015, 06:42:56 PM
The idea that any cantina dancer might just be secretly a Jedi who periodically sneaks off into the wilderness to practice using the Force where nobody can see her just massively appeals to me.  I'd have loved to be a Jedi droid engineer.

That's pretty much what I did. Smuggler/BE/TKM, slowly honing his secret Jedi skills in the wilds of Dathomir. Making friends with the Singing Mountain Clan and using the Force on the Nightsisters and their rancors and later on darkside adepts and the wannabe sith preying on the Force Sensitives in Aurilia.

I miss that game.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Malakili on May 04, 2015, 08:15:33 PM
The idea that any cantina dancer might just be secretly a Jedi who periodically sneaks off into the wilderness to practice using the Force where nobody can see her just massively appeals to me.  I'd have loved to be a Jedi droid engineer.

That's pretty much what I did. Smuggler/BE/TKM, slowly honing his secret Jedi skills in the wilds of Dathomir. Making friends with the Singing Mountain Clan and using the Force on the Nightsisters and their rancors and later on darkside adepts and the wannabe sith preying on the Force Sensitives in Aurilia.

I miss that game.

Which pretty much exactly captures what it would have been like to be a Jedi in that particular era of Star Wars.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Cyrrex on May 05, 2015, 03:57:23 AM
The way the system was originally described to me was a combination -- you would arduously unlock your Jedi slot through some secret process, and then your Jedi character would be permadeath.  Which I still liked the idea of better than what emerged, but it's pretty fucked if it takes you a year to get the character in the first place and then you lose it with one unlucky lag spike.  Having the character slot open immediately to everyone keeps it from having the bait-and-switch aspect.

I can see how it would have led to a lot of wrath from people who JUST wanted to be Jedi, though.  In other words all the people who never played the version of SWG that the rest of us liked.  They'd have come in, gone straight to trying to level up their Jedi, died hilariously, and ragequit, shrieking at the top of their lungs the entire time.

But wasn't the idea that you would unlock the slot and then it would stay unlocked?  I mean, your Jedi would totally die, but then you just restart the unlocked slot as a padawan or whatever.  I would totally play that game.  Of course, I still play the EMU, so there's no accounting for my tastes.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: 5150 on May 05, 2015, 04:39:16 AM
Of course, I still play the EMU, so there's no accounting for my tastes.

Have they fixed the issue where group members aren't all seeing the same content yet? That was the thing that stopped me playing EMU


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Cyrrex on May 05, 2015, 04:47:11 AM
I don't even know what that bug is, so I doubt it is an issue. 

The thing about the EMU these days is that they have released the code, so now there are a shitload of independently run EMUs that manage their own stuff, plus they then get access to any new EMU code.  In practice, this means they can add their own content, fix their own bugs, adjust the classes in general and activate content that the EMU people lock off on their own servers.  Not to mention add-ons and HD texture fixes, etc.  By all accounts, the official EMU server is the least well-developed, because they officially give zero shits about placating their community with half-assed systems.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Samwise on May 05, 2015, 10:55:16 AM
The way the system was originally described to me was a combination -- you would arduously unlock your Jedi slot through some secret process, and then your Jedi character would be permadeath.  Which I still liked the idea of better than what emerged, but it's pretty fucked if it takes you a year to get the character in the first place and then you lose it with one unlucky lag spike.  Having the character slot open immediately to everyone keeps it from having the bait-and-switch aspect.

I can see how it would have led to a lot of wrath from people who JUST wanted to be Jedi, though.  In other words all the people who never played the version of SWG that the rest of us liked.  They'd have come in, gone straight to trying to level up their Jedi, died hilariously, and ragequit, shrieking at the top of their lungs the entire time.

But wasn't the idea that you would unlock the slot and then it would stay unlocked?  I mean, your Jedi would totally die, but then you just restart the unlocked slot as a padawan or whatever.  I would totally play that game.  Of course, I still play the EMU, so there's no accounting for my tastes.

I guess it's more the possibility that you'd have worked to do all these quests to unlock the slot and then would find out you didn't like the permadeath experience, so that's where the bait and switch comes in.  Which is true of most MMOG endgames so maybe that's not a big deal.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Raph on May 05, 2015, 12:34:58 PM
In the "permadeath slot" version, the slot would have been there from the get-go. Maybe gated on something small, like "learn the basics of the game before trying this, dumbass."


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: tmp on May 05, 2015, 12:36:34 PM
Maybe gated on something small, like "learn the basics of the game before trying this, dumbass."
"Kill 10 womp rats."


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: WayAbvPar on May 05, 2015, 12:48:33 PM
Maybe gated on something small, like "learn the basics of the game before trying this, dumbass."
"Kill Bulls-eye 10 womp rats."

Gotta keep that lore intact.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Sir T on May 05, 2015, 01:32:46 PM
You forgot the sandspeeder


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Kail on May 05, 2015, 01:35:15 PM
The permadeath thing sounds like an easier sell for a modern game than it would have been a decade ago.  Launch as a free-to-play game with special permadeath Jedi Slot DLC for $20 a pop, it would probably fit right in nowadays (insert an extra $10 for limited edition purple lightsaber crystal!  Special 2-for-1 deal on midichlorians this week only!).  Back when SWG launched, I was still morally outraged that games would dare demand a monthly fee, paying money for temporary content would probably have made my head explode.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Samwise on May 05, 2015, 03:31:52 PM
I think it'd be a much easier sell now than it was thirteen years ago.  Games like Rust and DayZ have demonstrated that there's a market out there for hardcore permadeath shenanigans.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: HaemishM on May 05, 2015, 04:10:55 PM
There is. It is referred to on official marketing documents as the "Dickpunch Market."  :why_so_serious:


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Typhon on May 05, 2015, 04:28:20 PM
If they had built in a rogue-like feel to it, with leader boards, stats, etc, for how far you got/survived with your force-sensitive it would have gotten traction from a portion of the playerbase - you ARE going to die, see how far you make it.  Course, the higher up in the leader board you got, the more hunted you would be.


Title: Re: Another One Bites the Dust: SWG Edition!
Post by: Draegan on May 06, 2015, 09:07:57 AM
I think it'd be a much easier sell now than it was thirteen years ago.  Games like Rust and DayZ have demonstrated that there's a market out there for hardcore permadeath shenanigans.

Toss in some PoE and D3 stuff too. There is a large market for it.