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The Mystery Of Star Wars Galaxies

Tim Burke writes "I've got a piece up on my website that acts as a form of independent postmortem for Star Wars Galaxies, discussing my initial impressions and lasting conclusions on the PC MMORPG." Burke argues cogently enough that SWG lead designer Raph Koster comments that it's a "good essay" over at GameGirl Advance, despite direct criticism of his team as having a "prevailing assumption... that players make content, not designers", and the suggestion that Koster is "muleheaded" about "the importance of creating a sense of achievement in a persistent world entirely through barriers of time and repetition."

54 comments

  1. Ralph Koster by Anonymous Coward · · Score: 1, Insightful

    Ralph Koster was the worst thing to happen to UO.
    SWG is a massive collection of screwups and random decisions that managed to pick up a large subscriber base, based on it's being starwars(Even though it's not). Proving that if you throw enough money at an mmog, it will suceed.

    1. Re:Ralph Koster by ihatesco · · Score: 1
      Ralph Koster was the worst thing to happen to UO.

      I'm googling for it right now. Any additional reference anyway?

      Proving that if you throw enough money at an mmog, it will suceed.

      It is not said that things will stay the same forever even in the MMOG fields. Think to what happened to Pepsi and Coke, or to RIAA's industries :)

      --
      "I am slashbot, hear me roar!"
    2. Re:Ralph Koster by will_die · · Score: 2, Informative

      The reason raph is considered the worse thing to happen to UO is that it was not until he left and the stuff he had done was no longer in the pipline did game sales and population take off.
      The same thing can be said about SWG, now that he has less contact alot of stuff is being proposed that is against what raph originally planned and is getting wide support and design.
      BTW raph was put in charge of all SOE games and based on current messages in now messing with EQ2, he has delayed it to make changes he wants.

    3. Re:Ralph Koster by deanj · · Score: 1

      Could you send a pointer to something official (or at least semi-official) that says Koster has been put in charge of all SOE games? This link, on his own website, says he's just in charge of the Austin studio where SWG was made.

    4. Re:Ralph Koster by will_die · · Score: 1

      lazy link
      Around a month ago he moved from Austin to San Diego.

  2. I RTFA by Anonymous Coward · · Score: 1, Funny

    and still I get the second? post. This MMOG really MUST be dead.

    1. Re:I RTFA by Anonymous Coward · · Score: 0
      You RTFA and YOU FAIL IT THIRD POST. No soup for you.

      Important Stuff:

      Please try to keep posts on topic.

      Try to reply to other people's comments instead of starting new threads.

      Read other people's messages before posting your own to avoid simply duplicating what has already been said.

      Use a clear subject that describes what your message is about.

      Offtopic, Inflammatory, Inappropriate, Illegal, or Offensive comments might be moderated. (You can read everything, even moderated posts, by adjusting your threshold on the User Preferences Page)

  3. MMOG = failure? (this is a question). by ihatesco · · Score: 5, Interesting
    Maybe OT, but this topic has been inspired by the original article:
    I don't understand the relevance of creating and selling a MMOG (Multi-Massive Online Game).

    I mean. It requires a lot of resources in creation, development, manteinance, and it also requires a lot of marketing in order to reach a vast audience. It is strenuous on resources, and with human nature of the players, a MMOG experience may be even worse than Real Life.

    Ok, I am biased against MMOGs, I only played freeware ones and I find hard to collect the necessary time to play one anyway (I still prefer usenetting). But this "let's do a MMOG" craze looks to me like the other crazes that there were back in the days, only worse.

    Example: after playstation came out, every single industry tried to put a 3d videocard for pcs (and now only NVidia, who played well, and ATI, who was relatively out of the high-end 3d business until late, are the top of the market).

    Another Example: In 1996, how many IPSs were proliferating trying to replicate the success of Compuserve, AOL and Prodigy?

    Third Example: Wizards of the coast came out with Magic the Gathering in 1992/1993, then everyone and their dog published their own C/TCG. (When WoTC grabbed the patent on C/TCGs the market was sweeped by WoTC fees, leaving WoTC with a monopoly).

    Ok, this process of everyone investing their asses in the product may incentivate innovation, but how many wrong investments were made? And now, what MMOG should I play first without having time sinkholes, idiotic admins (problem that is seen also by the linked article - see the highly censored SWG forums), and ton of bugs et al? At least AOL delivered you the packet you wished to retrieve on the internet (yeah, ok, along with SPAM, but this is the problem of the internet in the whole, not of AOL), and 3D cards delivered you pixels arranged to resemble 3d solids on the screen... but after SWG and the other batch of would-be-evercrack, how can we say that these services are delivering FUN?

    + + + +
    I thank the AC who stole my first meaningful first post ;_;

    --
    "I am slashbot, hear me roar!"
    1. Re:MMOG = failure? (this is a question). by ihatesco · · Score: 0, Offtopic

      I thank the AC who stole my first meaningful first post ;_; Ehm, ok, I refer only to the one who wrote the stuff with the leet subject: F1r57 p057

      --
      "I am slashbot, hear me roar!"
    2. Re:MMOG = failure? (this is a question). by Mategan · · Score: 4, Insightful

      Its the "Me too!" attitude. Someone sees a burgeoning market, hops onboard hoping to ride the original products coatails to success. Sadly, its how industry mostly works these days. Witness feature 'borrowing' in Operating systems, 'innovations' in new cars and 'reality' television. Nobody wants to be the person with their neck on the line creating something new and innovative. Everybody wants to invest in a known quantity. Let someone else prove the market and we'll profit from it. MMOG's are just another example of this, as you have said. They were not the first and they will certainly not be the last.

    3. Re:MMOG = failure? (this is a question). by ihatesco · · Score: 1
      Let someone else prove the market and we'll profit from it. MMOG's are just another example of this, as you have said. They were not the first and they will certainly not be the last.

      The problem is: are MMOGs bringing out something innovative and that is going to stay around for a long time (like the web, instant messaging, irc or usenet) or are they something that are going to dissipate and settle in their niche (like mud gaming), after the fad passes?

      --
      "I am slashbot, hear me roar!"
    4. Re:MMOG = failure? (this is a question). by will_die · · Score: 3, Insightful

      Not really sure what the purpose of the message was, that you don't enjoy MMORPGs(to each thier own) or the financial reasons for developing a MMORPG. I will answer the financial one.
      Simple answer why everyone and thier mother is developing a MMORPG is simple money, money,money.
      With your average game with a $50+ price range the makes of the game will only see around $15 after all is said and done. So over the time it takes for the game to be developed for an average game you will see a time value of money in the 12-15% considering the amount you could of made from putting the money in the bank and just getting interest it is still worth it.
      Now for your average MMORPG, you still have that $15 from the package, but you are collecting an additional amount each month, and for alot of people even years. Even with higher costs the quess is that the average MMORPGs has around 19% return on money with the bigger ones in the 30%+ range. Throw in yearly expansion packs and it is really nice money.
      One of the smaller developers said they need around 50K players to break even with paying themselves a small amount,running the game and paying investors. It was guessed they had around 70K subscribers so that would be a nice chunk of change.

    5. Re:MMOG = failure? (this is a question). by DarkZero · · Score: 4, Insightful

      Ok, this process of everyone investing their asses in the product may incentivate innovation, but how many wrong investments were made? And now, what MMOG should I play first without having time sinkholes, idiotic admins (problem that is seen also by the linked article - see the highly censored SWG forums), and ton of bugs et al? At least AOL delivered you the packet you wished to retrieve on the internet (yeah, ok, along with SPAM, but this is the problem of the internet in the whole, not of AOL), and 3D cards delivered you pixels arranged to resemble 3d solids on the screen... but after SWG and the other batch of would-be-evercrack, how can we say that these services are delivering FUN?

      MMORPGs are currently in the stage that 3D games were during the first few years of the PlayStation. They're definitely going to become a normal part of mainstream gaming in the future, but no one knows exactly how to make them yet. Somewhere, someone is cooking up a Final Fantasy VII or a Metal Gear Solid of an MMORPG , but no one really knows who has it, so they're just taking their best ideas and throwing them into the market to try and see what sticks. Eventually the gameplay will evolve into the sort of naturally refined gameplay that you expect from new 3D action games, first person shooters, 2D side scrollers, and the various other genres of games, but that's going to take awhile.

      And personally, I'm going to do exactly what I did with the PlayStation: not sink a single dollar into the damn thing until someone delivers the REAL goods. Eventually, it will happen. Until then, you're paying for the beta test of the hottest MMORPG of late 2006.

    6. Re:MMOG = failure? (this is a question). by crazyphilman · · Score: 2, Insightful

      I never really got into the MMORPGs. I felt that there was way too much room for them to turn into a cliqueish repeat of high school, which for me was a terrible experience. Remember what it was like back in school? Groups of friends would form cliques, and shun everyone who wasn't "in". Outsiders would get picked on mercilessly, and frequently would be attacked, beaten, or humiliated. Anything you had that was interesting would be stolen from you immediately. Teachers either liked you or hated you, and if they didn't like you they picked on you. Life was a constant stream of abusive encounters, with the only bright light being the fact that one day, you would graduate. Do you know what graduation *really* means? It means adulthood, and the full protection of the law, and it means that people who pick on you go to jail or get sued. Being an adult is wonderful. Being a kid is not. Regression, thus, is pain.

      MMORPGs regress you back to a dark period in your life in which people can pick on you all they want, and never suffer any serious consequences. They don't have to worry about law enforcement, they don't have to follow the rules, they can do whatever they want because "it's just a game". It's simply horrible. I can't imagine wanting to do this for free, much less PAY to do it. So I agree with you; I think MMORPGs are going to crash and burn. But my reason for thinking this is the innate cruelty of the online human being, who can be cruel without facing any consequences whatsoever.

      If you think I'm off base here, just watch any Slashdot thread. See how many people viciously flame everyone they don't agree with. See how many trolls start fights for no reason. Spend some time on Usenet, and see how badly THOSE people behave.

      When I game, I game to get AWAY from my daily life, I don't game to amplify the worst parts of it, you know?

      --
      Farewell! It's been a fine buncha years!
    7. Re:MMOG = failure? (this is a question). by Nicodemus · · Score: 1

      I know exactly what you're talking about. Look at any of the big games and you will find all those childish idiots just out to ruin your fun. I've seen them in Everquest, Counter-Strike, Battlefield 1942, etc, etc. But then find yourself a smaller game with a tighter community and you won't find many of those people. For years I have found that community in MUDs. Rarely did I ever meet a true jerk in even the big muds that have up to 500 people online at once. Then I tried the free trial of Asheron's Call 2, and found an almost secong-gen graphical MMORPG with almost the same experience. In the 2 months that I have been playing I have met exactly 1 jerk. The signal-to-noise ratio is VERY low. At any time I find it really easy to get a good group together of random people to do a quest or whatever. Everyone I meet generally falls over themselves trying to help people out. At low level I met several high-level people that would just hang out at the newbie towns helping people with questions, doing quests, giving them good items, etc, etc. Most of my fun with the game has come in returning the favor.

      In other words, try out AC2. There's a free 15 day trial with no credit card needed or anything. www.asheronscall2.com.

      (I am not affiliated with any of the developers... just a satisfied customer).

      Nicodemus

    8. Re:MMOG = failure? (this is a question). by crazyphilman · · Score: 1

      That sounds cool. I'd enjoy a gaming environment like that; maybe I'll check it out. Thanks for the heads up!

      --
      Farewell! It's been a fine buncha years!
  4. MOD PARENT UP! by Anonymous Coward · · Score: 0
    +1 INFORMATIVE

    nth post

  5. ummmm by Ty · · Score: 1
    I wouldn't call this a post-mortem whatsoever.

    "Three page rant" would be a better title, though it is very well written.

    1. Re:ummmm by fatboyslack · · Score: 1

      I agree. A post-mortem would mean that SW:G is dead, when in reality it's just in a coma on life support.

      MMORPGa's? Who needs them? I've got SW:Knights of the Old Republic.

      --
      Everyone thinks of changing the world, but no one thinks of changing himself. -- Leo Tolstoy
  6. Know what? by Anonymous Coward · · Score: 0

    I'm with you 99%.

  7. Just another rant by rbanzai · · Score: 2, Interesting

    This bears less a resemblance to "an independent post mortem" and more of one to the rants on the SWG boards. It's stated with less venom but for example he refers to the "viciously boring" character advancement method. As opposed to????
    Yes it can be absolutely boring but generally only if you are a power gamer, someone who demands instant advancement with as little work as possible. No, I would NOT enjoy spending an hour grinding out couplers and grips: so I don't!
    This is basically an attack on Koster and as such it is not worth deep analysis.

    NEXT!

  8. Common Problem with Licensed Games by vjmurphy · · Score: 4, Interesting

    The problem with Star Wars games is that everyone wants to be a Jedi. Period. Sure, you'll get the odd weirdo who wants to be Watto's sex slave, or the guy who thinks Corellian starship mechanics is the place for him, but by and large, everyone wants to be a Jedi. That's why every Star Wars game lets you

    Back on various Pern-themed MUSHed, based upon the Anne McCaffrey's Dragonrider books, you had a very similar situation: everyone wanted to be a dragonrider (and, even more pointedly, the higher level gold/bronze dragonriders). Folks who could not obtain a gold dragon in one of the MUSHes would start their own MUSH (generically called the "gold-of-their-own" MUSHes since the person starting the new MUSH always gave him/herself a gold dragon). Guess what? It isn't all that fun when everyone wants to play the same type of character.

    Imagine playing a Star Trek game: folks would most likely want to be a Captain or a bridge officer, NOT Ensign Red Shirt or Dumbass Diplomat. In vampire games, you'd want to be a vampire (or, these days, a vampire slayer, I guess).

    The problem is that it is NO fun being a Captain, or a Jedi, or a Vampire if EVERYONE else is a Captain, Jedi or Vampire. That, invariably, is why MMORPGs based upon the concept that one type of person is better than everyone else is destined to fail, unless care is given to balancing all the different career paths.

    Movies tend to focus on extraordinary individuals, and Star Wars, Matrix, Star Trek, etc, all have that "bias." Creating games based on those extraordinary people works perfectly fine in single-player experiences (where everyone CAN be the Captain), but suffers greatly when spread across hundreds or thousands of people.

    I think that's why more generic MMORPGs like Everquest and Dark Age of Camelot tend to be more interesting: while there are some balance issues, there's not a clearly superior "endstate" class, like Jedi or Captain or Vampire. There's no pre-conceived notions of how to do things, and no reference material (like movies) to inform the experience.

    --
    Vincent J. Murphy
    Spandex Justice
    1. Re:Common Problem with Licensed Games by vjmurphy · · Score: 1

      Ooops. Missed completing a thought in there:

      That's why every Star Wars game lets you play as a Jedi.

      --
      Vincent J. Murphy
      Spandex Justice
    2. Re:Common Problem with Licensed Games by Hank+Reardon · · Score: 1
      When I left SWG, there wasn't a single Jedi in the universe on any server. SOE went to great pains (so they say) to make sure that unlocking your "force sensitive" slot took a lot of work and exploring in the world.

      The FS slots are also affected by "permadeath" after a certain point in training, so you can't go and take on a Krayt Dragon alone and expect to keep your character around.

      Yes, most games in the Star Wars genre allow you to play the Jedi, but Star Wars: Galaxies developers made a really good attempt to make the Jedi the reclusive characters you'd expect them to be just prior to Episode IV.

      --
      There's so little difference between politics and jihad lately...
    3. Re:Common Problem with Licensed Games by deanj · · Score: 1

      So, they released some info on how to be a Jedi... turns out that one of the things you have to do is be a master in one of the professions, but not necessarily the one you've been working on since the beginning. There are a lot of pissed off bounty hunters finding that they're going to have to master "entertainer" in order to become a Jedi.

      And, no, I'm not kidding. They really did this.

    4. Re:Common Problem with Licensed Games by Hank+Reardon · · Score: 1
      Figures... This must have happened somewhat recently, as I left the game about two or three weeks ago; they had just installed a patch with a ton of Jedi commands in it.

      I absolutely loved the idea of this game when it was announced, and I waited patiently for them to release it. After playing it, mastering Artisan and then Architect, there was nothing for me to do.

      SOE seems to say that they've developed one thing and then release patches and new features to the contrary. It's sad, really, because the potential for a Star Wars universe game is astronomical.

      When I left, however, the game was starting to feel more like Everquest with a skin upgrade.

      --
      There's so little difference between politics and jihad lately...
    5. Re:Common Problem with Licensed Games by TomGroves · · Score: 1

      Humm... parent is a very good post.

      To add a short thought to this idea, I think the 'politic'/'civics' aspect is something that should be explored more in online games. I am currently playing a MUD right now that puts a heavy focus on play-run cities, goverments, guilds, etc., and it is a more rewarding experience than I have ever had in an online game.

  9. Wrong assumptions and stuff... by Anonymous Coward · · Score: 1, Insightful

    I'm playing SWG, and i enjoy it a lot. Of course it's not for everybody. I don't ask everyone to like it, but this guy says plainly wrong things like :
    * Advancement system is boring : this has already been discussed here. It's boring if you wanna be master in 2 days. Normal people will find it ok.
    * You cannot sell anything until you are at high level : plainly wrong. I used to sell GOOD weapon powerups for a good price, and that's among the first items you can build. Now i'm tailor and i'm making tons of money, even though i'm only novice.

    On the other side the game is full of bugs, servers are slow ... but it's really exciting, and new stuff is coming (player city with an elected mayor, ...)

    1. Re:Wrong assumptions and stuff... by JavaLord · · Score: 1

      Advancement system is boring : this has already been discussed here. It's boring if you wanna be master in 2 days. Normal people will find it ok.

      Killing the same creatures over and over again with your axe is boring after about 30 minutes.

    2. Re:Wrong assumptions and stuff... by Anonymous Coward · · Score: 0

      Wait ...

      You are a TAILOR and you are making tons of money? Wasn't your class the first one to have an economic collapse ... say, back in July?

    3. Re:Wrong assumptions and stuff... by piingouin · · Score: 1

      Well i think playing this kind of game like diablo is boring. You'd better play diablo if that's what you're into.
      There are LOTS of other things to do in SWG, and many way to kill monsters ...

    4. Re:Wrong assumptions and stuff... by piingouin · · Score: 1

      I don't know about "my profession". _I_ make tons of money. If other tailors have a problem making money, they should do something else ...

    5. Re:Wrong assumptions and stuff... by JourneymanMereel · · Score: 1

      Tired of swinging your axe? Try doing something different for a while. Become an entertainer and chill in the Cantina. Try being a medic and healing people in the med center. Join a guild and have some various types of fun with them. Join a faction and try some of the faction based content. Do one of those Multi-legged quests for a bit of a story (there's one that starts in almost every cantina (I think)).

      None of those things fit with the character you're trying to make? Create a new character on a different server... one that does something completely different. Then if you get bored swing your axe with that character, just /logout and go play the other character for a while. I have 3 characters not counting my Test Center character and am almost never bored. And I'm somewhere in between the powergamer and casual gamer (I try to play every night for a little bit, but don't always succeed).

      Most of all, stop worrying about being a l33t Master whatever. When you get there, you get there. If you're only goal is to get Master whatever, than once you obtain it you'll be even more bored than you are now.

      --
      Life has many choices. Eternity has two. What's yours?
  10. other mmorpgs by denan · · Score: 1

    Yes i have played swg during the beta period.. but lack of content made me quit after the beta was over. I still read swg boards to see if the situation has improved but allas it hasn't.
    I played ao for over 2 years and was looking for a sci-fi mmorpg. AO became old pretty fast.. no storyline.. not enough quests.. It's current state is how i percieve swg to be in a year or 2.. of sony get their act together that is.

    What i'm missing in all these discussions is a game that has grown a lot lately. I've recently restarted my old earth and beyond account. And i'm loving every minute of it.
    I quit last time because the storyline and overal feel was 'unfinished'. But the dev's have made a lot of improvements. A new enemy.. a large scale war.. loads of solo quests that fit in the storyline. And best of all... a galaxy filled with things to discover.
    The pace of the game is still too slow most of the time.. Warping takes ages... but i find it relaxing to look at the warp screen and see all the planets fly by :) *maybe i'm just weird :P*
    It;s just the attention to detail that rekindled my love for this game. Starbases feature warning messages.. commercials for new weapons.. News reports from the front. Not just random stuff but it pays to listen to them !

    Any other people playing this game atm? In all the mmorpg discussion i read here on slasdot i see no mention of earthandbeyond.. wich is a shame really.. cause in my eyes it's the best scifi mmorpg at the moment. *after i restarted ao i got bored in 2 weeks :P*
    And yes.. in this game everyone is a starship captain.. and it's still fun.. even explorers gain expe for flying around the galaxy or looking in places where noone has been.. or can't go due to the dangerous enviroment.

  11. I left SWG yesterday by deanj · · Score: 2, Interesting

    I'm another one that left SWG. I did that yesterday. I gave away 500k credits, a medium sized house, and a lot of resources to a friend. He said he'll probably go another month and quit too.

    It's not for lack of interest in MMORPGs... I've played Everquest since near the beginning.

    I have to say, I'm quite disappointed in how SWG turned out. I can tell that the SWG team must not have had anything to do with the EQ team, or they wouldn't have made the mistakes they did.

    I could write a long list of things to SOE about why I think the game failed, but I think it'll just fall onto deaf ears. It's time to move on to something that's more fun.

    If another company decides to look at the MMORPG area, take a cue from Everquest. A system that rewards players little by little, adding to the characters power over a long period of time works well.

    Add a ton of content, and I mean a ton. Don't rely on your players for this, because that's not what players will pay to play. It's like going to the movies, only to find that once you get there, you're responsible for entertaining everyone else.

    Rewards should be items, not just money. Money should be hard to get. Too much money will ruin the economy.

    1. Re:I left SWG yesterday by yandros · · Score: 1

      What you're talking about is entertainment versus fun. Some people play to be entertained -- like going to a movie or a concert. There is some amount of interaction, but generally you're led/directed/showed/told/entertained. Only in very odd dialects of english do people get `funned'. In this sort of game, the system is designed to entertain. For example, the Star Wars KOTOR game (very popular, from what I hear).

      Other people play these games to have fun, to hang out in a social situation, join up with some people/things to compete with/against some other people/things, etc. In this sort of situation, the game is an enabler -- it lets people get together and have fun. These people have to make their own fun, to some large extent. This can be very very good, though -- it takes much fewer developer resources and results in a lot of content (which does fall under the ''90% of everything is crap'' rule, to be sure).

      Neither approach is inhierently better or worse than the other -- they appeal to different people (and to different needs of different people). That's why some people love SWG and some hate it. SWG is a game that tries to be about `fun' (some people who are about `fun', as I use the term, think that it fails). Many of the other games are more about entertainment, which leads to dissapointment when they go to SWG.

  12. Just another apologist... by Etone · · Score: 1

    Whether or not he hates Koster and based this whole essay upon it, his points are still valid. The fact that he doesn't provide solutions for all the problems doesn't make SWG any less tedious.

    The essay is an effective attack on SWG despite the screed against Raph, not because of it.

    -e-

  13. enough already by pms2000 · · Score: 0, Flamebait

    Look I was in the SWG beta and didn't like it enough to buy it after release but, I got over it. Why is it Slashdot gets to be used as another whine board for SWG bashers ? No other game is treated like this on this site. It sounds you have personal issues over this game and are making the rest of us pay for it. Please take your pain back to the SWG boards where it belongs and get back to reporting real news. Nobody cares or if they do they are already on board the bash SWG train. It's really very simple. If you dont like a game don't play it. This continued use of Slashdot to bash SWG and Sony is making you look bad and hurting the reputation of this board.

    1. Re:enough already by Dachannien · · Score: 1

      Uhm... it's a larger issue than just bashing SWG. There will be more MMOGs in the future, and every one of those design teams has to make decisions that could make their game the next EQ/SWG/DAoC/WW2OL.

      Discussing any game in terms of its design decisions would seem to be a valid (and very timely) topic for /., especially for a game that was as hyped as SWG (which is why it gets so much attention).

    2. Re:enough already by pms2000 · · Score: 1

      Its already discussed on 100 different sites to death including the offical boards. These are all opinion pieces not serious post mortems. Try reading a Gamasutra post mortem and then this one. This is nothing but, a rant. If it was a seriously objective piece then you might be right but, its not so, oh well.. I'm not one of them but, there are actually people that like and enjoy SWG. MMORPG's cannot make everyone happy. The idea is to find one you do like not sit thier crying because one in particular doesn't make you happy. Go find one that does.

  14. Economy by Dachannien · · Score: 3, Insightful

    I'll have to agree with the article author that there are fundamental problems with the economy in SWG (or, at least, there were - I cancelled my account about a month after the game went live).

    The most glaring issue is that there is no real advancement through manufactured goods in terms of the scale of the economy. A top-end weapon costs roughly the same order of magnitude as a newbie weapon in terms of the cost of materials required to construct the weapon. Because of this (and the players' evident unwillingness to charge the exorbitant prices they should for top-end crafted items), the best crafted weapons cost about the same order of magnitude as the bottom-end crafted weapons.

    Because of this, there is very little room for more than a few people in the sellers' market. Get a factory fired up, and one person can produce a significant portion of all the goods their local customers need, and can use their spare time to produce special-request items on the side. Thus, new entries into the market must either undercut the market or go completely without sales while they skill up to Master in order to be competitive.

    The crafting professions should have been designed so that top-end items were multiple orders of magnitude more expensive than bottom-end items, in terms of material costs to produce. The same % markup would result in a significantly larger inflow for those who specialized in top-end items, thus decreasing the impetus to bottom-feed (make items available at lower levels in the skill tree). This would open up those lower-level markets to relatively unskilled crafters, and would permit them to sell their items rather than simply using the "practice" mode on every attempt.

    Additionally, crafting should have been designed so that lower levels of skill permitted the production of widgets necessary in the production of higher-level items. This is true already, in some cases, that you need a few of some crafted item in order to make another crafted item. But in order to prevent high-skilled players from simply cranking those bits out themselves, the quantities needed should have been in the dozens or even hundreds - enough to ensure that there would be a market for those items from lower-skilled players (if for no other reason than to save the high-skilled player a lot of time and trouble).

    There are various other flaws with the game in terms of design and the expectation that players would do more than they are doing now. However, there are far more achievers in these games than designers would care to think (almost everyone has a bit of Achiever in them), and not coming to that realization was the design team's fundamental mistake.

    1. Re:Economy by yandros · · Score: 1

      I don't know what things were like back then, but the current state of the game works like this:

      There's the ultra-simple stuff, made from raw materials.

      There's the mid-level stuff, that requires multiple different low-level products (not materials, products).

      There's the high-level stuff, that requires multiple different low-level products made in specific ways (generally from factories, which cost enough that generally only mid-high level crafters bother). along with some of those low-level products from before.

      That's only one facet, though. There are three other critical bits:

      All of these products are made from materials. All it takes to collect materials is (usually) having the right profession, plus maybe an ultra-cheap tool. At least two of the six starting professions can do this IMMEDIATELY on starting the game. To make good stuff, you need better quality materials. Finding better quality materials is MUCH more dependant on time invested than any sort of skill. Material quality is a huge factor in final item quality.

      Making these products requires materials that all come from the same source. For example, if your stimpack requires 14 units of organic material, your 8 units of bone and 6 of hide are both useless - you need 14 units of materials taken from the same type of source (not just 14 bone, but 14 avian bone from capper spineflaps, or from peko pekos, etc).

      Making the really good stuff requires using optional products. These optional products are made from high numbers of extremely specific materials (14 units of Lokian Wild Wheat, rather than 8 units of flora). These materials are found on several different planets (so they have to be moved around somehow). Some of these optional products are very rare and hard to come by (some are occasionally found on high-level monsters, some are only found in extremely small numbers, and so require massive numbers of gathering efforts, etc).

      All small economies are Very Hard to do well. SWG's economy is far from perfect, but some parts of it work pretty well.

  15. Re:Just another apologist for a complainer by rbanzai · · Score: 1

    Great. Why don't we all just rattle off endless lists of stupid complaints without any sort of responsibility for whether or not what we're complaining about can even be fixed/changed/adjusted.
    I'm so tired of the people out there who are apologists for every damn netizen with an axe to grind.
    His argument does not hold water but is simply based on whines about what he finds boring and his hate for Koster.

  16. Persistent shouldn't mean unchanging. by Snowmit · · Score: 2, Interesting

    Do you know what I want to see in a MMOG? I want to see an expiry date. I want to know that the game is going to have a beginning and a middle and an end. Every great game and every great work of fiction ends at some point. There should be a story arc that changes the world over time so that I have a reason to log in every day and see what's changed. I should be able to get involved in these changing events. There should be high-level, DM-run NPCs on both sides that give meaning and order to the lives of their respective players. An Emperor DM telling the Imperials to attack X. A Mothma DM ushering the Rebels to secret base Y.

    There should be epic battles that are announced in advance. Players log in and fight for their side. The results of those battles should affect which side controls which world. Eventually, there is a final month-long epic campaign to take over Base X and at the end victory parties for all and then the server gets reset. It would be like a television series.

    There should be no RPG-like persistent experience-points and levelling system. This creates a barrier of entry to the wide casual market, which is your ultimate goal, financially. A linear advancement system that does not reset just means that late entrants will always be behind and people who only have a few hours a week will always be behind. (I've never understood this. It seems to me that your ideal customer in MMOG plays a few hours a week but pays the full monthly subscription. They don't put a heavy load on your servers but you get tha same income. MMOGs should be encouraging these people to play.)

    Instead of experience points and levels, players should accrue items and bonuses more like they do in action or adventure games (mind you the game doesn't have to be an action game, I'm just saying that the special advantages should be easy come, easy go). Players who are dedicated will still do better in general casual players due to skill but the casual people won't be so far behind. Even the lowly slave can get a lucky shot with the gun.

    In other words, you either need a linear advancement system that resets easily (like Quake) or you need a non-linear system. Ie, every plus has a minus in another direction so you're always hovering around zero.

    Right now, persistent seems to mostly mean "unending". It feels like 1984 "We are at war with the East because we have always been at war with the East." Constant, unending conflict with no real ability to make a mark on the world.

    --
    I have a lot of opinions about Cyborgs and Architects
    1. Re:Persistent shouldn't mean unchanging. by Maserati · · Score: 1

      Y'know what game does all that today ? World War 2 Online. It's evolved into a pretty good online FPS, albeit MUCH slower paced than Counterstrike or BF1942. It's currently running 3-5 weeks per map reset, whichever way things go. Then we all go w00t and start over. There is R&D and production now, the engine is *better*, although still not quite modern (Quake II) yet. I will say that long scenic vistas in the French hills are lovely, and ideal for setting up 88s. Playing in open country with 100s of people is worth a more primitive engine, they have other priorities. It's getting there, slowly but surely.

      Get in a good squad and hang around. Log on, follow HQ commands, ask around. What you get is the ability to log in every so often, play for a few hours, keep up with what's going on in the larger game, hang with your squaddies. Casual game play, a couple of hours a week. Even just logging in and going lone wolf can be fun. But the point is, you don't have to be harcore to play effectively. Stick with your squad and you'll gte plenty of targets and you'll always know what's going on.

      The game also has a definitive end point determined by player actions, major operations are coordinated days in advance, and rank gives you some minor perks. Okay, binoculars are not "minor", and being able to spawn decent aircraft takes a while. But there is a tight supply of the good aircraft, so having to earn them is a good thing. Advancement is nonlinear, each rank takes longer to gain.

      I'd say.... wait three weeks after the 1.10.0 release - mid November should do it, so that the bugs get worked out and then check out a free trial.

      Look me up under the same nick in the north after Nov 1, our AO is changing again.

      --
      Veteran, Bermuda Triangle Expeditionary Force, 1992-1951
    2. Re:Persistent shouldn't mean unchanging. by Anonymous Coward · · Score: 0

      Below is a chronical of my experiences with Everquest's failed attempts at dynamic content. Everquest was reduced from an amazing game to a really good game. We all want dynamic content but it seems whatever they tried failed. Perhaps some useful insight can be drawn from their sad, sad attempts which might be useful to anyone designing a new game.

      I agree with the idea that there should be great change in online games over time - but the current generation of companies we have running these games seem unwilling to commit the resources to actually doing it. They want the $50 up front and the $15/month for ever - with no real changes in content.

      My only experience is with Everquest. We used to have GM events all the time. Word would get out and hords of people would rush to the events and bring the server down (or just the "zone" where the event was held - or lag would get so bad that people would not know what is going on and get killed before they knew what was happenning). This kind of "spontanious" content failed for technical reasons.

      There were also contests. People were crowned "best Warrior" of the server by actually dueling other warriors in a tiered playoff system. Obviously, very few people had a realistic chance of winning in this area. I was never much into player killing and you can't believe what kind of amazing gear some of these people had. Unless you were a total powergamer you wouldn't stand much of a chance. So I didn't even go to watch.

      Then, basically, they just stopped running events. People began to ask what are we paying $10 per month for? These people are not doing anything!

      There were not enough GMs to help everybody with the technical problems and bugs and exploits and there was a guide program, where people volunteered I think 10+ hours per week (!) and were given a free second account as their only payment ($10 value per month / 40 hours per month of volunteer work = $0.25/hour value - but it cost the company nothing...). Then the guides who had to take very serious precautions not to cheat were given more and more restricted powers until now they are basically useless. You cannot even register a guild name unless a GM is online. Why can't a guide be trusted to just say "okay that is a fine name"? If it turns out to be bad for some reason just deal with that later. So these people who are basically working for free have no power and cannot do anything. Most of them quit. You used to see guides on all the time and get messages that they had "graduated" to new levels all the time but now it is very rare.

      The guide program has become so problematic that Sony has decided not to use it in any other game. Sony is getting free labor from these people and cannot put the tools in place to manage them. One simple example of change could be that Sony lets the guides give every player one free ressurection, if they feel they died as a result of a bug. Sure, people would want more but if you know you only get one free ressurection, you are going to use it pretty carefully. It would be a good solid acknowledgement that there are problems in the game, and if you get tagged by one we will help you out, but it is up to you to avoid it in the future. Heck, make a writeup of it on a public message board and share your knowledge. Perhaps people will avoid it too, or perhaps they will tell you it is really not a bug and you should have expected that.

      This is a serious lesson: expect your code to not work perfectly. Have a mechanism in place for when it fails. Simply ignoring the problems or pretending they don't exist is going to piss people off immensely. If you are fixing something, let people know it is broken immediately so they can avoid it in the mean time.

      Quests have been a big problem for Everquest. It used to be if you handed the "wrong" items in to the quest NPC, he would just destory them. Currently, you are handed back the items and the person will say I cannot use this. This is a huge leap forward. Now if

    3. Re:Persistent shouldn't mean unchanging. by {tele}machus_*1 · · Score: 1

      I agree wholeheartedly. I dislike games that have advancement systems that feel artificial. As I play a game, I get better at it. That's all the advancement I need or want. Elder Scrolls: Morrowind has a decent RPG-like advancement system: you do whatever you want, and as you do it, your character gains experience and advances. (There are some skills that don't work as well, like alchemy which requires you to sit and eat plants for an hour in order to advance.) Games that require you to do action x plus action y for 50 times in a row are not immersive and are ultimately really boring.

  17. Re:Just another apologist for a complainer by tyler_42 · · Score: 1

    So are you saying that Galaxies is actually a great game well worth the financial/time investment despite what most everyone else is saying? Cause if you are, you have very low standards my friend. Personally I have no problem with someone complaining when they invest that the kind of time/money that this game requires only to find that it was a complete waste. You......need not pay it no mind. Free speech brother, power to the people!

  18. Upon reading the Essay by Lemental · · Score: 1

    I am very familar with Kosters work. The man is a genius, and, this bonehead fails to realize it. Someone writing a 3 page rant about a game doesnt deserve this much attention. His critique is way off and I take it with a grain of salt. What he may fail to realize is Lucas is still holding the reins to the game and Koster and company cant just put any old content they want in. They have to stay consistent with the Star wars universe to a degree that pleases Lucasarts. Also, a lot of the stuff also may be hindered by technological barriers. The first week was hell because of all the server optimising that had to be done. I see SWG as a great open ended game that has many challenges. Im sorry most people dont like to pay to be challenged. Maybe these games arent for them, any $50 single player game will be loaded with content, and most have the replay value of pong, Khaldun is welcome to it. I still havent done everything there is to do in SWG and have been a avid, and casual player for 3 months now. The essay is bumpkis.

  19. Re:Just another apologist for a complainer by JourneymanMereel · · Score: 1
    So are you saying that Galaxies is actually a great game well worth the financial/time investment despite what most everyone else is saying?


    He may not be, but I am. I have loads of fun playing this game and find that I spend much more time in it than I should. In fact, I can't wait to get home so I can spend even more time playing instead of doing other things I should be doing.

    Seriously, if you just enjoy the game and quit worrying about being "l33t" immediately, the game gets much funner. I've found that joining a PA is a great way to enjoy the game as it gives you other people to "hang out" with. There is fun content in the game, but in the end it's mostly the people that make the game enjoyable.

    The funny thing is, it was a review on slashdot that first got me to try the game. If I had only read the stuff that I've seen posted here since that review, I probably never would have tried SWG and would be missing out on a lot of fun.
    --
    Life has many choices. Eternity has two. What's yours?
  20. Koster... genius?!? Bwahahahaha... by leftie · · Score: 1

    Raph is SUCH a genious that he admitted on a thread that krayt dragons were, in his opinion, supposed to be the "big Nasty" of the SWG universe. Yet he included the krayt dragon in the inital release and watched helplessly as creature handlers mauled them with graulers with ease. He then said on that thread that he can't think fo any greater challenges in the SW universe. Because Raph can't think of anything further to challenge players in combat with, he wants across the board character nerfs. The entire game industry thought SWG would be a cash-cow for SOE for years to come. Now, SWG is already being found in discount bins. SWG could be the most spectacular failure in computer game history. They ought to name the next SWG expansion, SWG: Return of Ishtar.

  21. Hey Lucas! Give me back my $50! by Anonymous Coward · · Score: 0

    Galaxies absolutely sucked. I can't believe how many hours I wasted just hitting the "up" key to make my character either run to a mission (which invariably involved shooting wild animals and piles of leaves) and running back, all to hear really bad music in the cantina.

    When I bought the game, I envisioned sci-fi like things - not boring hunting missions and being hunted myself by magically respawning NPC's.

    In fact, the game would be much better off without any NPC's. Gameplay blew, without any realtime control of aiming or running, it was like watching a stupid puppet.

    Well, I want my money back. If I wanted a MMORG centered around hunting wild animals and not getting killed by NPC's, I would be an idiot.

    Here's a good chance for the Activision Star Trek teams to do what Lucas could not - turn their universe into a playable game.