Raph Koster On Star Wars Galaxies
Thanks to UGO.com for their interview with Raph Koster, creative director of Star Wars Galaxies, discussing the launch period for the much-discussed PC MMORPG. He suggests that: "The launch was a little rockier than we'd like, so we've tried to be really proactive.... We're making a real concerted effort to constantly improve the game", and talks about new features: "Another big thing that's going in is gambling. So we're working up to Sabbac [the game in which Han Solo wins the Millenium Falcon from Lando]... We're gonna be adding slot machines and roulette." Also touched on are the mission diversity complaints: "The missions were never intended to be rich and complex and deep... they're intended to only take a little while, not be incredibly complex. But, of course, players have found them to be a great way of making money."
This is exactly why I didn't sign up for this game when it came out. They'll be lucky to have all the functions they had planned for launch done by Christmas, which is when I might get my subscription (if the box comes down in price).
Two things are infinite: the universe and human stupidity, though I'm not yet sure about the universe. - A Einstein
Star Wars Galaxies is the best MMORPG I have ever played. Period. It is still buggier than I would like, but its depth and innovation astound me.
Aspects I love about the game:
1. The skill-based economy. This eliminates what I hated about EQ: the camping and the farmers. No more reading Harry Potter or Robert Jordan over the weekend while I wait for Something Special to drop.
2. The player houses and PA Halls. The player-vendors whose places of business appear on the planetary map.
3. The HUD. Waypoints. The well-designed and attractive cities, and the efficient/easy-to-use shutte/starship transportation system.
4. The mission terminals, the spendable faction points, the bazaar.
5. The amazing variety of Professions, and the ability to mix-and-match Professions, and even the ability to change my mind and surrender my skills to take up Professions that hadn't seemed attractive initially.
6. The loving attention to detail evident in the way NPC's even fidget convincingly.
7. The slightly Political Incorrectness ot the game: some of those dancers are hot almost to PG-13 standards, and a Slicer will sell you designer narcotics. George didn't succumb to any Disneyfication, which was startling to me, considering that this man was also responsible for Gungans and Ewoks.
8. Creature Handler. They can give creatures they've tamed to their friends, and one day those creatures will (probably) be available as mounts. Cool stuff!
9. Percentage-wise, I've encountered fewer griefers in this game than I have in the other MMORPG's. In other words, fewer losers, despite what one might think based on the lack of imagination in character naming.
Aspects I dislike about the game:
1. The lousy chat system that still stops working periodically.
2. The defective mission system, with missions that mysteriously vanish, and move too frequently.
3. The bazaar isn't as easy to use as it should be.
4. Trading items between players is still prone to malfunction.
Aspects I hate about the game:
Nothing here to list.
Anyway, my congratulations to Raph and his team, who have done a great job despite the impression you might get reading messages from anonymous whiners on the forums.
Thanks, Raph!
Neopets - the best free game on the Int
much better reviews here - http://games.slashdot.org/article.pl?sid=03/08/05/ 1847238
Raph Koster has been in the gaming industry for a comparatively short time, but his impact has been immeasurable. His work on the team for Ultima Online, as well as his role as lead designer for that game's many updates, has helped to keep its community alive for over 6 years.
Most recently, though, Raph was the Creative Director for one of the most anticipated games of all time. You might've heard of it...Star Wars Galaxies? We sat down to chat with Raph about the success of the game and what kind of updates and additions we should expect to see in the future. No, Twi'lek erotica is not planned...yet.
UGO: So the game's been out for more than a month now. What's been added and what's on the horizon?
Raph Koster: Well, we've just finished our first big monthly update. We're planning on doing those every month. As far as we know, it's the fastest MMO [massively multiplayer online game] ever. We hit 125,000 people in a week. We're considerably higher than that now, but we're not ready to talk about numbers again yet.
UGO: Could you talk a bit about the monthly updates?
RK: The monthly updates have a couple of elements. We are doing a story arc, similar to Asheron's Call, I guess. The prologue for the first episode is called "Cries of Alderaan." They're not one-month story arcs; they're like a single arc that covers multiple months. We introduce episodes each month that players can participate in and effect the outcome. And they affect the outcome, so it isn't just us telling players what's happening. For the first update, what we do, we have what we call a codependence program where players get selected to be representatives for the profession. And they escalate the top five issues that they want to address for their profession or their play style. We listen to that and we make changes in the game based on that.
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RK: We're also, obviously, always keeping an eye on exploits and bug fixes. The first few months of an MMO, lots of that kind of stuff starts surfacing. We've been doing hot fixes to the servers on almost a daily basis, squashing whatever the top exploits or major bugs are. We try to be really responsive. We've got multiple people on the boards every day responding to issues. The launch was a little rockier than we'd like, so we've tried to be really proactive. We gave everybody who logged in on the first day, we extended their free period, that kind of thing. So we've tried to do the right thing by everybody. The patch itself, then, is like a full month of development. We're making a real concerted effort to constantly improve the game.
One of the big elements that's going into this patch is a big upgrade to PvP [player vs. player combat], a global upgrade. Not too many people have gotten this high in level yet, in the factions, but when you have enough faction points and have aquired a high enough faction rank, you can actually build bases and faction headquarters. Until now, you just built them because they were cool. But they now, in the new patch, actually affect global standing for the faction. Whichever faction is in the lead gets XP [experience] bonuses, that kind of thing.
UGO: We've already seen some bases popping up around the game world. Are they all player created or are the developers adding them in?
RK: I don't know! [laughs] There are player created bases. They can be fairly substantial. Near the end of the beta, we put up some screenshots of some of the bases. They're pretty large, they get really huge. The highest end faction bases actually support hospitals, and...uh...they're not really cantinas...you know what I'm talking about? The USO, so it's like a military bar kind of place for the entertainers. Mission terminals, faction mission terminals, crafting stations, that kind of thing. So you can actually make the base into a base of operations. And they're not vunerable 24/7, they're only vulnerable at certain times, so the other side can attempt to capture the base. And it's set
If they can get thier shit together and get Asherons Call style monthly updates rolling (better than this months which is absolutely worthless so far) I'll stick around for a long time. I played AC for 3 years and stuck around for the people I met and the monthly updates. Not every month was a great update, but there were always updates. For $10 bucks a month I felt I got my monies worth and played two accounts for much of that time. Unfortunatly the end for me was when the problems with the community that remained in the game over shadowed the updates Turbine was creating. Running around with hundreds of other people that were all maxed out in levels and having every quest solved within a couple of hours of the monthly patch sucked.
I don't know why this guy is getting acclaim, the games he designs show that he has little idea what players do once unleashed in a virtual world.
In UO he apparently didn't understand that high level players would kill lower level ones when given the opportunity. Literally thousands of newbies were slaughtered day in day out.
In SWG he apparently doesn't understand that when players have nothing else to do they will run those stupid missions he's talking about until every person is a millionaire and the economy collapses. Or in what I guess is a "fix", they can spend a day getting faction points to buy a recently discounted AT-ST and go kill a few hundred Rebel players, who get nothing to counter them with.
Having said all that, I don't blame Raph necessarily for these problems (and there are MANY more), the game was obviously not finished when it was released.
While I do think that SWG was rushed out to say the least, it seems to me now to be headed in the right direction, despite the large volume of "whiners". As I've experienced so far, SWG really challenges its players to adapt to the ever changing world, whether intended or not. I started as a rifleman, working my way up through master marksman and master rifleman. Then as all riflemen know came the T-21 nerf, and my character was needless to say pretty hosed. Rather then bitch and moan I simply took my character in a new direction and tried out becomming an architect. I submitted my opinion to the devs that the T-21 nerf was extreme and now severly hurt the rifleman class, and went on my merry was building houses. As any other riflemen out there know the T-21 nerf was recently lifted and I can go about happily hunting again. My advice, don't bother with SWG if your just gonna cry and quit if your perfect character gets slighted during one patch. This is one of the few cases I have seen in any online game where the developers listened to the gameing community and reversed a nerfing. So enjoy the game and be constructive with you suggestions for the devs, they just might listen. Flooding the forums with "This game sucks now, I can't have 3 rancors" really doesnt help.
I've noticed that a lot of the more chronic complainers on
the SWG forums are threatening to quit and go to some place
called WoW.
I assume this is the "World of Whiners" ?
He admits that the game wasn't designed to be fun to play, but to create cash for Sony Online Entertainment
Bwahahahahaha
I have mod points and I am not afraid to use them
RK: [...] So architects is one of the commonly advanced Masters. Weaponsmith, because the market for weaponsmiths is huge. But when you're talking Squad Leaders or Commandos, there is one Master Commando in the entire game right now. One!
UGO: Isn't Master Commando the class where you get to wield flame throwers and rocket lauchers?
RK: Yeah.
UGO: You'd think more people would be interested in that.
RK: [laughs] Well, it's hard, is what it is.
Wow.
Anyone who knows the true nature of the Commando profession knows that it's time to "let the flames begin".
There are not a lack of Master Commandos by choice. People can't get Master because of bugs preventing Commando characters from advancing... And there's some *very* angry players due to this. I'm sure comments like this will definitely will not help.
It's a lot like a local government official going on the news stating "Nobody ever uses the park! Even after we've added all kinds of fun facilities! Isn't that odd!" while at the same time neglecting to mention that they never assigned anyone the job to unlock the gate into it.
I don't have any interest in the commando profession myself, but I can see this stirring things up a bit...
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Wow, that is so cool and exciting. Sounds much more interesting than all that Jedi/fight the Empire crap that they made the movies about.
SWG is evil! I am so addicted to it right now it's not funny. It's like bad crack, it makes you really sick and puke but you can't stop using it!
(note: I've never done crack, this was the only analogy I could come up with)
SWG is a sweet game with tons of stuff to do. I couldn't get into any other MMORPG's (I played EQ, beta tested Neocron and Earth & Beyond), but SWG has got me hooked. If anyone is interested in getting into SWG, be forwarned. It's buggy. To the point of cussing up a storm and breaking stuff (at least for me). But it's a blast, and I can't stop playing it.
I am BLaRG!
I'm surprised to hear anyone say they are this heavily addicted to SWG. So far as I can see it is bland, disappointing mush rather than highly addictive electro-heroine. Witness the scramble to add gambling to the mix to up the addictive quality of the game. The game has been so heavily slated by so many people that it is in danger of imploding as better alternatives hit the market. In a sense this is a shame because if there is one thing to be said in its favour, it is that SWG has the pedigree to kick all others into touch. On the other hand, I'm secretly glad to see the zombies spared a little while longer. It is only a matter of time before these games take over from TV as the opiate of choice. If you're selling your kids to fund your habit now, you're going to be in real trouble when they finally get the formula right.