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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."

12 of 63 comments (clear)

  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-
  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.
  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.)

  4. 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.

  5. 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.
  6. 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.

  7. 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.

  8. 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
  9. '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.