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John Smedley On The New Galaxies

Gamespot has part one of an extensive interview with SOE CEO John Smedley about the recent and controversial changes made to Star Wars Galaxies. From the article: "Star Wars never hit that excitement level around here. It never got--there never was a critical mass of people here that wanted to play it. So we knew we could do way better. And I guess as much out of a love for making these kinds of games, even though that sounds corny, though it's true, we wanted to make this game better." We had our own talk with Mr. Smedley not too long ago.

43 comments

  1. It's a shame what they did :\ by Pong3A · · Score: 1

    Such potencial and all was wasted... SWG could be one of the best MMORPG built around a wonderful setting, but instead it was bland.

    --
    "Fantômas." "What did you say?" "I said: Fantômas." "And what does that mean?" "Nothing....Everything!" "But
  2. NYT has a much different view... by WCMI92 · · Score: 5, Interesting

    http://www.nytimes.com/2005/12/10/arts/10star.html ?adxnnl=1&adxnnlx=1134234111-qM+OBZTgCE9+jbFl687Dv g

    Must read.

    Smedley is a liar and a thief. I'd normally never say that, but in his case, it's true.

    --
    Corporatism != Free Market
    1. Re:NYT has a much different view... by Bishop · · Score: 1

      I want to know how they expect to regain their subscription levels. They can run all the media blitzes they want but the gaming websites reviews are all negative.

  3. Their problem by keeblersbest · · Score: 1

    is thinking the millions of Star Wars fans, ranging in age from toddlers to 100 year old grandparents will pay them 15 bucks a month for a shoddy FPS wannabe. To risk your traditional RPG type customers for some unknown amount of FPS customers is just bad business, especially since there are much better Star Wars FPS type games out there that don't have a monthly subscription.

  4. Changes... by warGod3 · · Score: 4, Insightful

    As a long time player of SWG, I have seen the game go from something was that fun to play to something that is being dumbed down for mass appeal. I understand that they are trying to appeal to a greater market to attract more people. They (SOE and LucasArts) have decided that the opinion of people that have played a while is irrelevant. Although numbers have not been published by SOE, it is estimated that their losses are far greater than they anticipated with the NGE.
    I think part of what I read scared me. But it didn't when I read it at first, it was after a conversation I was having with someone regarding the another industry. It seems that other industries have relied heavily on their name brand to carry them through as well, and things happened and they had to tighten their belts. What will happen at SOE? I think that they are trying to target SWG to the "younger" generation.
    Now we are hearing rhetoric and rumors from all sides to all extents about what is going to happen. Yes, I am still in the game, for now. Are more changes to come? Probably, but what will they bring?

    --
    "Be polite, be professional, but have a plan to kill everybody you meet." General James Mattis
    1. Re:Changes... by GeekyMike · · Score: 0, Troll

      I was a player of SWG for the first year and a half after the introduction of SWG. I played for about 16 months, hoping Sony would get their stuff together and build the game I dreamed of. I watched the Empire get killed by the superior numbers of rebel scum crying for a nerf (albeit the old AT-ST was overpowered, it kept rebel scum down). I watched the promising new dungeons come out, and thought it was a good start. I explored the dangerous planets on foot in hope of adventure. I even ground holocrons in hope of being one of the few to unlock Jedi. I saw the game degenerate to Jedi on each corner. I even downloaded the beta of JTL over dialup to see if anything would keep me.

      I left despite RL friends asking me to come back. Sony killed this franchise while George Lucas raped my childhood dreams. Please take the dog behind the barn and pull the trigger.

      Sony had a loyal fanbase in the forums with good ideas and implementations. Many professions remained useless despite many promises by the devs "We're working on it guys, what do you want?" then ignoring the myriad of responses. If you want to gain more gamers, listen to gamers to find out what is important.

      --
      Beware the fury of a patient man
      - John Dryden
    2. Re:Changes... by patternjuggler · · Score: 1

      As a long time player of SWG, I have seen the game go from something was that fun to play to something that is being dumbed down for mass appeal. I understand that they are trying to appeal to a greater market to attract more people. They (SOE and LucasArts) have decided that the opinion of people that have played a while is irrelevant.

      Have you considered that if they are losing subscribers and failing to attract new ones in sufficient numbers, the people who have been playing the longest and keep playing may be exactly the wrong ones to go to for advice? It's the subscribers who leave, and the people who consider joining but don't are the ones who are going to have thoughts they want to hear about.

  5. Fun for the first hour by Anonymous Coward · · Score: 4, Interesting

    The current version of the game is fun for he first hour or three, but after that it just gets boring. It's gone from being a game where you needed some time to familiarize yourself with the system, into being a game where the system is so simple there's nothing to familiarize yourself with. The price of this, obviously, is that there's no more diversity in the system. The result of this is that people will most likely buy it due to the fact that it's Star Wars, and because of the marketing being done for it, and they'll be playing it probably a couple of weeks, and then quit, because at that point it's become a second-rate shooter, and nobody pays $15/month to play that when they can play first-rate shooters online for free once the game is initially bought.

    The only hope now is that SOE either rolls back the servers (very unlikely), that they put up a few "classic" servers (also very unlikely), or that they shut it down completely (seems pretty likely) so that someone else might start from scratch with a second Star Wars MMORPG.

  6. How about content? by Somatic · · Score: 5, Insightful
    Smedley: We spent quite a bit of time and money doing product research. We did a number of focus groups and talked specifically about changes that we could make to the interface, to the combat, and to the overall gameplay experience--to make it a lot more fun. We also did surveys asking the current user base what was missing, what were things we could do to make the game better.
    And in all of these user surveys, apparently no one ever said they wanted content, and that's why there was none, right?

    Let me spell this out for you future game developers. Randomly generated content is not content, it's crap. The brain of even the slowest human can smell the difference between hand crafted and computer generated content. It's why the Turing test hasn't been passed, it's why automated customer service menus piss people off, and it's one of the reasons SWG failed.

    Creating a massive world that was 99% empty might have seemed like a good idea on the surface, I know. You'd save all that time on programming, writing, implementing... you'd create beautiful cities (and you did), players would go to them and be merry... but all the rest of the world would be random. It didn't seem like a bad idea, I know. I can follow the thought process that led to SWG's design, and on paper, I can see how it might have sounded good.

    But what you've got to understand, devs, is that there is no substitute for the human hand. Technology is great when used right, but it is not a good babysitter. Random levels worked for Nethack because it was a single player game, an ASCII game, and the design was genius for its time. But random will not work in a modern MMOG.

    People need to fall in love with the world they're playing in, and a computer-generated design just can't inspire that love. Only the human hand can do that. Maybe in the next 20 years a genius programmer will come along who will write the algorithm that will be able to trick the human brain into loving it that way they love something painstakingly crafted by a human... but for now, you have to do it by hand.

    I'm serious, game devs. I'm trying to save you millions of dollars. Don't do it. Hire a bunch of high school aged D&D DMs if your budget is that tight. Just hire a human, k?

    (oh yeah, and crippling bugs wrapped in unstable code that never get fixed are bad too)

    --
    My script don't crash! She crashes, you crashed her!
    1. Re:How about content? by fraudrogic · · Score: 1

      I agree with what you're saying. I hate NPCs, I hate talking to them, I hated the whole "training" aspect of Galaxies.

      On that note, why not put money into hiring "professional" role players with special access to the game. Maybe a REAL storm trooper recruiter who tells you to goto X planet at X time where you meet a real person playing the storm trooper sargent and from that point on you go through basic training and end up on a star destroyer, etc, etc. Hire PEOPLE to interact with the players. That would be fun. Hell, outsource this work to India if you have too. Have a warehouse full of these people on PCs roaming the servers, role playing multiple "official" characters and interacting with the people in the game. I think if I were to go see Vader, and it was a Vader who actually interacted with me, it would be that much more exciting rather what they had in the current game.

      --
      I only mod up parents of "mod parent up" posts...
  7. The problem with SWG by JeffTL · · Score: 1

    The real problem, if I recall, was a heavy load of grinding on most professions, making the game less enjoyable to casual players, because hunting or mining expeditions took a lot of time. This was a bit better on, for example, the Entertainer profession, but few people tipped the musicians in the bars and they could not easily progress in the economic system, which was quite ingenious with an eBay-like long-run auction system integrated.

    So after a few months, I quit and put my subscription fee towards TiVo instead. My thought was "this game is kind of cool, but is it really as valuable as pausing live television and actually being able to program the VCR?"

  8. Parent is Not a Troll... by RockClimbingFool · · Score: 1

    Please mod them up... That NY Times article tells it all.

  9. The problem is by graymocker · · Score: 1

    The original product attempted to deliver a innovative high-concept MMO in a IP that was fundamentally mass-market and accessible. I can't speak for the implementation of the "new" SWG - which from all accounts is hideous - but the overall strategic decision makes sense from a business perspective. Gamers who enjoyed the game for its ambitious design and aren't as interested in living out their SW wish-fulfillment fantasies get shafted, of course, but what can you do? The mainstream is a homogenizing force.

    1. Re:The problem is by NBarnes · · Score: 1

      I very much agree. I was always impressed by the audacity of the attempt to weld together Star Wars' mass (and middle-brow at best) appeal and a high-concept designer's game design. And I think the failure of that marriage is (and there's an extent to which this is brutally obvious) the major reason for SWG's lack of success. In hindsight, marrying Star Wars' mass appeal to a mass-appeal game structure (something more like what Blizzard has done with WoW, but possibly even more casual friendly) would have worked out better.

      I remain convinced that had SWG's fundamental game design structures been tied to original content IP (either fantasy or SF), with a much smaller budget and a correspondingly low threshold of 'success', it could have been very much better recieved and much more successful in reaching its ambitions. The people that liked SWG's design liked it a lot, and given time and patience, a game with that design and without the overhead of 'being the Star Wars MMORPG' could have gathered to itself the same small, passionate fanbase that SWG, in fact, has for itself. But for 'the Star Wars MMORPG', a small, passionate subscriber base isn't cutting it.

      To put it another way, it's not just that SWG's design failed (though it did in many ways). It's also that it failed in ways that broken the Star Wars-iness of the experience for many people. Without the burden of being Star Wars, the game, I think, could have rested more strongly and comfortably on the good parts of its design and, in the long run, done better.

  10. SWG is a fun game by SmallFurryCreature · · Score: 5, Interesting
    For the first month. Maybe two. When you are still new to the world and everything is new and a challenge. When you tame your first bantha, get your first landspeeder, make your first firework.

    The first time you go in a group to dathomir and engage a lair of rancors. Well at least if you go in a good group (non buffed to the max group that can solo a rancor lair)

    And that last bit is the problem. As you learned the game you found out that in the beginning you were hopelessly crippling yourselve. Your "action" points (health action mind) depleted only because you hadn't bought the proper buffs. Without buffs taking on a bunny could be a challenge. With them you could stand in a circle of enraged giant rancors and kick their but.

    But this also ruined the fun. Gone were the carefully prepared expeditions. Do you know that at one point nobody went to dathomir without a medic in the group? When I left EVERYBODY including dancers and musicians were making the dathomir village run (if you don't know don't ask) 2x a day. (oh alright if you must know, to become a jedi you had to trade regular xp you gained by doing your chosen proffesion in the village. a 15 minute drive across dathomir wich turned the most hostile planet into a freaking highway)

    Unlike other MMO games there was usually no problem in finding a group. Finding the members of the group was another matter. SWG may be the first MMO game to come up with the concept of the solo group. You see a high level combat character could easily handle the thoughest missions BUT was unable to get them when alone. You had to be in a group of about 5 to get the best missions (payout) so people grouped just to get missions wich they then did on their own. WEIRD.

    After a while SOE realized the game was not going well and started changing things. One of them was the addition of dungeons. Not a bad idea in itself except that SOE populated them by enemies wich insane hitpoints and resists. So it became less exploring a carefull crafted story line in a dangerous location and more a constant 5 minute kicking contest. Most people just created a macro to trigger their best attacks and went to make coffee while clearing a room.

    Remember those early usermade doom levels? Were every room had a dozen endbosses? Those levels that absolutly sucked? That is SWG "high level" content. Do a corvette mission once with a non maxed out combat character you will be death before you know it.

    And that was SWG's biggest failure. It provided nothing in the middle. Once you had gone past the initial learning period it had a big void and then only the high level endgame were you either created a tricked out combat specialist and copied exactly the perfect template or you just didn't have a chance.

    Same with crafting, nobody had any use for a mid level crafter. From almost the very beginning if you wanted to make money creating stuff you first had to grind to max level and then recoup your money by selling your high level goods. I tried chef and couldn't even give away my low level stuff.

    Strangely enough it wasn't really the combat that was boring. What was boring was that sony decided that high level meant giving just 1 million hitpoints and 100% resists (yes 100% meaning they NEVER took damage) on all but one type of damage and if your proffesion didn't do that kind of damage, then though luck.

    This meant that the end fights always became just a matter of having a good buff and then just beating away for 20 minutes. As a tka I even had "fights" were I would engage a night elder wich I couldn't damage but to keep her attention while a rifle specialist attacked her mind pool. Both of us used macro's and we chatted about how much it sucked we didn't get in the WoW beta.

    SWG tried a lot but it also failed in a lot of areas. I think that they forgot during the initial design to hire somebody from out side to review it and give an unbiased opinion. There were just to many problems for the game to have a chance of success. What SOE is doing now is fixing symptoms not causes.

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

  11. A shame by Donniedarkness · · Score: 1

    It's really a shame that they're doing this to the game. Sony is, once again, pissing me off. It's not fair to all of the gamers who have put so many months into the game.

    --
    Earn a % of cash back from Newegg, Tiger Direct, Walmart.com, and more: http://www.mrrebates.com?refid=458505
  12. So, the question is.... by Grandma+Death · · Score: 1

    in the version of Star Wars Galaxies, does Greedo shoot first?

    --
    Every living creature on earth dies alone.
  13. I'll take the opposing point by MilenCent · · Score: 4, Insightful

    I'll put aside the question of whether Star Wars Galaxies' random content was good or not. I'll even grant you that it might not have been possible for any Star Wars game to be randomly generated -- it may have been possible to get that workable engaging, but for the sake of my point I'll concede it.

    I don't think that random content is inherently bad. I don't think it'll always look like a computer made it and not a human. I don't even think that always matters.

    You invoke the sacred and holy name of Nethack as a talisman against the gameplay it stands for, but the plain fact is, no one's ever tried to make Nethack-style random gameplay work in a commercial product. (Diablo does not count for reasons to be revealed.) And Nethack, despite how it looks, is absolutely not outdated -- indeed, its open source nature has spawned dozens of interesting and creative patches for the game, ranging from special levels (Lethe, Heck2) to new monsters (Biodiversity) to entire new play mechanics (Color Alchemy, described below).

    But it is not controversial to say something like "Nethack rulez" on Slashdot, in which the radio of Nethackers as opposed to the general population is, shall we say, higher than normal. So to avoid mere karma whoring, I'll attempt to explain how to make random content work.

    You do it by randomizing more than just maps. (Re Diablo: There.) Having an infinite amount of terrain to explore is not enough to make a game interesting. Roguelikes do it by also randomizing the item definitions, restricting player knowledge of them, and making their discovery a major part of each game. Some games randomize still more, or provide mechanisms by which the basic item randomization has profound effects on the game. Examples: The presence and alignments of altars in Nethack has a profound effect upon that game, even though technically they're just part of its map generation. ADOM generates different alchemy recipes each game, which can potentially give players a potent source of resources. There is a user-created patch, Color Alchemy, that does something similar in Nethack: instead of having that game's potion mixing system be based upon type (Healing Potion + Gain Energy Potion = Extra Healing Potion), it's based on the color in the potion descriptions (Whatever Red Potions are + Whatever Yellow Potions are = Whatever Orange Potions are)!

    Also, randomly placed monsters are not interesting in a game in which they...
    A. ...have no "hard" way of harming the player. When overcoming player death is as simple as clicking a respawn button, no monster is really that dangerous. Rogue had *common* monsters that could do permanent strength damage, could quickly drain levels, could confuse with a glance, permanently degrade armor, etc. Nethack, of course, has the infamous cockatrice, Medusa, monsters that can curse items, monsters that can burn with a glance, thieves, and many others.

    And all true Roguelikes have permanent character death. When that foe around the corner could suddenly destroy your entire character, let alone his stats and equipment in ways that are not trivial to overcome, then that random generation begins to really mean something. Show me a MMORPG like *that* and I'll be there like a shot.

    B. ...are all essentially aliases for each other. This is related to point A, I think, in that many games tend to support umpteen different types of damage, but the main way in which they are differentiated from each other is in the kinds of resistances a player may have. (This is a reason I don't play Angband, despite its being a major Roguelike.) Often, many of them tend to behave in the same way as the others, have the same general types of attacks, and ultimately, due to the reluctance of the designer to have them do really bad things to characters, don't have anywhere near the personality that Nethack monsters have.

    So, I think you can indeed make randomly generated content, but it can't be half-assed. And ultima

    1. Re:I'll take the opposing point by NBarnes · · Score: 1

      Without wanting to disagree too explicitly with you, I will say....

      A lot of people don't play Nethack. It's very appealing to a certain kind of person, and a very impressive feat of both game design and social engineering. It's a wonderful piece of work that anybody would be proud of.

      But the reasons that Nethack hasn't conquered the gaming world go beyond anti-ASCII bias. It's not the game people want to play. Most of the reasons you list as good things about Nethack are precisely themselves the reasons that those people who don't like Nethack don't like Nethack.

      I certainly believe that there's a market for a restrained-budget MMORPG structured more like Nethack in the ways you describe. But there's no way in Hades that such a game would ever compete with World of Warcraft or even Star Wars: Galaxies (and there's setting the bar low for you) in terms of raw population numbers or market share.

      I believe strongly in small, niche games that appeal strongly to a more limited set of people, and in them over larger, more vanilla games that appeal to many people but invoke passionate adoration in few. But saying that future MMORPGs need to be more like Nethack (especially in the ways you describe) in order to succeed and thrive is 180 from the truth, IMHO.

    2. Re:I'll take the opposing point by Surt · · Score: 1

      Diablo 2 has random everything that you listed for nethack. It also offers permanent character death.

      Permanent character death will never appeal to more than a tiny fraction of players, though, particularly in a MMORPG where PvP is viewed as a greater necessity. There are just too many opportunities for griefers and bad luck to ruin the experience for the common player (lagdeath).

      MMORPGS can make as much use of randomly generated content as any RPG game can. As a designer, you just have to know that random content is never (at least not soon) going to tell a great story arch, so you better make sure it stays out of the way of your story arch.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    3. Re:I'll take the opposing point by MilenCent · · Score: 1

      A lot of people don't play Nethack. It's very appealing to a certain kind of person, and a very impressive feat of both game design and social engineering. It's a wonderful piece of work that anybody would be proud of.

      Well, my original was about the possibility of using random generation to create a game world. My point was that it can definitely work, but you can't just generate new terrain unless there's something about it (like Nethack's altars) that adds to the game beyond just adding a bunch more largely-identical places to explore.

      Your response is more an attack against Nethack, which I will respond to, but I think it's important to note that you didn't actually respond to my original point; an MMORPG doesn't have to ape Nethack in creating random content. It just has to do it in a meaningful way, in a way that ultimately means players have to make real choices instead of doing the same thing over and over again.

      Now, to address your points concerning the game.

      Nethack as social engineering, hm. It might be, although not intentionally so. I would submit people who don't play Nethack are victim to a much greater web of social engineering than those who do.

      This is not necessarily something to be ashamed of, so long as one is willing to recognize that one's biases, to a large degree, come from a set of unquestioned assumptions that one acquires through life, and that one should be able to discard them if the situation requires.

      The fact is, the difference between a Nethack player and someone who would never play it in a million years, comes primarily from expectations over what a game should be. New genres, like MMORPGs, emerge by breaking some of those expectations, but new ones calcify at the same time. MMORPGs are in danger of becoming a genre who's expectations are calcifying around the idea that the game not only is, BUT IS SUPPOSED TO BE, what amounts to killing the same monsters over and over again.

      It's not the game people want to play. Most of the reasons you list as good things about Nethack are precisely themselves the reasons that those people who don't like Nethack don't like Nethack.

      Then forgive me for being blunt, but these people are fools. Gameplay is gameplay, and Nethack's is among the best -- and these are not idle words I am typing.

      I'm not talking about people who would play Nethack, but don't have the time or energy or have another game they'd rather play, but those people who are almost morally opposed to it. Say what you want, but there are plenty more gameplay aspects to Roguelike games that are just waiting to break out into the mainstream social consciousness than those in Diablo/Diablo 2. It's only a matter of time... possibly a lot of time, concerning how enlightened tend to be commercial game designers and producers at this time, but still a matter of time.

      Argumentative transmission, out!

    4. Re:I'll take the opposing point by MilenCent · · Score: 1

      Diablo 2 has random everything that you listed for nethack. It also offers permanent character death.

      No, not that I'm aware.

      The randomized item system is substantially different, and considering that identifying items has half the game in a Roguelike it's important that they get it right. One-use items are preidentified in Diablo 2. Equipment is often not ID'd, but it doesn't follow the "discover one, discover all" concept that true Roguelikes use. Further, all the "armor" tends to be different things on which different flags are set. Diablo follows the fundamentally weaker Angband item system more than Nethack's.

      It's worth noting that Angband's system dates back to Moria, which was created from the ground up to be a game like Rogue but different from it, while Nethack's come from Hack's, which was originally a Rogue clone. Rogue is the primal archetype and source of design goodness here.

      Permanent character death is not so controversial as you might think, although it's important to note why Roguelikes do it.
      1. To lend an actual sense of danger to a character's adventures.
      2. To give a sense of real accomplishment to his feats.
      3. To "restart the game," and thus rescramble the items, at various times.
      4. Most importantly: to prevent people from abusing the item system.

      If no item can harm you that much, then the necessity of experimenting with the items to figure out what they do isn't that dangerous.

      There are two ways, to which I am aware, to which permanent character death could be made to work in a modern MMORPG design, that followed Roguelike principles, that would be acceptable to casual gamers:
      1. Instead of actually ending his character, just rescramble item descriptions for a player every time he dies. If the player is carrying a potion of healing, he'll still know what it does, but that potion of poison he had ID'd and was studiously avoiding might appear to be something different to him. It players are forced to make use of those random items as part of basic gameplay (like the Inspirations in CoH), and there were enough bad and very bad effects from them, then it would both impose a substantial, though not overbearing, penalty on death *and* do a lot to lessen abuses of a Roguelike's ID system.
      2. Use social engineering to decouple player expectations over what a character is supposed to be. In the story to the game, note that the player, instead of supposedly "being" the character, is instead a guiding spirit of that character's family. Every time a character dies, he gets a free replacement at a lower level, who inherits all the past character's possessions. Of course, items would be scrambled for this character, and he may have a substantially lower level, but if he keeps all the items he had before, and if they're as powerful as Roguelike items tend to be relative to their environment, and if he gains levels as rapidly as they tend to be gained in Roguelikes, then it wouldn't actually much of a setback.

      The reason people play Roguelikes, despite the fact that characters die so often, is that starting a new one is so painless. It needn't take more than ten seconds to start a Nethack character. Roguelike characters are disposable. MMORPG characters, for various reasons, are not, but if designed cleverly enough, I think a designer could have the best of both worlds, in precisely the ways described above.

    5. Re:I'll take the opposing point by Surt · · Score: 1

      Diablo 2 has one-use (stat boosters), multi-use(spell items), and permanent (armor/weapons) all of which are randomly generated and have randomly picked effects with randomly generated intensity levels. Like all good RPG's the random effects come from a fixed list, which is used to rule out unbalancing items.

      Items are generated from a 64 bit random key, combined with an 8bit power level (used to limit the intensity of low level items).

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    6. Re:I'll take the opposing point by MilenCent · · Score: 1

      Diablo 2 has one-use (stat boosters),

      The identity of the item matters less than how the player discovers its purpose.

      multi-use(spell items),

      But Nethack's multi-use spell items are much richer: wands can be zapped in a direction, at yourself, aimed at the ceiling or the floor, recharged, cancelled or broken. Concerning recharging, each time you recharge it, there's an increased chance the wand will blow up. If you zap an empty wand often enough, on each zap there's a 1-in-131 chance that you'll wrest a last charge out of the wand and it'll turn to dust -- useful if the wand is a Wand of Wishing, perhaps the most massively useful object in the game.

      That right there is emblematic of the difference between the Roguelike philosophy and other games: Roguelikes are actually known to grant players wishes. And yet, Nethack is much better balanced than most commercial RPGs. Isn't that strange?

      and permanent (armor/weapons) all of which are randomly generated and have randomly picked effects with randomly generated intensity levels.

      Interesting here is that, while the items that get generated on each level in Nethack are mostly random, the qualities that items have, beyond their basic identity, are NOT random. This doesn't matter to my point, but just illustrating that Nethack doesn't randomize everything. Even so, for Nethack that was a valid choice, since there are fewer sources for many "intrinsics" (Nethack's name for player flags like cold resistance and slow digestion) than in a game with hundreds of possible items that are differentiated largely by what resistances they offer.

      Like all good RPG's the random effects come from a fixed list, which is used to rule out unbalancing items.

      This is not a well-substantiated point, and speaking as a person who has put an awful lot of thought into matters of item generation in these kinds of games, I doubt that it is absolutely true. It is true that a game would have to be specially designed, compared to what is accepted as the default in these kinds of games today, to allow for this. But anyway, Nethack item definitions, as I said above, are not randomly decided. Excalibur and its friends, in all games, have the same abilities. Of course, they are generated lying around on the dungeon floor only extremely rarely -- most players either make them (in a very few instances), get them as a gift from the gods from sacrificing, or wish for them.

      Items are generated from a 64 bit random key, combined with an 8bit power level (used to limit the intensity of low level items).

      Ah, you just hit on one of the most important differences between Diablo and, if not all Roguelikes, two of the major ones, Rogue and Nethack: these games do NOT adjust item generation according to level.

      Angband has weighted item generation as the player descends, so some items are never generated on level 1. In general, Angband items get stronger as the player gets deeper. ADOM goes even further, and weights item generation according to the player's class. In my opinion, both of these strategies are bad design.

      In Nethack, and especially in Rogue, there is no single item that can guarentee player survival. Even games in which players get early Wands of Wishing, which translate into at least four wishes if a player knows what to do, often end death (although an experienced player with such a wand can practically assure an ascension). Of course, the odds that a player will find a Wand of Wishing on level one are extremely slim; most players don't find one randomly in the whole game (there is one guarenteed wand on the Castle level).

      But the point is that Nethack knows that great early item finds make for interesting games. It doesn't "cheat" the player that way. And the best Nethack items tend not to be those things that give lots of resistances, but that give the player a useful ability, like Speed Boots, Rings of Free Action, Rings of Levitation or Wands of Cancellation.

    7. Re:I'll take the opposing point by Impy+the+Impiuos+Imp · · Score: 1
      Diablo 2 has random everything that you listed for nethack. It also offers permanent character death.


      No, not that I'm aware.


      If you played online, you had the option of playing on permadeath servers.

      They also had "ladder" servers, where you tried to be the first to the top, with PvP available.

      The ultimate King of the Hill, though, was the ladder PvP with permadeath. Now those were some damned hardcore players.
      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    8. Re:I'll take the opposing point by MilenCent · · Score: 1

      The "Not that I'm aware" statement I made refered to the whole line that I quoted. I was aware that there is a permadeath option. Yet the game is designed around non-permadeath, with permadeath being a fairly "hardcore," in their own words, alternative.

      But concerning permadeath, sure, I'll take up the challenge of responding to why their permadeath isn't the same as Nethack's.

      Both games allow the player to play a non-permadeath game. In Nethack, you arrange this by entering Discover Mode (Shift-X during play). However, the ideas behind both concepts are different in subtle, yet important, ways. Nethack Discover games are not registered on any score list, they "do not count," and you haven't "won" at Nethack unless you do it outside of Discover. Diablo 2's default expectations are reversed, and most games are played in normal mode.

      Further, Nethack is designed around permadeath, while in Diablo 2 it is just a flag attached to a game. Permadeath is an essential part of Nethack's item discovery gameplay.

      Some time ago, when I was complaining to someone about how Diablo and D2 had taken only the superficial qualities away from Nethack while leaving behind the more awesome aspects of its design. The guy, whose name I forgot (it could have been right here on Slashdot), set me straight: Diablo isn't based off of Nethack. It was inspired by Angband, which made a lot more sense. I don't know if Diablo is better than Angband; I suspect the games are strong to the same degree, and it should be stated that those strengths are not inconsiderable.

      They just aren't as awesome as Nethack.

    9. Re:I'll take the opposing point by ultranova · · Score: 1

      And all true Roguelikes have permanent character death. When that foe around the corner could suddenly destroy your entire character, let alone his stats and equipment in ways that are not trivial to overcome, then that random generation begins to really mean something. Show me a MMORPG like *that* and I'll be there like a shot.

      Yes, because Nethacks rule number one - think before you act - works so well in a realtime game.

      Nethack works, because when you are in a tight spot, you can go walk you dog, sleep, go to work, come home and push the one button that will get you out of it. This is simply impossible in a realtime game. You'd get killed simply because you couldn't react fast enough. Realistic, maybe, but not fun.

      On the other hand, Nethack might work very well as a turn-based multiplayer game. Get a party of a few people you know and go explore. Just remember to pick people who don't block the game forever - or perhaps you could have something like a chess clock ? You have two minutes to make your move, pilgrim !

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    10. Re:I'll take the opposing point by dancingmad · · Score: 1

      no one's ever tried to make Nethack-style random gameplay work in a commercial product.

      Uh, the entire Fushigi no Dungeon series (Including Chocobo's Mysterious Dungeon and Pokemon: Fushigi no Dungeon) which are commercial versions of Rogue and Nethack? I know for a fact there was a Gameboy Advance title along the same lins as well (Monster Dungeon or something along those lines).

      I'm pretty sure I had to pay for those and they were nethack-style (to the point of being random).

      --
      "There is no time, sir, at which ties do not matter," Jeeves, (Jeeves and the Impending Doom)
    11. Re:I'll take the opposing point by MilenCent · · Score: 1

      Uh, the entire Fushigi no Dungeon series (Including Chocobo's Mysterious Dungeon and Pokemon: Fushigi no Dungeon) which are commercial versions of Rogue and Nethack? I know for a fact there was a Gameboy Advance title along the same lins as well (Monster Dungeon or something along those lines).

      Yeah, I remembered those shortly after I posted. I don't know enough about them to see if they really seek to do what true Roguelikes do, or if they're half-hearted attempts to utilize that kind of gameplay, like Azure Dreams, Timestalkers/Climax Landers, Fatal Labyrinth.

      And I also remembered one commercial game that DOES do a good job of following the Roguelike model: ToeJam & Earl!

    12. Re:I'll take the opposing point by MilenCent · · Score: 1

      Yes, because Nethacks rule number one - think before you act - works so well in a realtime game.

      It might! I've yet to see anything about Nethack that makes it *imperative* that that style of play could not work in a real time setting. Maybe not for Nethack itself, (the DevTeam says in the FAQ on their site that they don't think realtime multiplayer is right for the game because of its complexity), but that style of game might still be workable. Rogue, for instance, is nowhere near as complicated as NH but is still recognizable as its predecessor.

      Once upon a time there was a variant called Interhack, which used a system called "surreal time," in which players who were far from other players got lots of time to make moves, but less time the closer they got to each other, to try to get around such blocking, but it seems to have vanished from the web.

      I mentioned in another message in this thread that ToeJam & Earl does do a pretty good job of living up to the Roguelike ideals, and it *is* realtime, realtime multiplayer (where "multi" = "two") in fact. It's perhaps the best thing they ever made for the Genesis, and worth checking out.

  14. Please Open Source the Original SWG by natx808 · · Score: 4, Informative

    The NY Times article is a perfect example of what has happened to many of US!!! The veteran SWG player base who've played since or launch, often with multiple accounts -- were very powerful, wealthy and able characters in game. SWG was the only game I played, even though I own many many games. These were *VERY* happy times for me, making friends in game and me and my brother reliving our childhood. This article serves to inform the public who aren't privy to the game concrete proof that the NGE was a failure -- not Mr. Smedley's and the rest of the SOE goons twisted take on reality.

    My request to SOE is to release the original server code to the community and let us do it ourselves. As far as content is concerned, the player base was the content for me. Since my entire guild and brother left after the NGE, the new game just isn't worth it. My reasoning is this - I paid $80 for your game. Now the product is totally different than what is written on the game box. The manual is freaking worthless because the game is so different.

    It sounds to me that since EQ2 isn't doing as well as they hoped, SOE just opted for a half-assed remake of SWG instead of SWG 2? Either that or a developer went postal on them in an unusual way.

    Well here's a free idea to SOE: Allow players who reached the end game ne allowed to create areas, items, etc. I played on a mud (genocide) and when you reached the highest level a player gets to create their own realm.


    Regards,

    Piki Punobi [SK]
    Corbanits

  15. How do I shot Solo? by Channard · · Score: 1

    No, the real question is how on earth did anyone at Sony think creating a Star Wars MMO was ever a good idea? Yes, Everquest works to an extent, but that's pretty much a free-form RPG world built from the ground up. On the other hand, everyone knows Star Wars and consequently wants to be a hero - a Luke Skywalker or a Han Solo, and just applying the same sprawling structure to the game has resulted in one big mess. Plus there's the fact that there can be no semblence of contuity in the game.

    What Sony should have done was have set the game in the Knights of the Old Republic time-period, which would have given them a great deal more freedom for a start, and actually allowed them to have huge Jedi vs Sith battles, and actually thought things through. Instead they just seem to have slapped the Star Wars licence on the Everquest engine and left it at that, resulting in a massive non-directional mess. I think the game's just too broken to be fixed by any changes Sony see fit to make.

  16. SWG Renewable Content by Anonymous Coward · · Score: 0

    I could care less about this new type of content they want to put into the game. The reason I played, and kept playing was because of reneable content. Such as the following.

    1) The community. I could go into a cantina and talk with people. The community was the best renewable content.
    2) PvP, all sorts of PvP exited that was renewable.
    -Player Event Compititions.
    -Player Bounties on Jedi
    -The Galactic Civil War(GCW)

    My only problem before the NGE was even annoucned was bugs, Improve the GCW and bugs.

  17. The Great Communicator by Anonymous Coward · · Score: 0

    For a guy who claims to have answered questions on the SWG forums. Here sure dose a good job consolidating his answers.

    Total of 5 posts.

    http://forums.station.sony.com/swg/view_profile?us er.id=308531

  18. Greedo always shoots first by Anonymous Coward · · Score: 0

    It just looks like he didn't because of lag.

  19. Shutting out former players by flaknugget · · Score: 1

    One major handicap SWG has always had. And something I've never seen addressed in any of the dozens of post-mordems I've read about it, including this one, is the crippling economic drain designed to make players constantly work just to maintain what they already have. I suppose it was made that way so players would have something to do, due to the lack of worth-while content. Building 'maintenance/rent', city taxes, item decay, dissappearing factories and harvestors, etc. I played SWG for a year, and I can't tell you how many people quit because they took a week off from playing, and lost every item they owned because their house dissappeared. It has left no incentive for former players to return to the game. It's a huge slap in the face actually... I personally had millions of creds worth of items, in about 5 different houses, when I cancelled my subcription. All that stuff is simply gone now, and if I re-opened the same account I had spent a year playing, I would have no items, short of the creds in the bank... and with this NGE I wouldn't even have any experience or any professional ranks. That is huge hurdle to getting former players back in it. Anyone who spent time playing SWG before probably doesn't want to come back and have to spend months just getting back to where they left off. Just short-sighted MMO design at it's worst. My personal experience with MMOs covers AC2, WoW, GW, and some more obscure korean games. SWG is the only one I know of where if you cancel your subscription for a couple of weeks, you're character loses everything... as if you've never played before. What other games do this? I suspect the best market SWG could ever hope to attract are the ones who have shown interest in it before. Right now there are about 4 or 5 former players for every current player, and that's assuming the estimate of 200,000 current players mentioned in the interview is accurate... which I kinda doubt. Who are these 'new players' they're hoping to attract? People who haven't heard of SWG yet? People who wanted to play before, but were sorta hoping for a full-scale redesign before trying it? It's just stupid all-over.

  20. What do you do with a bad design? by Why's_This_Fish_So_B · · Score: 1

    What's happening now is, IMO, a convergence of the original bad design and the community.

    The original SWG design was innovative, experimental, and horribly mangled. As a previous poster noted, once you'd figured out the action system, you could stand amongst a crowd of Rancors and laugh. This may be amusing if you like god-mode but it makes developing challenging encounters impossible.

    So, as another poster noted, MOBs with complete invulnerability except for one weakness were released; this is also horribly broken.

    Then, add the Jedi system, which involved horrific mind-numbing grinding BUT still resulted in a massive surplus of Jedi (particularly for galactic civil war era). More horrible brokenness.

    Now kick over the system once (CE) and what sort of playerbase do you have left? You have the sort of players who are fanatically attached to their characters, particularly to their several accounts worth of characters since SWG had the rare (for a reason) feature of only allowing one character per server (plus jedi slot for those who did the grind). People who have 'invested' uncounted hours in their personas.

    Now during the original era, and during the CU era, does anyone honestly remember anyone recommending SWG? Not I. There were people logging into MxO (!) who proclaimed themselves refugees from SWG. On any gaming board and particularly on the official board you could hear people complaining daily and bitterly about how broken SWG was.

    Now what are you, if you're the designer, going to do with this? Let it be, to slowly dwindle to unprofitability? Maybe. You could milk it until it's dry. But maybe Lucas doesn't care for that. He's just released a SW film that actually stirred interest instead of disgust from the SW fans. So, you take the other option: fix it.

    Unfortunately fixing it means completely kicking over the applecart on the existing players, but since they complain daily and bitterly about how broken things are you'd suspect they'd go for the change.

    Nope. The one thing gamers can't stand is change. Whether bad or good, and I've seen both in many MMOGs, *any* change is only guaranteed to produce one thing from the playerbase: howling outrage.

  21. What if it is not SoE by Anonymous Coward · · Score: 0

    What if Lucas cancel SoE and team up with Blizzard for SWG 2.0 - World of Starwar setting in other era. replace alliance with Jedi, replace horde with Sith. Now that would be interesting.

  22. Business as usual for LucasArts Marketing by mighuel · · Score: 1

    Anyone familiar with the way LucasArts alienated its legions of Adventure Game fans knows that this not unusual.

    Cancelling the release of Sam and Max 2 weeks away from the release after fans waited 10 years for a sequel marked the end of respect for LucasArts. This was a company which had been heralded as the innovators of some of the most memorable and enjoyable games of all time.

    Cynics believed that LucasArts would stop at nothing to feed the Star Wars machine, which is credited with having cost many of the finest developers their jobs. Ironically even the Star Wars franchise wasn't safe from the blade of the LucasArts marketing light-sabre.

    Long-term customer loyalty seems to weigh lightly in the minds of the powers that be. They are banking that the new legion of customers can out-spend, and thereby outrank the existing ones. While this may have been true of the relatively niche adventure gaming population, once hard-core Star Wars fans lose respect for LucasArts, it's hard to imagine to whom they will be forced to turn next...

    --
    "Happiness - We're all in it together"
  23. just play WOW by allforcarrie · · Score: 1

    Just save the toruble and play WOW.

  24. Lies, all of it ... by blumpy · · Score: 1

    More BS from SOE.

    Lies, lies and more lies... do I sound bitter? You're damn right I am, having been a paid subscriber since Dec 2003.

    There was a rumor going around that SOE's contract with Lucas ends this coming May. I'd be surprised if SWG is around after that.

    The only way this game would draw it's previous numbers is to roll back to pre NGE and start servers up again, leaving the existing NGE game running for whoever wants it. And ha, what are the chances of that... good bye SWG.

  25. One necessary step by kongjie · · Score: 1

    If you really want to beat WoW, for starters how about making the game playable on PC and Mac? Sony has repeatedly marginalized Mac players. Blizzard came out of the gates with a dual-platform game and showed that it's possible. Sony, on the other hand, comes out with Everquest Mac literally years after the PC release, just shortly before EQ2 is announced. Pathetic.