Slashdot Mirror


The Saga Of Star Wars Galaxies Recounted

Thanks to GameSpy for its three-part article discussing the 'long and storied history' of PC-based MMO Star Wars Galaxies, noting: "Regarded as one of the most ambitious MMOGs ever launched and greeted with hype spawned from decades of movies, no other game has had a more difficult road than Galaxies." The piece goes on to argue: "The most conservative estimates of Galaxies' stable player base estimates approximately 100,000 active players", although Sony Online's chief creative officer Raph Koster disagrees with that figure on Waterthread.org, countering: "GameSpy is way off. We get more uniques in a day than that, much less subscribers." The article concludes: "Star Wars: Galaxies attracted many, many people to MMOGs who had never tried one before. Many were put off by the initial lack of content. Despite the oft-stated fantasy of 'living in the Star Wars galaxy,' what many players truly want is to have a Star Wars adventure." Update: 03/16 16:49 GMT by S : John Smedley, President of Sony Online Entertainment, has mailed us with official comment: "Star Wars Galaxies has much more than double the number of subscribers quoted on GameSpy. For the record, the title is doing very, very well and is the second largest MMO in the North American market."

63 comments

  1. golly by BobTheLawyer · · Score: 4, Interesting

    has there ever been a game that's criticised by so many people, most of whom continue to play it?

    I guess, thinking about some of the fan responses to Episodes I and II, there's something about Star Wars that shuts off peoples' criticial faculties.

    1. Re:golly by Osmosis_Garett · · Score: 5, Interesting

      Who knows? The only people who can actually witness the people who both complain about the game and play the game are the people who play the game as well; the forums are subscriber only, so no outsider can really see what the issues are. Instead we have to take the words of the reporters and the developers, which this article clearly shows as being questionable.

    2. Re:golly by Enfors · · Score: 4, Interesting
      has there ever been a game that's criticised by so many people, most of whom continue to play it?


      It's the same with most games. People keep saying "This game sucks worse than anything else I have ever played! I should know, I play it 24/7!". One can only speculate as to why people keep playing games they allegedly hate so much...
      --
      -Enfors-
    3. Re:golly by DarkZero · · Score: 5, Insightful

      It's the same with most games. People keep saying "This game sucks worse than anything else I have ever played! I should know, I play it 24/7!". One can only speculate as to why people keep playing games they allegedly hate so much...

      The same reason people complain about tons of other things that they still use every day: They're problems, but not deal breakers. For instance, DirecTV does a lot of things that annoy me. They force well over one hundred pay-per-view advertisement channels onto my service, they send me "mail" that causes the green mail light to light up, but the mail is never anything more than pay-per-view advertisements, and they leave channels that are inaccessible in my channel list just so I'll see their little advertisement that tells me that I could have the channel if I paid more. All of it is very annoying and I've definitely griped about it a couple of times. But am I going back to cable? Hell no. It's still WAY better than cable, and even though those little problems are annoying, the rest of the service is still excellent.

      That's probably the same way it works with Star Wars Galaxies. Most of the people that complain about the way Jedis are implemented are probably still enjoying the other fighting classes a whole lot. That enjoyment is enough to keep them playing, even though they wish the game were a little more polished.

    4. Re:golly by Enfors · · Score: 1

      Yes, but game complainers aren't generally as reasonable as you are. You say "I like it, but it's not perfect", whereas game complainers say "I don't like it, it sucks", but they still play it 24/7. That's the difference.

      --
      -Enfors-
    5. Re:golly by Dehumanizer · · Score: 1

      has there ever been a game that's criticised by so many people, most of whom continue to play it?

      Uh... Everquest? :)

      --
      The Tlog - a technology blog
    6. Re:golly by Harlockjds · · Score: 1

      just do what i do and edit out those channels. Most settop boxes allow you to create a custom list.

    7. Re:golly by Ayaress · · Score: 1

      Ashen Empires (formerly known as Dransik)? The game's been around for four years, in beta for three of them, and has The. Whiniest. Community. Ever. Period. They bitch, they moan. When Asylumsoft went bankrupt, they whined that they weren't updated. When TKO bought Asylumsoft and started updating, they whined that they were changing it. When they moved the servers, they whined that lag was increased. When they fixed the lag, they whined that the game was going too fast without the lag. Under a thousand players per day, and they critcize the game (and the developers) more than SWG's 100,000.

    8. Re:golly by mandalayx · · Score: 1

      Who knows? The only people who can actually witness the people who both complain about the game and play the game are the people who play the game as well; the forums are subscriber only, so no outsider can really see what the issues are. Instead we have to take the words of the reporters and the developers, which this article clearly shows as being questionable.

      I am a subscriber to SWG and I hate it. Rant to follow.

      I still have a subscription, and trust me, there is not much intelligent life to be found in the forums. The game really has quite a bit of promise and I would look hopefully to a SWG2. Having said that, the current game is so full of letdowns and frustrating game design.

      Yet quitting is tough because despite what you learned in Economics, sunk costs feel like they count. My ex-gf estimates that I spent 100days (i.e. 100 x 24hr) playing the game and having success in SWG is something that brings me back from time to time. Also, if you get really sucked into the SWG world, you may reach a point where you feel like you can relate more with SWG players than persons on your real life. Yes, it can be that addicting.

      Do I think that SWG is a big steaming load of crap? In a way, yes. But I also do think that SWG does many things right, which is what makes its shortcomings so painful. I really wish that SWG was a good game.

  2. Getting better... by Corbin+Dallas · · Score: 5, Interesting

    I recently picked Galaxies back up. ( I beta tested it and played the first month. ) I did so at the behest of one of my customers, who told me "It's much better... It's finally where it should have been when it was released." After being back for about a week, I must agree. It's actually fun to play now, bugs are rarer and non-threatening... everything just seems more polished.

    Now, I can't comment on the Jedi saga, but there was one factual error in the article I'd like to correct: The economy is quite broken, and everyone from the players to the devs knows it. Fonrtunatly, steps are being made to fix it, and several other positive changes in the works tells me that the devs are actually listening now and seem to care.

    I think I'm going to stick around this time. I hate the Powergamer model ( ala EQ ) and I've been adrift for some time trying to find a new MMORPG I can call home. ( AO, DAOC, Shadowbane, FFXI, Horizons, even the Sims Online for God's sake! ) Hopefully, I can continue to call Galaxies home.

    --
    Democracy is two wolves and a lamb voting on what to have for lunch. Liberty is a well-armed lamb contesting the vote.
    1. Re:Getting better... by richie2000 · · Score: 0, Offtopic
      Hopefully, I can continue to call Galaxies home.

      What's wrong with Slashdot? Me and ma miss you, son. You know you can always have your old room back, the trolls really don't smell that bad once you get used to them.

      --
      Money for nothing, pix for free
    2. Re:Getting better... by jafuser · · Score: 1

      I disagree. I played it in beta and the first 3 months or so after release. It wasn't too bad, but I decided to take a break from it to give it time to finish up some features that were missing.

      I recently checked in to see how it's doing and although there's a lot more features, the quality of the player base has taken a big dive. Unless you like playing in an environment full of the mentality behind phrases like "OMG! WTF? LOL", I'd suggest finding another source of entertainment.

      I think what I miss the most was the cantinas. They used to be a social atmosphere where at least a good percentage of the people there were having normal conversations. Now it's just a bunch of grinders running scripts autospamming for heal requests.

      Then again, I think I'm partly spoiled. I've been playing in an open-ended virtual world for the past few months which has an 18+ age restriction. It's hard to go back to a traditional MMORPG at this point.

      --
      Please consider making an automatic monthly recurring donation to the EFF
  3. It was worse than that! by Anonymous Coward · · Score: 5, Interesting

    The main problem with development? The coders were lazy asses who wouldn't sit down and work. I know this for a fact, 'cuz I was there, and I goofed off with them.

    I was a coder at Verant/Sony Online while Galaxies was in development. I even did a little work on that project. (Bug fixes in the network code, mostly. Not enough to get me credited, damnit.)

    In an average 9 hour workday, we usually spent about three hours playing Starcraft, and two more on Half-Life, and probably some more time on Quake or Diablo 2 or whatever happened to be new in a given month. On top of that there was the daily 2 hour lunch, that we usually took at a strip club. Add in plenty of time for checking your email, or leisurely wandering the building "looking for the producer" (actually avoiding him like the plague), and you could easily get through the day without so much as opening Visual Studio.

    That's how it was for about the first year and a half of "development." Very little actual work got done. The first thing that made the team start coding was when Planetside, the rival project, finally got off the ground. (Your average game coder has an ego the size of Jupiter. When they heard that Planetside actually had parts of a working game, their egos made them get off their lazy asses and start working, because they didn't want to get beat by some bumpkins in the St Louis office.)

    1. Re:It was worse than that! by 0x0d0a · · Score: 1

      Hey, Bungie did this ;-) and *they* made good games.

    2. Re:It was worse than that! by Alkaiser · · Score: 2, Funny

      "On top of that there was the daily 2 hour lunch, that we usually took at a strip club."

      I KNEW IT!

      Here's the relevant quote from the review:

      "Animations are very nice. (the guys at SOE must have logged countless hours in exotic dance clubs...all under the guise of doing research for the Entertainer class.)"

      I was SOOOO onto you guys...

      --
      Netjak.com independent reviews of domestic & import video ga
    3. Re:It was worse than that! by Tofino · · Score: 1

      You do realize that this is how every game developer in the history of game developers works, right? That's where they get the reputation for being horrid, 20 hours a day 7 days a week sweatshops: from the last 3 months of every project, not the first 33.

    4. Re:It was worse than that! by Anonymous Coward · · Score: 0

      Brian Hook is that you? :^)

    5. Re:It was worse than that! by servognome · · Score: 1

      Sounds like most tech jobs.
      "Well, I generally come in at least fifteen minutes late, ah, I use the side door--that way Lumbergh can't see me, heh. after that I sorta space out for an hour.... Yeah, I just stare at my desk, but it looks like I'm working. I do that for probably another hour after lunch too, I'd say in a given week I probably only do about fifteen minutes of real, actual, work" - Office Space

      --
      D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
    6. Re:It was worse than that! by Ath · · Score: 1
      you could easily get through the day without so much as opening Visual Studio

      I think it is pretty clear why SWG requires daily reboots to maintain the stability of the servers.

  4. How about I convict him with his own words? by Anonymous Coward · · Score: 5, Insightful

    As the blurb recounts: Despite the oft-stated fantasy of 'living in the Star Wars galaxy,' what many players truly want is to have a Star Wars adventure.

    Well duh. No one wants to take virtual dumps. Just like no one wants to see Luke on the space-crapper in the movies, or really long fart jokes for that matter. No one wants to be a faceless extra in a digital crowd scene in the on-line version. Quite the epiphany, perhaps if he'd payed any attention to story telling over the last 5000 years or so (how old is Gilgamesh anyway) he might have saved himself and everyone else the trouble.

    Tedium and challenge are not the same thing. There should be tedious tasks. They should be the window dressing on the world, things that can be picked up and left off without consequence that hint at a bigger world. A world the heros are too busy to live in but not so busy they can't visit. The challenges, the real obsticals to ends shouldn't be tedious. They should be challenging, and engage people with more than mindless repetition. The social element of MMO's can alleviate some of that, allowing people to step back and trade some of the tedium in for the challenge of teamwork. But if every MMO just wants to be the last 2 levels of the original Ninja Gaiden without the cinematic sequences, they've missed the whole point.

    If anything the continued patronage of their customers is a testiment to the durability of the brand, and their connection with it. It's said that a person can learn to tolerate almost anything. And just because they'll accept extreme mediocrity over the short term in now way implies that it is a worthy end to be aspired to.

  5. The joys of creative editing. by Anonymous Coward · · Score: 5, Funny

    "My character worked to explore every last crevice, be a supplier for a couple of merchants and lead a Rebel guild. He became one of the first on Ahazi to get the 'Mark of Intellect'. I did every possible thing you could conceive of except change professions."
    - Dave A., Jedi, Ahazi

    Looks like an editor clearly chopped off part of this quote.

    The missing part probably goes something like this:

    "I did every possible thing you could conceive of except change professions and I still hadn't unlocked my jedi slot. Then I found one of those holocron thingies after killing about a million local toughs outside a starport on Corellia. It told me I had to be a master dancer. So I'd log in every morning after server reset and AFK macro in Theed. Once I made master dancer I still hadn't opened that %^$&**(%$# FS-slot. Back to killing local toughs outside the starport. Finally after 2 weeks of this I got another holocron. It told me I had to become a master chef. I wanted to shoot myself. Anyways I ground my way to master chef and surprise, surprise, I still hadn't unlocked the FS-slot. I decided that rather than wasting any more time hunting for a holocron I'd just grind my way through all the professions. After grinding through armorsmith, weaponsmith, swordsman, TK, tailor, image designer, carbineer, fencer and finally architect I managed to open a force sensitive slot."

  6. I don't think things are going to get better... by Anonymous Coward · · Score: 2, Interesting

    At least not real fast. The dev team reached a sort of critical mass with the vehicle publish. The last pub was underwhelming to say the least (Imperial Crapdown, Lagout, Crackup, among a dozen other plays on the original). Hell, they turned off cantina harassment and I still have yet to be scanned by a probe droid. An entire publish that basically amounted to adding more Imp spawns to 3 cities.

    Publish 7 goes live today, and for the non-subscribers today's theme is the "Droid Invasion". This will consist of updates to 3 currently existing player craftable droids (including replacing r2, r3, r4, r5 unit heads with blaster cannons... I shit you not). There will also be an instanced dungeon (finally)... the blockade runner from Episode 4. Cool, huh? Not really, because it's overrun with the "roger roger" droids from Episode 1. Where they're being controlled from is anyone's guess.

    About the only good thing to come out of the last month of dev time is a cap on defensive attributes, which should cut down on the gode-mode templates a bit.

    Again, for the people that don't play... a high defense template combined with a good set of armor and buffs basically makes you unstoppable. I've watched people geared like this take on 15 or 20 unbuffed opponents and come out the winner. The kind of feat they said was reserved for Jedi.

    1. Re:I don't think things are going to get better... by Anonymous Coward · · Score: 0

      About the only good thing to come out of the last month of dev time is a cap on defensive attributes

      Defense stacking is gone with this publish.

      I guess you ddidnt read the notes that carefully.


      That's what he said. "I guess you ddidnt read his post that carefully"

    2. Re:I don't think things are going to get better... by BlindMellon · · Score: 2, Funny

      >>I still have yet to be scanned by a probe droid. Too easy.

    3. Re:I don't think things are going to get better... by Anonymous Coward · · Score: 0

      lol

    4. Re:I don't think things are going to get better... by Anonymous Coward · · Score: 0

      "Again, for the people that don't play... a high defense template combined with a good set of armor and buffs basically makes you unstoppable. I've watched people geared like this take on 15 or 20 unbuffed opponents and come out the winner. The kind of feat they said was reserved for Jedi."

      high defense templates are pretty easy to take down.

      im a master bounty hunter myself, who has dabbled a little in the carbineer profession. after hitting a defense stacker with sprayshot a few times, i then start either hit them with a knockdown (to see if i can get lucky) or a suppression fire.

      once they kneel, they try to stand up right away, which causes them to fall right back down again. yeah, that old trick.

      once theyre down, i switch to the scatter pistol and finish them off with eyeshots.

      everyone has a good set of armor. everyone should be buffed. defensive stackers are usually lacking in the creativity or offensive department, but honestly, they really arent that hard to dust.

      thakitillo (bioengineer enhanced food can top out at +90 vs knockdown), brandy, and canape are your best friends. no one going into PvP should be unbuffed.

      now, if you were talking about a CM/rifleman combo... whew... thats something else entirely.

  7. Gameplay description? by BenjyD · · Score: 1

    I've never played and MMORPG, but have always had a n interest in them.
    When the article talks about "grinding through" professions like tailor or whatever, what does it actually entail? Is it literally just:

    1) select "make trousers"
    2) click on raw material slot in inventory
    3) wait
    4) goto 1

    until you get enough XP? Or is there more to it than that. It doesn't seem much fun paying $15 to be a keyboard macro.

    1. Re:Gameplay description? by Dehumanizer · · Score: 1

      Yes, it is usually something like that. Yet some people do that for weeks...

      Worse than work, and you pay for it instead of getting paid. People are weird...

      --
      The Tlog - a technology blog
    2. Re:Gameplay description? by MMaestro · · Score: 4, Interesting
      Basicly yes, thats what people did. The thing is in this case, 'powergamers' would "cheat" by using macros to do it for them instead. You know how it goes :

      Step 1. Stock up on X resources
      Step 2. Set macro to constantly use X resources to gain skill levels
      Step 3. Leave computer on for a few hours AFK
      Step 4. Repeat
      Step 5. ???
      Step 6. Jedi!

      Not very fair for those who don't know/care/want to take the time to set this up is it? On top of that, people who did this would damage the player run economy. You might have momentary gluts of a certain product or have momentary shortages of a certain product leading to a very unstable economy.

    3. Re:Gameplay description? by @madeus · · Score: 1

      Yes that's *exactly* it, and it's powergamer heaven, but dire from a gameplay perspective.

      Only, you have to do other similarly tedious stuff to make money to get enough raw material or go and collect small amounts of it yourself (this would be fun and immersive, if it didn't also involve quite so much grinding in itself IMO).

      I think the game has an amazing wealth of content and huge potentional, but over reliance on mission terminals has runined the game and it's not an RPG in any traditional sense IMO. You can to 'tasks' for people within the game world rather than missions, but the rewards are pitiful, often less than the cost of your transport to complete the missions themselves, and there is no visble concept of like/dislike amoung the individual NPC's (it's not like say Morrowind, or EVE, where you can visibly work you way up a social ladder), this makes doing NPC missions pointless (unless they are for a specificly intertesting 'faction' like Jabbas people, which lets you in to Jabbas Palace, something actually worth the effort).

      The lack of immersive gameplay, the grinding and the very broken economy have just driven me away from it after 6 months or so.

      I would also say that one of the most annoying things for me personally is graphics engine and the number of related bugs (much less than before, but still irrating). The engine is very flawed and the terrain distorts constantly as you move across it and player buildings pop in and out at very short distance (though NPC buildings are fine, it's just an issue with fetching/caching player placed buildings and structures). This may seem like a small issue, and I'm not sure how much it bothers other players, but when you know there is a HUGE player city just 100 yards away but it's not appearing ruined any immersion for me. Popup in games was something I thought went out with the PS One, though in the case of SWG it's not because of draw distance, but poor coding and a laggy server that can't send updates to your client fast enough (the problem is most noticeable on very heavily player populated worlds, and less of an issue on very sparse worlds). On that note, I've got a P4 3.2 Ghz, 2.0 GB DDR400, Radeon 9800 Pro 256 MB, 160 GB SATA RAID 0, and it's performance was _still_ quite poor (while incomparison I get a quite insane 300+ FPS from games like Unreal Tournament).

      I would have waited for other issues to be addressed if they had fixed this, but knowing they were happy to ship it with a fundamentally broken engine, I have no faith in them to fix it later. That's such a core part of the game, that a games release should not be considered until that's working well.

      On a related note:

      I've been playing EVE recently and though it doesn't have anywhere near the sheer depth of content it's a vastly more playable game. The economy works. It's easy to level up, it's easy to make money. NPC's monitor your standings. PvP is open and can occur anywhere (which puts a limit on 13 year olds talking smack but refusing to click 'Dual' and take you on), but new players arnt in real danger because of the NPC security forces in secure systems keep people in line (unless you really piss someone off so much they decide it's worth the dip in security rating). All in all it's really well designed for players, and the galaxy certainly is huge, I just hope they can add the content to keep it entertaining.

      It has it's bugs and it's not perfect, and I do think that the lack of deep content means that the Player v. Player focus of the gameplay could get stale quite quickly (after you bought a huge Battleship, and worked out the best PvP tactics all that's left is the inter corporation/clan warfare, which is something a lot of players don't care for) but SWG could learn a lot about how to run an economy and provide an immersive and meaningful NPC/player relationship experience. I would also say that EVE has the best skills system of any game I've ever played.

    4. Re:Gameplay description? by Anonymous Coward · · Score: 1, Informative

      This may seem like a small issue, and I'm not sure how much it bothers other players, but when you know there is a HUGE player city just 100 yards away but it's not appearing ruined any immersion for me.

      The draw distance is set very low by default. If your machine can handle it, turn it up all the way... it makes a huge difference in the way the world looks. I can see the Coronet starport across the ocean from my house, about 2km away. Forests actually look like forests, not a constantly spawning bunch of 4 trees around you.

    5. Re:Gameplay description? by @madeus · · Score: 1

      The draw distance is set very low by default. If your machine can handle it, turn it up all the way... it makes a huge difference in the way the world looks. I can see the Coronet starport across the ocean from my house, about 2km away. Forests actually look like forests, not a constantly spawning bunch of 4 trees around you.

      I know what you mean, it's not the draw distance that's the problem though. NPC buildings appear from way in the distance (so cities, starports etc are just fine). Even certain player placed structures (Rebel/Imperial bases, Turrets, Cantinas, Player City Shuttle Ports) seem to have a different metric or system for being drawn. Not as well as perminant, non player placed structures, but enough not to be hugely annoying (they always appear first and seem last to be removed from the field of view compared to other player places structures).

      For some reason it's specifically player structures like houses (of any size), mining equipment, factories, warehouses, etc. that seem to have the problem, and it happens for everybody as far as I've seen. And it's far worse on busy planets (say Tatooine, where I find it unbearable) that it is on quieter places, like LOK, where the engine is still obviously poor at handling it, but the servers seem less loaded so they provided you with the information your client needs, when you need it.

      As I say these are my system specs:

      P4 3.2 Ghz w/ HyperThreading
      2 GB RAM (DDR400/PC3200)
      Radeon 9800 Pro 256 MB
      160 GB SATA RAID 0

      (XP SP1 as the OS).

      I play on a dedicated 2 MB Business DSL connection.

      The engine is simply very badly written. It should be caching the location of all these buildings at all time (and just checking to see if they need to be removed when I get within a given distance and then removing them). When I look out over a player city with some 60+ structures just 200 feet away, the desert littered with structures into the distance as far as I can see, I shouldn't see simply unpopulated desert all around me.

      I would find myself often on my mount or speeder bike roaming the the desert and bumping into to mines or factories out in remote locations as they appeared just a few feet in front of me. And of course then their are the hostile NPCs, a huge problem is traveling across any area on foot or on a mount and suddenly 6 Tuskan Raiders appear all around you.

      At least with a busy server and dynamic NPC spawns this is remotely technically understandable, unlike the purely badly coded situation with structures, which don't get up and walk around and which are perfectly straight forward to track the location of (another way of doing it, for example, would be to provide a list of all structures at on entry to planet, which would still be a very small update (likely to be 100Kb compressed), and then just supply a diff each time they log on subsequently (2/3K) and then the client would know what to draw where and not have to drawn them 'on the fly' (though it could still check for updates 'on the fly' and _remove_ any buildings that were not supposed to be there, if you get within something approaching a visible radious).

    6. Re:Gameplay description? by Anonymous Coward · · Score: 0

      I literally have the *same* system specs as you... and now that I think about it, you're right. I can see static structures way off but player placed ones poof into existance only at close range.

      ...would be to provide a list of all structures at on entry to planet, which would still be a very small update (likely to be 100Kb compressed), and then just supply a diff each time they log on subsequently (2/3K)

      I recall, from the last time I was looking through the .tre's, finding a "snapshot" for each planet, updated in every publish. I don't think I ever looked at the contents of it, but if they're already snapshotting the static stuff it wouldn't be much of a leap to include player structures.

      Problem is, then you have different client updates going out depending on the server. I don't think they're willing to do that.

  8. The difference by Anonymous Coward · · Score: 1, Insightful

    DarkZero is eloquent. Most gamers are inchorent. The difference is one of expression, not necessarily emotion.

  9. What can I do? by Jaeph · · Score: 3, Interesting

    I don't want to craft, and I don't have the time to grind professions. There aren't any interesting loot drops. What exactly do I get to do? I'd love to PvP, but everything I read and saw indicated that PvP was highly unbalanced in some cases, and generally over far too quickly.

    Oh, and the mobs are dumb as stumps, so regular hunting is even more boring than games like DAoC, where there's some rhyme or reason to mob's responses.

    -Jeff

    P.S. Not to mention the baffling decision to let Jedi off-the-hook. Now all the powergamers will have a Jedi, and that will become the standard for PvE and PvP content.

    --
    Please learn the difference between a dissenting opinion and a troll before you moderate.
    1. Re:What can I do? by Drunken_Jackass · · Score: 1

      Yeah, that's why i don't play anymore. If you have that many questions as to why you should still play, maybe you've answered your own question.

      --
      There are 01 types of people in this world. Those that understand binary, and me.
    2. Re:What can I do? by MrScience · · Score: 1

      You could always go fishing. When I was playing, a fellow posted a regular journal about his attempts to be the penultimate SWG bum, drifting from planet to planet, occasionally playing to earn some cash, but usually hiking to the nearest river to fish. Quite a humerous read.

      --

      You quitting proves that the karma kap worked. The most annoying of the whores shut up. --CmdrTaco

    3. Re:What can I do? by CFTM · · Score: 1

      That's the exact reason why I quit the stupid game. I decided that I'd like to be a crafter for some really stupid reason (I still am not sure what convinced me to do that) but I wanted to shoot myself. After surveying for four days, I got to dig for minerals for another four days! Oh the fun we shall have, and once I'd finished digging for minerals and surveying I got to make pistol upgrades over and over and over and over and over and over again, and FINALLY after two weeks of that I was a master crafter! But the thrills don't stop there, then I decided to specialize in weaponsmithing so I got to make even MORE pistol upgrades! WAHOOOOOO now that's a good time had by all. Needless to say I got real bored, real fast with the game and canceled my account. The game is a waste of space in my mind but hey maybe some people enjoy it.

  10. Closed SWG forums? by Anonymous Coward · · Score: 0

    I can understand how allowing only members to post will reduce
    the amount of noise on the forum, but how does not letting the rest
    of the world read them have any effect one way or the other?

    Sounds like prime evasive management BS to me.

    1. Re:Closed SWG forums? by Anonymous Coward · · Score: 0

      it /could/ have been for performance purposes. But methinks its more along the lines of PR damage control.

    2. Re:Closed SWG forums? by Deleted · · Score: 1

      If you've ever seen the Radiant forums, you'd be happy not to be able to read them ever again. It's a bunch of 15 year olds bitching at each other and crying about everything from "u r killd me cheater!" to "dancer should be nerfed, they dance too fast"

    3. Re:Closed SWG forums? by Anonymous Coward · · Score: 0

      SWG seems to have agreed with the logic in my post, and
      has re-opened the forums for public reading. :)

  11. I played the first month and I wont go back... by JavaLord · · Score: 4, Interesting

    I played the first month of SWG hoping it would be like the game the described in their original design documents. It was a boring timesink. Combat was poor, PvP was poor. Waking up without all of my stuff I worked like 40 hours for once, really sucked. etc. While MMO developers may cry that they can't have "real" PvP or Combat because people will just quit, some people quit because PvP isn't properly designed. I'm one of them. Spending 4 hours doing repetitive delivery missions just to declare yourself "eligible" for PvP isn't fun, it's a timesink. I wouldn't mind losing 4 hours of work because I lost a PvP fight. I mind more having to do 4 hours of work for no reason.

    The mood of the game was all wrong too. It never felt like the galatic civil war was going on. You never felt when you were in a rebel city that imperials might just storm the place and kill everyone. You never had too much fear running around a neutral city if you were a rebel either. It never felt like a bounty hunter might be hunting you...It felt more like the sims online, with all the dancers and artisans around. The game was more about socializing and economy than war, they should have called it "Star Sims" and made everyone an ewok or a gungan.

    1. Re:I played the first month and I wont go back... by Anonymous Coward · · Score: 1, Interesting

      Strangely enough, there are some people who want to play as an ewok,
      and also a group of players who are using bothans to emulate jawas.

    2. Re:I played the first month and I wont go back... by Anonymous Coward · · Score: 1, Funny

      Strangely enough, there are some people who want to play as an ewok, and also a group of players who are using bothans to emulate jawas.

      somehow this doesn't suprise me considering who their user base is.

    3. Re:I played the first month and I wont go back... by Anonymous Coward · · Score: 0
      Shouldn't that be $WG??? I mean, Lucasarts is making money after all, right?

      RIGHT FAGGOT??? COME ON!!!

      You are intellectually weak.

  12. The SOE way of producing games by inkless1 · · Score: 3, Insightful

    Gamespy's article on how jedi work (or for the most part, don't work) in SW:G is indicative of SOE's horrid production/design philosophy when it comes to games. Essentially they offload all the cost of gameplay decisions and testing to the players - lumping out outrageous monthly fees and then using gamer ideas and quality assurance data to slowly improve the games in the hope of keeping them around.

    This is clearly true in SW:G, where being a Jedi makes no sense and yet SOE declares it "meets their design goals" but they'll change it in the future to gamer demand.

    In other words - they didn't really spend much forethought into how jedis should work in the game, they just slapped it in there and let the gamers sort it out - at cost.

    PlanetSide has the exact same issues - it's gameplay has changed significantly twice since I left that game.

    I'm all for developers listening to gamer feedback - but it's way different when the developers seem incapable of getting it done right without that feedback.

    1. Re:The SOE way of producing games by Matrix272 · · Score: 2, Interesting

      In other words - they didn't really spend much forethought into how jedis should work in the game, they just slapped it in there and let the gamers sort it out - at cost.

      I agree that the game sucks, no doubt about that. I played it for a surprisingly long 2-3 months before they shot the economy to hell by cutting the mission rewards in half. However, I think they thought about how jedi's would play in their perfect world, not how REAL players WANT to play as a jedi. They assumed that jedi players would walk around with a gun equipped, like everyone else, hunting like everyone else, except if the need arose, they could get out their lightsaber and deal some massive damage. Fortunately (or unfortunately, depending on your point of view) they turned out to be completely, 100%, entirely WRONG.

      I might still be playing it if they hadn't royally fucked up the economy. They say it's a player-controlled economy? Then let me charge 50,000 credits for my gun on the auction house. Final Fantasy XI lets me... I can charge however much I want... and amazingly, I've been playing that for more than 3 months. Go figure.

      --
      "It's better to have a gun and not need it than need a gun and not have it." ~ Christian Slater, True Romance
  13. 'Cheating' in SWG and just how screwed up SWG is.. by @madeus · · Score: 4, Interesting

    Yes and I would add that not only do players do this, they they have multiple accounts and use 3rd party software to do it.

    For example, I know two players IRL with multiple accounts, one with 4 accounts, another with 2. Both use software (e.g. Visual Basic tools) to simulate mouse clicks to 'train' characters while they are AFK, even at work (they can use VNC to check on them from time to time). They have multiple accounts because of the limitations on the number of skill points an individual character can have, and because it's so hard to find someone you want with the skill you need to team with, even at peak time. It's also a lot easier to make money in game when you are your own little production firm.

    This is what the Jedi's, and those seriously chasing the unlocking of the 'Force Sensitive Slot' are doing. In fairness, it's actually the only sensible way to progress in the game, because it's such a tedious grind.

    I just think, to hell with that, if I want to do that I'll spend my time writing productive, open source software, or writing battle bot scripts. I don't want to write Visual Basic scripts to play an RPG for me! It's certainly not what SWG is billed as. It's certainly not an RPG in any classically understood sense of the word. As an RPG, it's the single WORST RPG I have ever played.

    It's as if someone had written a text based MUD, and all the items were so expensive, and levelling was so difficult, the only way to progress and keep up was to write a shell script to play it for you (go north until you find a troll, kill troll, retreat/use health vial if damaged, repeat). Now that can be fun in itself, but that's hardly the game it's been billed as at any point, but that's exactly what it is, and exactly what you need to do to stay even remotely competative with market prices and in Player V Player combat.

    I don't think the development team have any idea how much this game is completely dominated by the behavior of power players, they don't know, or they don't care because it means players either have multiple accounts and are power players, thus earning them lots of money, or they have one account, but find it so hard to progress they are subscribed for months before they can start to get on their feet. I would be they know this is a formula which works with EQ and they have no interest in creating a 'game' in the traditional sense.

    The only massively multiplayer title that SOE have that's remotely close to a modern game is the FPS game PlanetSide (and that's got it's problems atm).

    I think every man and his dog is currently looking forward to World of Warcraft and hoping they get it right (they've started with a good engine, the Unreal Engine, which is a great first move). It's a shame, I _really_ wanted to play a multiplayer Star Wars RPG like the single player KoTOR. SWG certainly has the content, but not the engine or the gameplay.

  14. 2nd Largest MMO? by YomikoReadman · · Score: 3, Insightful
    John Smedley, President of Sony Online Entertainment, has mailed us with official comment: "Star Wars Galaxies has much more than double the number of subscribers quoted on GameSpy. For the record, the title is doing very, very well and is the second largest MMO in the North American market.

    So, according to this, it's doing better than FFXI, which just cleared 1 million users, right? I'm sure that they are including all of their european users on US servers. I'm just kinda curious as to how he can make that claim when even DAoC is doing better than SWG, or it was the last time I checked.

    --
    I have no regrets, this is the only path.
    My whole life has been "UNLIMITED BLADE WORKS"
  15. Problem with MMOGs in general by t0ny · · Score: 1
    I think the failed expectations is one which will happen in MMOGs in general (in that people expect a Star Wars epic adventure). If you want to be the one person (or group of people) who can save the universe, it kind of fails when you have 100,000 other people who are also that one person who can save the universe.

    Where this works out with far better is in the single player realm, where you arent competing with thousands of other people. MMOGs eventaully dilute down into a pissing contest, where people distinguish themselves with the most uber-1337 gear, or something sissy like becoming a UO-style fashion designer.

    I honestly prefer the way FFXI handles this, with cutscenes and individual, client side dialogues. Now while you are still one of 100,000 shlubs saving the world, at least you are given the illusion of being 'special'. There is also a limit to how unique your gear can be, so most well outfitted level 30 monks will probably have pretty much identical gear.

    It really doesnt matter to me anyway, because Im not seeking to define myself by what my character wears, or gear I have, or how 1337 i am. What will always distinguish the player, no matter what the game, will be the actual skill of the player.

    As Plato said, there are two problems which can effect members of a society- wealth and poverty. A player relying on unbalanced equipment to cover their deficiencies will not be as good, and likewise a system where a player cannot afford to keep pace with their level's requirements (either in time or equipment) will make the game prohibitively difficult.

    --

    Manipulate the moderator system! Mod someone as "overrated" today.

  16. well, by _ph1ux_ · · Score: 3, Insightful

    "Star Wars Galaxies has much more than double the number of subscribers quoted [...] and is the second largest MMO in the North American market."

    Well, then i would like to see the hard number of subscribers if this is such a marketing issue that this person feels the need to actualyl email about this.

    As for the part about being the second largest in the N American market - where does it rate in the asian market. If you want a hungry mad mob of people wanting to play MMOGs - you would be focusing hard on the asian market. The asian market is nuts for all things online....

    For example Ragnarok is an extrodinarily successful game there - and with a *free* *small* client - it has found a perfect market entry point. They still charge a monthly fee which the people are happy to pay.

    Here in the US - the market is very fickle when it comes to the games we will play online from a loyalty standpoint. We have the luxury of higher income and more accessible broadband to our homes - but the asian market is different in the way they play the games because 95% of the games are played from internet cafes. Many of the internet cafes have slow access, and because of this many games are played locally.

    This is not true of South Korea however, where high speed internet access is available at many internet cafes and homes - but the community of playing the games at the internet cafe is still there.

  17. Re:'Cheating' in SWG and just how screwed up SWG i by Lord_Dweomer · · Score: 1
    Oddly enough, while I was an intern at a company last summer, I really didn't have a lot of time to play games. So I downloaded this RPG (whose name is completely slipping my mind) which was basically a window that showed your character stats, equipment, loot, spells, xp, and your progress on your quest. It would just automatically have you fight monsters, kill them, once you killed enough it would take you back to town, sell everything, and buy upgraded equipment. No graphics, all text. I just let it run during the day and at night I'd see how far I progressed. w00t, level 19 mage after only 1 week of playing! Seriously, I got almost the same satisfaction as when I played Everquest for way too long.

    --
    Buy Steampunk Clothing Online!
  18. Re:'Cheating' in SWG and just how screwed up SWG i by nadadogg · · Score: 1

    Progress quest. It's hilarious to watch your character's items, and the spells/armor you get.

    --
    i use linux and windows oh god how can i have an opinion
  19. The thing I don't get by coldtone · · Score: 1

    Is that MMG are supposed to be all about the community, go online, meet people, play together. But what I don't understand is why don't they make the games compatible with existing communities.

    For example I have a friend who plays EQ, he has played for years and has a high level character. I hear him talking about this game and all the fun he has, battling monsters, exploring dungeons, pushing his character to the limits. I think that sounds like fun, so I go out a buy a copy install the game, hand over my credit card, log in, only to find that I can't play with my friend.

    Oh sure I can see him in game. He can show me around the cities and stuff, but I can't play with him. The monsters at my level are trivial for him. I can't group with him, I can't go to the same zones, I can't fight the same monsters. I won't be able to do anything fun with him until I put in a massive amount of time on my own and hit the level cap.

    The design of the game forbids it from being an extension of an existing community. The thing that I find really baffling is that the game isn't all that different at higher levels. Your still attacking monsters, and exploring dungeons it's just they are a different level, that's it! Sure there might be a trick or two thrown in, but it's still the same principle

    There should be nothing stopping me from grouping with my friend from the moment I log into the game. Sure I won't be as fast or as strong, nor have any of the super cool abilities he has, but I could still contribute, and most importantly I could enjoy the experience of playing with my friend, talking about it at the office.

    The first MMG that combines that fun of EQ without the silliness of the levels will take this genre of games to the next level.

    1. Re:The thing I don't get by Anonymous Coward · · Score: 0

      FFXI is a bit better in this respect, due to the way its job system works. A friend of mine started playing a few weeks ago, when my character's level was in the mid-20s (a point that generally takes several weeks to reach). Fortunately, I could switch to a different job, with no penalties, and play alongside him until he reached the level of my original job.

    2. Re:The thing I don't get by Anonymous Coward · · Score: 0

      Levels in EQ are badly implemented. There are way too many levels.
      When you have 65 levels, and a grouping level cap that ranges from 5 to 15 levels, you're actually killing the social aspect of the game by forcing players to only group with like-level players.

      Lots of levels also require that you have a ton of low level content when you debut, and a ton of high level content when the game is a few years old. This means you're going to have to focus on adding a ton of high level content as the game gets older, as well as revamping alot of the low level content because its not getting used as much as it once was.

      Lots of levels in a single player game makes sense. Lots of levels in a MMO just makes your job harder.

    3. Re:The thing I don't get by Anonymous Coward · · Score: 0

      Check out City of Heroes. Its in beta atm and they have a "sidekick" feature. A higher level char can team up with a lower level char and the lower char will recieve a boost in power so they can play together.

  20. Re:'Cheating' in SWG and just how screwed up SWG i by Squozen · · Score: 1

    ProgressQuest?

  21. Anyone Notice how they used "Subscribers" ? by Anonymous Coward · · Score: 0

    ...And not "Active-Paying-Subscribers"?

    They did the exact same thing with both press release's they put out right after the game came out - but it was "Registered Users" back then. I still play SWG and i have a hard time with that 200K+ Figure - Alot of poeple (Myself included) who have put up with the Bugs, and Nerf untill now- are getting tired and moving on now that there are more chocies coming out (CoH, L2, EQ2, WoW, Etc).