Star Wars Galaxies Celebrates First Anniversary
Thanks to Sony Online for its official page celebrating the first anniversary of PC MMO Star Wars Galaxies, as they examine a timeline of the first year, from day one, June 26th, 2003 ("the most exciting and stress-inducing day of most of our careers"), through November 4th, 2003 ("The first Jedi appears in game"), through April 21st, 2004 ("We officially announce [space-based add-on] Star Wars Galaxies: Jump to Lightspeed!") In relation to this, the first veteran reward for the game is announced, "the deed for the multi-passenger ship model SoroSuub Personal Luxury Yacht 3000 the day Star Wars Galaxies: Jump to Lightspeed launches" - it's explained: "This starship model has been popularized in Star Wars fiction by Lando Calrissian's personal vessel, the Lady Luck." Finally, there's also a retrospective visual catalog of the original SW:G Beta test posted on the official site.
I can't help feeling they blew their chance with this. I know it has gotten progressively better over the year since the launch, but I feel this more than any other MMPORG had the potential to break that 1,000,000 subscriber barrier. (If any of them ever will) Or in other words gain that mass acceptance.
Maybe the expansion will cause a spike in the player numbers but I from what I have read it will be adding in features that probably should have been in the game originally.
I remember it like yesterday. After years, literal years of hype, when the game finally released to the 1,000's of people who had already preordered the game, their credit card registration webpage woulden't work. The entire community, many of whom literally had the date makred off on their calanders (my time in the forums lends credence to my statements), were left to sit, wonder, and wait. It wasn't until hours later that day that it did work, and when it had, many of the game servers didn't work.
This bumpy start acts as a painfully accurate analogy to the overall zeitgeist (oh god I love that word) of the game, the game's gameplay, the developers struggling and meger attempts to suffice their loyal, rampant and huge fan base; and almost every aspect of the Star Wars Galaxies experience.
It's gotten this far, and, well, cheers for that.
I was lucky enough to be in beta 2 & 3. The thing I remembered most was a couple weeks before launch somebody named "Swiggy" managed to crash the server for 3 days. It was amazing that when the launch date was announced, pretty much everybody in beta said, It's not ready, entire classes were broken, others overpowered. Even post launch some servers had significant downtime and bugs like all of somebody's stuff disappearing, dupe bugs, and my favorite all the buildings on one planet relocated to the middle of the planet map overnight.
I took 2 weeks off from work to play, it was very fun, even fighting all the annoying bugs, then I ran out of content about 3 months in. SWG has a great crafting and world system, there just isn't enough to really do. I just sat there with 30 million credits, nothing to spend it on, and nothing really to do except just make more credits that I couldn't spend. It was the first MMORPG that I felt like I beat the game.
It's sad, the game really had potential, I log in from time to time (my friend kept my account alive) and they've added alot of stuff, but I'm too psyched about EQ2 to rejoin SWG.
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I recently played the free 14-days trial (still available). I was impressed and see how it can be addicting even though the game was choppy on my aging Athlon XP 2200+ machine with an ATI Radeon 9800 AIW (128 MB) video card. I have to say that a lot of has changed according to the timeline (quite funny too).
I hope City of Heros will be doing the same when it reaches its one year anniversary. I will have to check this game out after I upgrade my system and when I have more free time in a few months.
Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
Is the game that bad? Well I played a couple of these type of games and frankly I think the entire concept has a problem.
A MMO game is about doing things together yet the game design seems to fight this every step of the way.
One of the simplest social things to do is to do missions in a group. Small snag. Doing missions just isn't that much actually fun, you do them to gather experience points/money/resources. But XP is badly distributed. Bounty hunters need to get XP with their guns but when they use them they suck the XP away from all the other group members. High lvl chars can kill so fast that a new player may not even get a hit in.
Normal resources like meat are evenly distruted but rarer drops are not. Wich means that some people really get nasty when someone else gets the drop they wanted. I seen hunts where the was more argueing then hunting.
Money is a problem too as new players need a large group to minimize the risk of them getting all the creatures after them and ideally they want 1 or 2 high lvl to take the heat. But the money will be very poor. I done it a couple of times where I was just tanking the creatures allowing newbie players to attack safely and it can be fun. But often is not. Since I have more money then I can spend (or indeed want to spend) I just help new players for fun, with the 14day trial a lot of fun players joined (and were turned off by the 14th yr old holo grinders))
And here is the simplest reasons MMO games are not the run away success people predicted.
An awfull lot of people on the net are assholes. While there is no need to thank a medic everytime he heals you saying nothing all or constantly "HEAL ME NOW" is getting annoying. When you then get a newbie who has been carried by others the whole hunt, has gotten resurrected by the doctor several times and gotten several free buffs and then gets rancor bile (an ingredient used by medics) and then wants big money from them you feel that perhaps there are some people you just don't want to play with.
Same with spam. The chat is like IRC so you got whole herds of spammers repeating the same message 10 times quickly so that others see it. Because else their message isn't seen between all the spam. Duh.
Those who played MMO games know easily one anti-social person can ruin a good session. And the sad reality is that SWG has a lot of them. For those who never played a MMO game imagine the net without spamfilters/popup-blockers/slashdot-moderation/etc . please continue reading after you stopped screaming.
SWG and other games can be fun, when you play them as social games, sadly SWG developers seem to have designed the entire game to the CS kiddies. The hologrind (in order to become a jedi you had to complete X proffesions meaning you had hords of players just doing a proffesion because they wanted to be a jedi not because they wanted to be say a medic) killed most of the choose a role you want to play. The PvP ensures that players with work can never be openly rebel or imp because there will always be some 14yr old using every exploit available to prove he is leet.
But the most important fault is that SWG isn't star wars. It is like those old doom mods. SWG is EQ bugged with a Star Wars skin.
If MMO games are to succeed I think a drastic rethink is needed. Who ever is going to make the next one is going to have to figure out why The Sims is one of the best selling games every and why The Sims Online died.
And this requires one very simple question to be asked I think. How many people who play the sims play it in "freestyle" mode( meaning with the money cheat) vs the "game" mode (earn every dollar you spend through work). I think that a lot more used the money cheat to give them the capital they wanted and then played their family.
I think that a huge amount of the potent
MMO Quests are like orgasms:
You may solo them, I prefer them in a group.