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MMORPGs And Franchises

MMORPG.com has an interesting piece on major franchises and their relation to massive games. They take a look at the question of whether or not virtual worlds are appropriate venues for IPs. From the article: "It's precisely because of that 'famous world' that we run into trouble. The more famous it is, the higher the expectations that players put on it. This leads to the developers having less and less flexibility in the way that their world is built, the rules that they choose to use, and the content that makes the game interesting."

70 comments

  1. "Hi, I'm an on-line gamer ... by eldavojohn · · Score: 1

    ... you might not know me but I buy your product and pay a monthly fee for accounts.

    I like your game a lot, I feel the virtual reality that you provide to be satisfying. In fact, I left reality on June 8th, 2003 when you launched your first server. Since then, I have preferred destroying for endless hours day after day and on multiple occasions have, as a result, been accused of being a scripted bot by a game master.

    I appreciate you trying to make changes to the game ... but, well, with the latest patch my no longer does damage per tick.

    Having spent a small fortune on this recently leaves me in despair.

    Unfortunately for you, I've acquired your home address and am on my way over to your house to commit hari kari in your front lawn.

    Goodbye."

    Yeah, it's farfetched. But I believe that was indicative of the outburst when Star Wars Galaxies was changed for the betterment of the game in the eyes of Sony Entertainment Online and Lucasfilm.

    Anyone care to speculate what would happen if the very basics and foundations of World of Warcraft were to be altered in a patch?

    --
    My work here is dung.
    1. Re:"Hi, I'm an on-line gamer ... by WCMI92 · · Score: 1

      "Yeah, it's farfetched. But I believe that was indicative of the outburst when Star Wars Galaxies was changed for the betterment of the game in the eyes of Sony Entertainment Online and Lucasfilm."

      Changed for the better?

      Look at all the empty servers. SWG probably doesn't even have 100K paying subs left. It had 300K a little more than a year ago.

      It doesn't matter if the game is "better" if the paying customers don't agree and quit giving them money.

      Oh, and there are at least 3 pre-CU (SWG Publish 14.1 or earlier) private servers that I know of that are in the works. I bet there ends up being far more intrest in those than in the NGE.

      --
      Corporatism != Free Market
    2. Re:"Hi, I'm an on-line gamer ... by mabu · · Score: 2, Interesting

      Thank's to Sony's creative "Station Pass" subscription system, they can fudge the statistics on all their MMORPGs and other games. With a station pass, you have access to SWG and EQ and EQ2, so depending upon the whims of their public relations department, they can attribute EQ2 customers as SWG subscribers. IOW, SWG subscriptions are growing in leaps-and-bounds*.

    3. Re:"Hi, I'm an on-line gamer ... by wolfmanXUG · · Score: 1

      You clearly did not even read what you quoted. Go back and read it again. Star Wars Galaxies was changed for the betterment of the game in the eyes of Sony Entertainment Online and Lucasfilm. This was clearly not him thinking it was changed for the better, but that the "change" was thought to be for the best of the game in the eye os SOE and LucasFilms.

  2. MMORPGs and Franchises by RogueyWon · · Score: 2, Interesting

    OK, this is a tricky one. On the one hand, new MMORPGs are only generally going to succeed if they can draw in an audience from outside of the existing MMORPG player pace. With the amount of investment needed to get anywhere in a MMORPG, most players tend to stay loyal to a single game for a long time and getting them to switch is hard. Franchises are a great way of doing this.

    On the other hand, a rigid franchise doesn't always sit well in an open ended context. Galaxies, in particular, suffered from being squashed into a particular spot in a particular, well developed time-line. Basic changes that were needed to make the gameplay work clashed with the requirements of the franchise.

    Personally, I think the best balance occurs when you get a reasonably open-ended franchise, which sets the scene and brings a fan-base with it, but has no particular plot committments. Final Fantasy XI and World of Warcraft are probably the best examples and are, of course, among the most successful MMORPGs around.

    1. Re:MMORPGs and Franchises by Anonymous Coward · · Score: 1, Insightful

      Final Fantasy XI and World of Warcraft are probably the best examples and are, of course, among the most successful MMORPGs around.

      No, WoW is a good example. FFXI is a terrible example.

      First off, WoW. It's based on a universe, in which there is a lore set up. It's been followed by a "focused" story line based on certain characters. Now, WoW has it easier than, say, Harry Potter (it was suggested in the article) because WarCraft was always designed as a game universe. However I think that WoW proves that it may at least be possible to create a good Star Trek MMORPG game: again, a lot of lore, single universe, many main characters so it's a relatively "unfocused" story.

      Next, FFXI. I take exception to it being called "among the most successful MMORPGs around" because if you ignore Japan, it was hardly successful worldwide. Yes, it was a runaway success in Japan. But we're talking about western gamers, western universes, and western MMORPGs. However this is basically irrelevant to my real point:

      FFXI's universe is NOT based on any previous universe. The lore in FFXI is all new for that game. The things that make it a "franchise" game are the art style and various elements copied from previous games. (Chocobos, airships, jobs, that stuff.) So it's a "reasonably open-ended franchise" in the same way that the Twilight Zone would be a "reasonably open-ended franchise" - all the various "episodes" may share the same overall name, but they're mostly stand-alone.

      WoW is a good example of a successful game set in a pre-existing universe. FFXI is just another example of a game being set in a universe developed for the game - just like EverQuest, City of Heroes, EVE, or any other large number of MMORPGs out there based on their own universe.

    2. Re:MMORPGs and Franchises by RogueyWon · · Score: 1

      FFXI not being successful outside of Japan is rubbish. Just one of those typical FUDs that seems to fly around on slashdot sometimes. The game has a player-base in the 500-600k range, split roughly 40/40/20 between Japan, the US and Europe. Sure, that's not on the WoW level of success, but most other MMORPGs, including Star Wars Galaxies, both Everquests, Eve Online etc would kill for that kind of player base.

    3. Re:MMORPGs and Franchises by Anonymous Coward · · Score: 0

      It's funny. The only place I ever hear about FFXI is here, in the comments. Most MMORPG-centric sites don't mention it. We don't hear about it that often in American gaming news. I wonder if that's because it's not that popular over here? Hmm... (And that 500k-600k figure is from September, 2004.)

      But anyway, that does nothing to invalidate my main point, which was that FFXI isn't based on a pre-existing universe. All the lore for that game was created explicitly for the game.

    4. Re:MMORPGs and Franchises by falcon5768 · · Score: 2, Informative
      no that figure was from Nov 05, it just so happens it roughly the same as their 04 figure. It is very popular, but the truth is there are a lot of sites that focus ONLY on FFXI that people dont go to those other sites (Alla is the only exception I can think of)

      Killing Ifrit Somepage and the japanese based Mystery Tour are solely based around FFXI as well as the Alla forums which are always hopping with asshats.

      Also there was a lot of buzz leading into the last expantion, and the buzz is picking up again for the April expantion comming out. If you really think about it, if you played WoW GW CoH or SWG you wouldnt think any other MMO existed, when the truth is there are well over 30-40 MMOs out there, with FFXI being the third largest not counting GW which most people dont count as a MMO (behind WoW and Lineage II another MMO people almost never hear about but had a playerbase rivaling WoW)

      --

      "Slashdot, where telling the truth is overrated but lying is insightful."

    5. Re:MMORPGs and Franchises by Anonymous Coward · · Score: 0

      I would consider FFXI successful only if I knew a reasonable number of people people who play it. But among my IRL friends, I only know a single person who's played FFXI, and even she prefers to play WoW instead. Even among my online-only friends, there's only maybe two or three who play FFXI.

      I know it's hard for the Final Fantasy fanboys to accept, but outside of Japan, FFXI simply is not succcessful.

    6. Re:MMORPGs and Franchises by MMaestro · · Score: 1
      However I think that WoW proves that it may at least be possible to create a good Star Trek MMORPG game: again, a lot of lore, single universe, many main characters so it's a relatively "unfocused" story.

      When's the last time you watched a Star Trek show? Theres at LEAST three different time periods a Star Trek MMO could take place in, each with with its own different quirks (Enterprise would have to be very strategic due to low tech and slow engines at the time, original Star Trek would be focused more on exploring thanks to new engine tech, and Next Generation/Deep Space Nine/Voyager would be more trading/war/conflict based depending on the exact setting.)

      Next, FFXI. I take exception to it being called "among the most successful MMORPGs around" because if you ignore Japan, it was hardly successful worldwide. Yes, it was a runaway success in Japan. But we're talking about western gamers, western universes, and western MMORPGs.

      About 40% of FFXI players are located within the U.S. and Canada, 20% for Europe (although the late release for that area didn't help). I think the parent post is just trying to say that with the exceptions of WoW and FFXI (and to a lesser extent EQ and Lineage and 2) just about every MMO GLOBALLY has recieved a lukewarm reception at best. (UO never took off outside of the U.S., AC at its highest never came near EQ's numbers and The Sims Online and The Matrix Online are more or less considered to be failures with AC2 being the biggest having shut down recently.)

    7. Re:MMORPGs and Franchises by Anonymous Coward · · Score: 0

      When's the last time you watched a Star Trek show? Theres at LEAST three different time periods a Star Trek MMO could take place in, each with with its own different quirks

      I think Star Wars Galaxies has effectively proven that there's really only one time period that's safe to use: after the existing lore. You could do instances were the Particle Of The Day sent a team back to previous timelines, but you'd want to set the universe at some point after the events of Nemisis (probably a good 10-20 years to leave space for another movie).

      About 40% of FFXI players are located within the U.S. and Canada, 20% for Europe

      It's funny, because if that's true, they must have a horrendously small player base. I know people who play games like UO or EQ, but I know only one person who played FFXI, and they told me to skip it. But if I accept that 40% of the playerbase is Japanese, that drops the 600k figure to 360k, which places it right on par with EQ, UO, EQ2, and SWG. That sounds much more reasonable to me, so I'll accept that it's as popular as those games.

    8. Re:MMORPGs and Franchises by SanityInAnarchy · · Score: 1

      FFXI's universe is NOT based on any previous universe.

      You're right. It's not based on a previous universe any more than any previous FF game is based on any other FF game.

      The common elements are fun, true. The Chocobos, Moogles, Airships, Cid, Omega Weapon, and so on, are all fun when you play a new FF game after playing an old one. But they are not what draws people back.

      It's the franchise, not the universe. FF is a known quantity, and has been known to be good for a long time. Whenever you pick up a new Final Fantasy game/movie, you can expect differences in gameplay (if it's a game), some mild, but usually significant, as well as (with the exception of X-2 and Advent Children) a completely new world, completely unlike any of the others. There will be somewhat common story elements -- a bastard character you have to fight over and over throughout the game, a purely evil person who wants to destroy ... something, for some twister reason, and generally you'll be trying to save the world by the end of the game. But those are more a similar style than a boilerplate copy.

      When you play a Star Wars game, you know you'll be in the Star Wars universe, which is cool, because there are Jedi and other things you think are cool. When you play a Final Fantasy game, you know you'll be in an entirely new universe, and you know that Square is good enough at what they do to make this new one at least as cool as Star Wars. It's like watching Star Wars for the first time... again.

      Of course, I haven't played all the FF games, and none of the recent ones -- my most recent Final Fantasy is X, and I hear they get worse after that. But I'm trying to give you an idea of why FFXI is a franchise, much moreso than the Twilight Zone, and at least as effective a franchise as any other.

      --
      Don't thank God, thank a doctor!
    9. Re:MMORPGs and Franchises by Anonymous Coward · · Score: 0

      When you play a Star Wars game, you know you'll be in the Star Wars universe, which is cool, because there are Jedi and other things you think are cool. When you play a Final Fantasy game, you know you'll be in an entirely new universe,

      Congratulations. It took you four paragraphs to parrot back the original point: FFXI takes place in a new universe.

      Which, if you bothered to read the article, means FFXI doesn't apply to the article at all, since the article was all about creating an MMORPG in an existing universe.

  3. How can they totally leave out WoW? by jchenx · · Score: 3, Interesting

    Okay, I read the article, expecting them to mention World of Warcraft at some point. It's based on some very popular IP, being the whole Warcraft universe (the subject of 3 RTS games already, and a number of novels). But they didn't. That's just a huge oversight.

    Yeah, the Warcraft universe isn't comparable to Star Trek, Star Wars, Lord of the Rings, or Harry Potter, since they came from different media, but you can't argue that the Warcraft IP didn't exist or that it wasn't very popular. Yet Blizzard found a way to keep the lore intact AND build a hugely successful MMORPG at that.

    --
    -- jchenx
    1. Re:How can they totally leave out WoW? by muertos · · Score: 3, Interesting

      I think you've missed the point. WoW is based on the Warcraft franchise which is wholly envisioned and developed by Blizzard. It's not a third-party interpretation, and Blizzard can do no wrong, in the minds of the fans. Mostly. Obviously, if Lucas can sh*t on _Star_Wars_, Blizzard could potentially screw over Warcraft, but the benefit of the doubt is given to Blizzard until they do something so utterly insane as to immediately cut any ties of loyalty their fans feel. But the fact remains that Blizzard hasn't, and any introduction of new material by Blizzard is simply an addition, and accepted as correct.

    2. Re:How can they totally leave out WoW? by jchenx · · Score: 1

      Okay, that makes sense then. The article just talks about "major franchies", and doesn't make the distinction between those made by the existing IP owner (like Blizzard and WoW), and those made by separate companies (Star Wars, Star Trek, etc.). Or at least I missed it while skimming the article. I can definately see the differences there.

      --
      -- jchenx
  4. Star Trek, Wing Commander Privateer, etc. by AKAImBatman · · Score: 3, Insightful
    Jon Wood: There are a number of flaws in the concept of companies developing MMORPGs based on major pre-existing franchises. I can clearly see why it is done. It creates a pre-made customer base and almost guarantees a strong launch. Unfortunately, from a gamer point of view, these games are doomed to fall short. All you have to do is look at game like "Star Wars: Galaxies", which has been on the receiving end of a never-ending barrage of criticism because the game doesn't live up to the epic expectations of either Star Wars fans, or MMORPG fans.


    I still don't understand how Star Wars got the first choice as an MMORPG. While the books create an expansive universe, only the hardcore fans are familiar with it. This guy has the right idea:

    Dana Massey: It is the responsibility of developers to pick IPs that has fans as excited about the worlds as the individual stories; which is to say appropriate worlds for development. Perpetual Entertainment's choice of Star Trek has that potential.


    Amen. All the way back in 1996 I was contemplating the idea of Star Trek combat. Nearly all the Star Trek action games to date had failed miserably, but always because they tried to simplify the controls down to a flight simulator. What you need are actual officers sitting in each position, giving the commands, firing from tactical, flying from the conn, etc. i.e. You'd need a staff of about 4 people on each ship, linked up via the Internet, and able to hear each other speak. The idea seemed sound enough.

    Then I considered the matter of away team missions. Why not add in an FPS mode where you could explore a planet, fight with a Gorn, or wage all-out-war with the Dominion. At the time this seemed like an unrealistic idea. But as the idea of MMORPGs started to take off, the idea seemed more and more appealing. I think the technology would now be able to make it happen. You'd need some sort of command structure, but such a game could recreate the experience of being in the Star Trek Universe. It seems so obvious, that I'm surprised that no one has picked up on it until now.

    Another game that needs a chance was the failed Wing Commander: Privateer MMORPG that was being worked on. If there was ever a more perfect Universe for a SciFi MMORPG, I haven't seen it. It's got dog-fights, trading, sub-plots, factions, everything! In fact, if you add multiplayer to the original game, you've pretty much got an awesome MMORPG! Unfortunately, EA pulled the plug on it after they screwed up the Wing Commander series with their lackluster Prophecy. With the renewed interest in the Privateer Remake, you would think that EA would be chomping at the bit to get back into the market. Go figure.
    1. Re:Star Trek, Wing Commander Privateer, etc. by bitslinger_42 · · Score: 1

      I've seen suggestions along these lines a couple of times now from a variety of sources. The one thing that leaps to mind for me is that, while the theory of MMORPGs allows for bridge crew, federation command, and away teams, the reality of the masses of ORPG players tends to not work quite so well.

      I played Anarchy Online as a paying customer for about 2.5 years. The org I was in was great and had people who'd played from the begining, but we routinely ran into problems when trying to get teams set up to go do something. Invariably, we wouldn't have enough org memebers to do the run on our own, and once we opened the team up to outsiders, we usually ended up with a team full of people that didn't work together. The outsiders didn't pay attention and would run headlong into battles we knew from experience weren't winnable that way, and would then run back to us, drawing all the bosses in the room with them, which would kill everyone in the team.

      The Star Trek game works even better. Everyone and their grandmother would want to be the captain of a Galaxy-class starship, but I bet that you'd have to pay people to be the guy in the red uniform on the away teams.

      When it comes down to it, there can be only one captain of a starship and only one Admiral Akbar yelling "It's a trap!" Even if there were some experience/testing process to become supreme commander of federated forces, I'd have to pay for months, or even years, before I'd logged enough time to get there, and I'd still potentially have to resort to assassination to create a vacancy. Hell, I get enough of that crap at the office, and they pay me to be here, not the other way around.

    2. Re:Star Trek, Wing Commander Privateer, etc. by DeeSnider · · Score: 1

      You'd need some sort of command structure, but such a game could recreate the experience of being in the Star Trek Universe. It seems so obvious, that I'm surprised that no one has picked up on it until now.

      In order to have some sort of command structure, you've got to make it an earned game mechanic, which means spending time progressing through the ranks. I don't think anyone wants to play Ensign Wesley Crusher in their spare time.

    3. Re:Star Trek, Wing Commander Privateer, etc. by AKAImBatman · · Score: 1

      Why not? You don't actually have to play old whiz kid, just the guy manning the conn. I think it would be a lot of fun. :-)

      Of course, bitslinger_42 makes a good point that everyone will want to be a captain. Thus the only thing I can see is:

      1) Start everyone on ground-assault duty.
      2) Everyone vies for Starship duty as more and more ships are added to the game.
      3) Work your way up as Lieutenant on Conn or Ops, Lieutenant-Commander on Tactical, and finally Commander or Captain to run a ship or starbase.
      4) If you're a Captain, you can get promoted to a better ship.
      5) If you lose your ship, the fleet cashiers you and you have to start over on shipboard duty.

      Don't forget that there can be elements like repelling boarding parties, commanding small attack craft, privateering, and other cool elements. The universe is REALLY big. It would just take some imagination to work it out. :-)

    4. Re:Star Trek, Wing Commander Privateer, etc. by AKAImBatman · · Score: 1

      I partly addressed your concerns here, but yeah, there's a lot of issues that need to be worked out. Crew rotations could help significantly (i.e. your team is larger than you need for a mission, allowing you to pull from who's available), but you need to make sure that everyone always has something to *do*. It wouldn't be easy to pull off, but it is possible. :-)

    5. Re:Star Trek, Wing Commander Privateer, etc. by bitslinger_42 · · Score: 1

      Don't get me wrong, I like the sounds of the game, particularly the pseudo-reality of it, if there can be such a thing.

      Even with starting everyone on ground crew, there can be issues. First, and foremost, is the chicken/egg problem: if everyone's ground crew, who's the captain? If the captain is pre-seeded, then how do you remove him from such a post?

      The other problem is longevity. For the events to be useful and fun to the people who put the time, effort, and money into being promoted, the underlings need to follow orders. If they don't, then no one will hang around long enough to establish a well-run ship. On the other hand, most gamers I've been around don't like following orders, particularly if they have their eyes on the bridge. So, in either case, it will be very difficult to keep both underlings and bridge crew satisfied for a long-running campaign. In fact, I think that the underlings will likely only be useful with a constant influx of fresh meat, because no one really wants to spend their entire life just being told what to do. I play games to get away from that.

    6. Re:Star Trek, Wing Commander Privateer, etc. by JackDW · · Score: 1
      I like it - nice idea.

      One interesting thing about your idea is that it provides a natural way to split the game down into what Blizzard would call "realms": one per ship or planet. There is never a situation where a realm needs to be in contact with more than a small number of other realms (when ships dock, for instance). Thus, the game universe will scale to any number of players just by adding more servers. I don't think WoW does this very well.. ideally, you want all players to be in the same universe, not in various parallel universes.

      --
      You're an immobile computer, remember?
    7. Re:Star Trek, Wing Commander Privateer, etc. by AKAImBatman · · Score: 1

      Even with starting everyone on ground crew, there can be issues. First, and foremost, is the chicken/egg problem: if everyone's ground crew, who's the captain?

      No one. You start with no real ships online. People are just magically transported to planets where they have to earn their rank. Promotions would be quick in the early days as the Admiralty (i.e. the guys running the game behind the scenes) begin bringing ships online (i.e. adding new units to the game) and handing out promotions.

      If the captain is pre-seeded, then how do you remove him from such a post?

      If he loses his command, he loses his rank. He can still be a ship-board officer, but he's going to be bottom rung.

      The other problem is longevity. For the events to be useful and fun to the people who put the time, effort, and money into being promoted, the underlings need to follow orders. If they don't, then no one will hang around long enough to establish a well-run ship. On the other hand, most gamers I've been around don't like following orders, particularly if they have their eyes on the bridge.

      Good point. However, I think you're line of thinking provides a perfect solution. Why do real people follow orders? A: Because they get promoted, demoted, or court mashalled by the guy above them in the chain. Same solution here. Your commanding officer is who decides if you get promoted or not. Perhaps the transition from planet-side to ship-board would be a more traditional points-type system, but on-ship discipline needs to be maintained. If your CO is an A*hole, then you always can always request a transfer. :-)

      BTW, these are very interesting points you're bringing up. Thank you. Thinking through these issues definitely helps expand the idea.

    8. Re:Star Trek, Wing Commander Privateer, etc. by kidcharles · · Score: 1

      I don't think that a ranked military themed MMORPG (Star Trek or otherwise) would work. For one, I wouldn't want to play a game where I had to take orders from some 13 year old suburban idiot. I could see a multiplayer game where one person was the chief engineer, another was helmsman, etc. were you had short rounds of combat, that would actually be unique and fun. But how do you handle a game were people log on and log off all the time? What if the helmsman's girlfriend is demanding he spend time with her, or if the Captain's mommy says it's bedtime, what then? Open-ended fantasy games of small, leaderless groups performing quests is a natural setting for a constantly flowing MMORPG, that's why there are so many of them (too many of them probably.) A universe in which you are a member of a military organization and are expected to follow orders would be problematic.

      --
      Ceci n'est pas une sig.
    9. Re:Star Trek, Wing Commander Privateer, etc. by clem · · Score: 1

      I think the best way to handle a MMORPG of this sort is to keep the crew-size to a handful, such as in Joss Whedon's Firefly. Gameplay should be mission-based with facilities to help put together a crew (pilot, medic, engineer, grunt, trader) appropriate to an available mission (salvage, delivery, bounty, exploration, etc).

      Player's could eventually own their own ships, but to start out they would be requisitioned one for a one-time use with each mission, similiar to how some truck drivers earn a living. Possible side-quests can be introduced which the players can opt for or against (for example, investigating a distress call or a mysterious probe).

      This is something I've been thinking on for quite a while, and have summed up some of my thoughts here. As you can see, it's been a while since I've updated that site, but the dream still lives on. In fact, I should finish up the numerous postings that were in mid-edit.

      --
      Your courageous and selfless spelling corrections have made me a better person.
    10. Re:Star Trek, Wing Commander Privateer, etc. by clem · · Score: 1

      Sorry, forgot to check the URL before submitting (it's in the header block, in any case). Try this link.

      --
      Your courageous and selfless spelling corrections have made me a better person.
    11. Re:Star Trek, Wing Commander Privateer, etc. by Anonymous Coward · · Score: 0

      >if everyone's ground crew, who's the captain?

      Kirk often went down to the ground, but I guess I'd make seniority (time-since-last-death) the major factor in eligibility for promotions, which leads to the following:

      > If the captain is pre-seeded, then how do you remove him from such a post?

        Treat it like a sort modified FPS: If you die, you spawn a new character, this time at a lower (bottom?) rank. If you were injured badly and point-to-point beamed to sickbay, you'd perhaps lose a rank. Groups that are good at surviving, i.e. keeping themselves and their teammates alive, rise faster in rank within Starfleet over the groups and people who rush in and get themselves killed a lot. To head off complaints that Captain Pickardo is just camping on the ship to keep his post, well, there would surely be enemy assault teams that board your ship once in a while. Add in a (rank-weighted?) voting system where Commander Craven can get demoted for locking himself in the lavatory while everyone else was fighting for their lives, and you get a good basic system for advancement that avoids the boring-old-fartism of most permanent fantasy games. (Boring-old-fartism: wherein the oldest players have all the good stuff and sit around doing nothing but telling war stories and clogging up all the good positions and territories in the game.)

        Getting a crew together shouldn't be as hard as it is in most other MMORPGS -- people with highly variable free time should sign on small-crew ships or perhaps single-man runabout style vehicles. Major Galaxy-class vessels should be set up with a schedule not unlike a tv show. Most people have little trouble tuning in for their favorite tv show every week, so why not have the signup roster for each ship list the "major action" times for the vessel and have people sign up for the time slot they're interested in? This way you could log in and socialize during the ship's "down" hours and then when a major mission or event was going to occur, all the people on the 'duty roster' for that shift could log in and move to their stations and things could begin. A large ship might have two or three such events per week and people could sign up for one or all, depending on their schedule -- or they could just log in as an extra for one "episode" and do whatever seemed to need doing.
        The other upside is that given a couple of game staff members per large ship, the staff would have time to come up with new plots and scenarios in the down time, and respond to what happened in last week's "episode".
        This would also be an awesome solution to the problem of MMORPGS that eat up all your time, and the usual MMORPG problem that grown adults with responsibilities must always lose out to the teenager with nothing to do. The former could be on board the big ship for the big storyline events, the latter might play as a mercenary/trader and have auto-generated missions and things to do the whole week long.
        - mantar

    12. Re:Star Trek, Wing Commander Privateer, etc. by cluke · · Score: 1

      Most people have little trouble tuning in for their favorite tv show every week,

      If that tv show lasted 8 hours, with limited breaks for eating and going to the toilet, people might have a lot more trouble!
      Seriously though, the idea of being able to do anything 'epic' in half an hour is anathema to current MMO designers.

    13. Re:Star Trek, Wing Commander Privateer, etc. by bitslinger_42 · · Score: 1

      Interesting. I'd add to the "scheduled" events the possibility of pseudo-random things happening whenever a certain number of crew members are logged in. For example, if there are at least 2 bridge officers and, say 8 crew available, then there's a chance that some random event will occur (containment problem of the warp core, random sentient rock materializing to port of the ship, etc.) After all, battles and problems rarely occur on schedule. Having the chance of random events occuring will just add to the "realism" of the game.

    14. Re:Star Trek, Wing Commander Privateer, etc. by Anonymous Coward · · Score: 0

      Here's how I'd do it.

      Everyone starts off as a Lt in command of a small ship. In most navies one doesn't have to have the rank of Captain to command a vessel, although that title is used on board. You'd have NPC officers which you'd develop as you advanced in rank. For instance as a Lt you'd start with an Ensign and maybe a couple of enlisted personnel. You'd be able to do an away mission with your character and those NPCs. As you advance you get promoted and get assigned to larger vessels. You'd also pick up more NPC officers to fill out the slots on your vessel and provide choices for selecting your away team. You'd sort of have multiple characters. By the time you command a Galaxy class starship you'd be a Captain and you'd have a full set of bridge officers of various ranks to fill out your away team.

        If you group with another player you'd have a choice of creating a fleet where everyone retains control of their ships or being assigned to the same ship where players would fill out as many of the officer slots as possible. I think pick-up groups would use fleets as it would be easier to start and leave and would require less organization. When you'd beam down for away missions, then you'd be in a single away team. Of course if there aren't enough individual players the remaining slots of the away team could be filled with their NPC officers.

    15. Re:Star Trek, Wing Commander Privateer, etc. by AKAImBatman · · Score: 1

      Everyone starts off as a Lt in command of a small ship. In most navies one doesn't have to have the rank of Captain to command a vessel, although that title is used on board.

      'Tis true, but unfortunately the Star Trek universe seems to have a rather idealized rank structure. Rather than the current structure of Officer == Guy in Command of Something, we see that pretty much everyone is an Officer with Technical or Scientific Specialists replacing the need for enlisted personnel. Being true to the Star Trek Universe thus requires a bit of compromise on the command structure. That's why I suggested Commander as the lowest rank for a ship-board command.

      That being said, I also mentioned commanding small attack craft. There's no reason why a runabout needs more than two officers on board (one pilot and one tactical/ops), so lower rung officers might still get their commands. :-)

    16. Re:Star Trek, Wing Commander Privateer, etc. by AKAImBatman · · Score: 1

      Oh, and let's not forget about Privateering. If you can buy a ship, you can run it however the hell you want. Just don't expect Starfleet to be too happy about those Orion slave women you're trading!

    17. Re:Star Trek, Wing Commander Privateer, etc. by nahdude812 · · Score: 1

      Well, here's a couple of thoughts:

      RE: playing different positions (engineering, tactical, helm), that could be covered by classes. You're a commander, you're an engineer, you're a pilot, etc. Per character, you'd be locked into a given role (just like traditional MMO's), and your pilot character couldn't take over the medical duties.

      RE: Who's in charge, if you're the commander class, you can captain a ship.

      The class of ship you can work on is dependant on your level, and perhaps on specific skills within your character (eg, you might need a certain heavy-momentum piloting skill level to pilot a slow but powerful battle cruiser).

      So you can't captain a galaxy class cruiser unless you've got the appropriate skill for it. You have to work your way up as an officer before you get the good stuff, just like you don't get the best weapons in other MMO's unless you're the top level.

      Unlike real command, the captain's role wouldn't *necessarily* be to give orders to others, but perhaps the captain has different information about the state of things, and so is better suited for giving those commands. For example, maybe a big part of being a commander class is that you have huds for each strategic area of your ship, while each strategic area has a hud only for its own area. Only you have the complete picture of what's going on.

      There'll be some problem with too many people wanting to be captains, and not enough people wanting to be engineers, but all MMO's have problems with too many people hopping on the flavor of the month, and not enough people playing the support classes. That makes good support classes all that much more valuable. Because of this, you should have the option of letting the game control certian functions of your ship. The game won't be as responsive (or as thinking) as a real player, so you'll do better to put a player in that position, but it shouldn't be absolutely necessary to have a player there for any but the most difficult encounters.

      The real challenge is providing interesting things for each class to do. The same problem hits other MMO's, such as priests (my EQ cleric was bored off his butt most of the time, can't believe I played him so long -- sit, stand, heal, sit, stand, heal, sit, stand, buff, sit) and other support classes.

      So I'm thinking 5 distinct classes:
      Commander -- captains a ship, gets a complete HUD for all areas of the ship, including extensive tactical data. Abilities for the commander affect other players' abilities to do their jobs (they make you able to do your job more effectively or more quickly). The commander doesn't directly affect any ship operation, just has access to all the information, and helps others do their jobs better.

      Engineer -- keeps the systems running, and directly affects things like the overall performance, damage done by the weapons, overall power available, where the power goes (gives more or less to the engines, shields, or weapons, etc). Also has systems repair skills, and virtual team members who can be deployed to various areas to affect fixes (send 10 engineers, send 50 engineers, etc)

      Tactical -- controls shields, weapons, and is responsible for maintaining sensor locks on other ships. These sensor locks are fundamental for the captain to be able to do his or her job, as a ship whose sensor lock is lost no longer shows up on the captain's hud. Slipping locks reduce the effectiveness of weapons, and reduce the effectiveness of shields when attacked by that ship.

      Pilot -- responsible almost solely for piloting the ship. Abilities include various evasive maneuvers and attack patterns (evasives and attack patterns are rock paper scissors setups). They can pull directly from lore: The Piccard Maneuver, Evasive Pattern Delta, stuff like that. The available options depend on what engineering has prepared (if warp drives are down, you can't do the Piccard Maneuver for example), and how much reserve power you can draw on.

      Medical -- I'm a little shorter on t

    18. Re:Star Trek, Wing Commander Privateer, etc. by Quince+alPillan · · Score: 1

      The solution is Guilds.

      I can easily see guilds following a command structure. Yes, your average every day game player wouldn't follow orders unless he got some reward out of it, but guilds would definitely have the organization needed to pilot large ships. Captains would be guild leaders or else have some authority in the guild, while lower ranks would have little.

      The only problem you run into is solo players who like playing in a dynamic environment that a MMORPG allows, but aren't social enough to make friends other than a quick group. This could possibly be solved with smaller ships or ships designed to run on minimal crew (2-3 people)

      Also, you shouldn't be limited to what you can do by rank. If the captain is KIA then #2 should be able to step up to the captain's chair, or in a looser organization (aka 2-3 man ships, 6 man away team situations) you should be able to run stations below your rank as well. For instance, Captain pilots the ship, while Captain #2 controls weapons.

  5. Well, of course by muertos · · Score: 3, Insightful

    Making a game in order to attract the fans of a particular offering, such as Jordan's _Wheel_of_Time_, say, has to follow the conventions as laid out in the source material or else the risk of alienating those same potential users becomes almost 100%. On the other hand, if you're looking to attract the fanbase of, say, _Star_Trek_, you have a lot more freedom. You either need a large enough space to work in, or a large enough timeline.

    1. Re:Well, of course by cyber-vandal · · Score: 2, Funny

      Jeez no way should they make an MMORPG out of Wheel of Time; the books have enough grind as it is. Book 11 and still no end in sight.

    2. Re:Well, of course by Anonymous Coward · · Score: 0

      Jeez no way should they make an MMORPG out of Wheel of Time; the books have enough grind as it is. Book 11 and still no end in sight.

      The latest one actually says on the dust cover that it's the penultimate book in the series. And there is some development of the storyline within the book i.e. things actually happen (unlike in the previous few). He's going to have trouble wrapping it up in one more book if he doesn't change his style but that seems to be what's intended.

  6. WoW by Bonewalker · · Score: 4, Insightful
    Some good points about WoW have been made already. But, there is one reason and one reason only that WoW is huge: no pre-released, rush-to-meet-it launch deadline. And as far as I know, Blizzard has never done this. What do they do instead? They say "It'll be out when it is done. Not a day before." This attitude is what makes their games so fun. They actually make it good before they release it.

    Now some will argue that WoW was far from "done" when they released it, but that would be an asinine statement. All MMORPG's go through an initial struggle at launch because that is the first time real players, not the beta testers, get involved, and with millions more people checking it out, the glitches are bound to show up.

    But, I played WoW in beta, and am still playing it today, and while I do not agree with every change, or even necessarily their pace for patches and updates, I am quite satisfied with the game and happy to pay for it.

    1. Re:WoW by aredubya74 · · Score: 2, Interesting

      Some good points about WoW have been made already. But, there is one reason and one reason only that WoW is huge: no pre-released, rush-to-meet-it launch deadline. And as far as I know, Blizzard has never done this. What do they do instead? They say "It'll be out when it is done. Not a day before." This attitude is what makes their games so fun. They actually make it good before they release it.

      Welllll, I wouldn't say never :) WoW itself had good base mechanics upon release, but only a small number of classes (rogues, shamen, mages) were polished enough to make it through the first year without a significant revamp of their spell lineup and mechanics. Warriors, priests, paladins, hunters, warlocks and druids all had their talents and/or spells heavily reworked over the last year. Priests are due for a full reworking with the next patch, though they received new spells (per race) that were significant enough for me to consider them a reworked class (I have two level 60 priests, so I know of what I speak :) ).

      Also, don't forget how righteously unplayable WoW was due to server and network problems in the first 2 months' of release. In that time, Blizzard issued nearly a month's worth of game credit due to lag and crash problems. I'd venture to say that a good deal of this would have been avoided with a longer beta test cycle involving much more stress testing. As it was, the Stress Test Beta (STB) only illuminated that there were significant problems with play server to item DB server transactions and with lag in heavily populated areas. They may have done some tweaking between STB and release, but those problems continued to plague the game past release, and still crop up in numbers today (witness the instability on Medivh during the AQ event - 7 crashes, 5 of them due strictly to players mobbing a single zone, not due to new mob interaction).

      In short, while Blizz does tend to take their time, they released WoW in late Nov. '04 to meet the Xmas '04 rush, and it caused problems.

      --

      RW

    2. Re:WoW by startled · · Score: 1

      I'd venture to say that a good deal of this would have been avoided with a longer beta test cycle involving much more stress testing.

      As you point out yourself, they knew problems were there from the beta. The issue wasn't so much lack of testing-- they knew it would asplode-- but a lack of fixing. :)

    3. Re:WoW by Phaxn · · Score: 1

      Diablo 2 wasn't done when it was shipped, they had to create a patch so quickly after it went gold that the box had a note in it saying "please patch this game before you play it" Blizzard does take a long time on their games, but even they are not immune to releasing a game before it's ready.

    4. Re:WoW by __aalwyc6372 · · Score: 1

      i was very happy with the d2 release. i think they patched it to death.

  7. Star Wars Franchise Notwithstanding by mabu · · Score: 3, Interesting

    So this is the excuse that's being spread around the industry relating to the failure of SWG? That it was such a well-known franchise that customers had unrealistically high expectations and this led to its failure?

    Oh yea, very high expectations of a MMORPG that wasn't fundamentally changed and nerfed every few months. It's undoubtedly because of Star Wars' fame that players such as myself had such high expectations from the game: that it WORK; that it make sense to play it.

    Puleaze.

    It's all about the gameplay. The big companies still haven't figured out yet that most players really don't give a shit about derivative work. Granted, if you stick "The Matrix" on some title, there is a set amount of dingleberry-brained consumers who will buy it, but a MMORPG doesn't live by those rules in the long run.

    1. Re:Star Wars Franchise Notwithstanding by DocSavage64109 · · Score: 1

      It's all about the gameplay.

      You are so right. I bought the game on launch day and only lasted 2 months. It got to the point that they where nerfing you to uselessness and the entire game was just a massive grind. I have no great urge to grind my life away and pay for the privelege.

  8. Living lives in an MMORPG by finelinebob · · Score: 1

    From TFA, I think that Dana Massey has it spot on and Jon Wood is completely missing the point. The changes that have happened in Star Wars Galaxies have "supposedly" happened to make the game more "Star Warzy" (their term, not mine). The result has been to force players into a very narrow range of professions apparently based on movie characters (such as my personal favorite, the medical droid who took care of Luke at the end of EpV).

    People used to be able to live out virtual lives in SWG, including taking up professions that had nothing to do directly with any combat. There were big ideas and themes that helped to make ties to the Star Wars universe palpable, and with the expansions this was strengthened. But what the developers and, more likely, the higher-ups directly which way the game would go failed to see was that it was primarily the players who created the content of the game. SOE could provide props to use, but an MMORPG like this is an act of collaborative fiction -- forcing us into replaying the actions of the movies is just plain stupid.

    1. Re:Living lives in an MMORPG by Keill · · Score: 1

      The problem with Star Wars Galaxies, (and fortuantely not with WoW), is that it's a licensed product first, and a game second... WoW, however, is a role-playing game first, and a Warcraft game 2nd...

      --
      'Stupidity is an often fatal disease' - R. A. Heinlein
    2. Re:Living lives in an MMORPG by Sage+Gaspar · · Score: 4, Insightful

      It's because they implemented the license poorly and had no idea how to fix it. They needed to make the game more "Star Warzy" because they picked a time period where they could literally do nothing substantial with the major characters. Jabba and Han sat around chained to their theme parks all day handing out quests to retrieve power packs.

      One of their iconic classes, Bounty Hunter, had its iconic skill borked with no real PC bounties to hunt for god knows how long. Another, Smuggler, had (has) nothing to smuggle. Creature Handlers went from overpowered to useless and then to being omitted entirely. Jedi wavered between non-existent to flooding everything, trivial to kill, and then nearly impossible, and now back to trivial. I'm not even sure how the changes make things more "Star Warzy," it just prunes impotent classes and makes balancing trivial.

      Most damning of all, the "authentic" armor took a backseat to one and only one type of armor, composite, which I don't even recall seeing in the movies. Pistols and carbines took a backseat to rifles, martial arts, and mad scientists carrying bottles of disease.

      People who play a Star Wars game would want to see locations from the movies and some from the EU. Check. Exciting battles of Imperials vs. Rebels that have consequences. Failed. Exciting blaster fights, as opposed to armies of ninjas in composite chucking poison at each other. Failed. Smugglers smuggling, bounty hunters bounty hunting, creature handlers handling creatures. Failed. Exciting space battles. So-so... and implemented far too late into the development cycle.

      And this is not even discussing the incredible gameplay glitches, imbalances, and complete lack of content. None of this has to do with the Star Wars license, except the devs' poor decision about timeframe.

    3. Re:Living lives in an MMORPG by Chrondeath · · Score: 1
      People who play a Star Wars game would want to see [...] Smugglers smuggling, bounty hunters bounty hunting, creature handlers handling creatures.

      Because after Han Solo and Boba Fett, everyone knows that the fat guy crying over the Rancor was the most awesome guy in the movies.

    4. Re:Living lives in an MMORPG by Sage+Gaspar · · Score: 1

      Hehe, that is the easiest example that comes to mind, but there are a lot of tamed animals in the movies. I think all six movies have someone riding exotic creatures or some sort of beast attacking (usually under someone else's direction). In my mind, Creature Handlers should be the ones taming the beasts and the only ones allowed to ride the exotic ones.

  9. Star Wars Galaxies by illuminix · · Score: 3, Interesting

    SWG was an awesome game at first. They killed it by changing the rules too many times. Shouldn't it be common sense that if you have something popular that a lot of people are enjoying, you can add to it, but don't drastically change it. SWG managed to survive one drastic change. The fanbase was up in arms, but gave them the benefit of the doubt. But then what do they do? Less than a year later they do another change that's twice as drastic. From a gameply perspective, the game isn't even hardly recognizeable. Removed all of the classes and skills and replaced them with something different, made huge changes to the combat system, then sat around wondering why everyone left. And people left. They left in droves, and it's now just a shell. The poster child of how not to run a mmorpg.

    If WoW did something similar, it would be a disaster. Thankfully, they're probably not that stupid.

    --
    http://cubemonkey.net/quotes -- fortune-mod quote generator
  10. One Problem by Digital+Vomit · · Score: 1

    One big problem I see with MMORPGs created from existing franchises, such as Star Wars, is that everyone wants to be Luke Skywalker, as it were. Nobody wants to be the Ugnaught who sifts thru garbage all day by a furnace in Bespin. Everyone wants to be the hero. Unfortunately, a good story only has room for a handful of them.

    --
    Modern copyright is theft of culture from everyone and it retards the progress of the useful arts and sciences.
    1. Re:One Problem by Sage+Gaspar · · Score: 3, Insightful

      That's not true. Bounty hunters, smugglers, pilots, imperial and rebel soldiers... there are a ton of professions referenced in the Star Wars universe that aren't Jedi Mastaz but would still make for exciting gameplay. Hell, the most dedicated players in the game were artisans and spent time stocking and decorating their stores.

      Had they just ruled out Jedi from the start or made them as rare as they claimed they were going to be, and then spent time fixing bugs and tweaking the other professions instead of futzing around with Force Sensitive systems, they would have had a killer game.

      Instead they had weak PvE, weak PvP, entire professions that were essentially useless, skill branches in almost every profession that were essentially useless, and horrible servers and bugs. It took them, what, over a year to fix not warping when you're in a sitting animation?

      The fact that people played the game as long as they did is a testament to the fact that a Star Wars game could definitely be a hit, if done correctly. Even if most people didn't know about the EU, it would be easy to make a game set after the movies with the weakened Imperials and the Rebels on even footing. There would be plenty of recognizable characters, uniforms, blasters, everything. Even a justification for having Jedi. As it is, they didn't even use the characters from the time period they chose. Vader, Han, Jabba... they were all just cardboard cutouts sitting in a shack in a random corner of some planet giving out missions to talk to someone and retrieve a battery. I think exploring Jabba's Palace as a hostile dungeon filled with those spider-brain monks would've been more exciting than having Jabba reduced to quest_npc_X.

      No, no, it's entirely the fault of the devs. This whining about working with existing franchises is a bunch of bullshit.

    2. Re:One Problem by Mathonwy · · Score: 1

      That's not just a problem with licensed property, that's a problem with MMORPGs in general. EVERYONE wants to feel like the (or at least a) hero. That's wmy many people play escapist games in the first place. Yes, there are many people who occupy other "niches" in MMORPGs, (such as the "Crafters", for example, or others who play the game more for the social aspect than the achievement one) but by in large, when many people play games, they expect to be the hero.

      In single player games, this is not a problem. Heck, even in most MMORPGs, when playing vs the environemnt, this is not a problem. The computer can easily conjure endless hordes of mindless villains for you to triumph over through skill, tactics, and the careful game balance that the designers created, whereby you are JUST enough better than the enemies, that you can consistantly win, while still feeling like you have to "work" for it.

      The problem, of course, comes when people, who have been taught to think that they are "the hero", want to fight other players, with similar beliefs. Go listen to the global chat in any PvP zone in most games, and it is FULL, absolutely chalk FULL of complaints, whines, and, in general, people complaining because someone else killed them in a way that they feel was unfair.

      The bottom line, unfortunately, is that not everyone can be a hero. In licensed games, or in games that invent their own world. Either way, the ratio of heros:non-heroes has to be fairly small, or else you're not a hero. And no one wants to have to be the non-heroes that the hero triumphs over, again and again. They want to be the hero. 90% of the player base in any game tends to get dominated by the top 10%. That's just the way it is. Not everyone will play equally well. Call it Sturgeon's Law of Pwnage. (Term shamelessly stolen from brokentoys.org) But it plagues non-licensed games just as much as licensed ones.

      I think it's just human nature. The games are a nice place where the computer tells us that hooray, we're the best! Eventually this makes us want to go show everyone how "the best" we are. At which point we discover that everyone else harbors similar thoughts, and that not all of us are quite as "the best" as we thought. That's the sort of thing that tends to get people upset.

    3. Re:One Problem by volvolus · · Score: 0
      WoW smoothly blends two main approaches to MMORPGs ("I want to be Luke Skywalker!" versus "Minor roles make fascinating gameplay!") and does it with style. Full marks to Blizzard.

      With SWG I looked for the magic of Lucas' original vision... I was stunned by Star Wars in the 70s. It left a mark on my teenage consciousness. In SWG I wanted to start out making deals in the Mos Eisley Cantina, and then form a party and travel to Coruscant to visit the Outlander Club. But no, I had to run around and kill Storm Troopers.

    4. Re:One Problem by Anonymous Coward · · Score: 0

      In single player games, this is not a problem. Heck, even in most MMORPGs, when playing vs the environemnt, this is not a problem. The computer can easily conjure endless hordes of mindless villains for you to triumph over through skill, tactics, and the careful game balance that the designers created, whereby you are JUST enough better than the enemies, that you can consistantly win, while still feeling like you have to "work" for it.

      Just to expand a bit on a dead-on point...
      In a vs environment (PvE) setting, a single player, or more frequently a group of players, can feel like the heroes. Some games create this feeling well, some miss it. I do play WoW and I'm in a semi-casual raiding guild. We're people with jobs and lives that still spend a few nights a week in the game. We hardly ever get anything done first, but we do get around to it after a while. What Blizzard has done with several of these encounters is to truly make the player feel like a hero. After killing a big bad evil dragon, when you bring the head back to town as proof of the deed, a shout goes out to the whole city naming the player that turned the quest in, and the head of the slain dragon is hung from a gate or stuck on a pike in the middle of the city for all to see. It feels good to be called out for what you've supposedly done for this make believe world. When a game makes you feel as though you've impacted the virtual world, it really gives an extra level of immersion. Of course, we've killed this dragon several dozen times now, but each time we see that dragon head on a stick in the middle of the town we feel good about what we've accomplished, as trivial as it may actually be. Stuff like that is at least partially why so many people are still playing the game.

      The problem, of course, comes when people, who have been taught to think that they are "the hero", want to fight other players, with similar beliefs. Go listen to the global chat in any PvP zone in most games, and it is FULL, absolutely chalk FULL of complaints, whines, and, in general, people complaining because someone else killed them in a way that they feel was unfair.

      Completely true, and past experience of some games is exactly why I choose to play on a primarily PvE server rather than an open PvP server. It's not that I don't want to be repeatedly killed while I'm trying to get stuff done (Ok, that is part of it) but I really don't want to hear a constant whine about how player X is doing something player Y feels is unfair.

    5. Re:One Problem by geminidomino · · Score: 1

      Bounty hunters, smugglers, pilots, imperial and rebel soldiers...

      Boba Fett, Han Solo, Wedge Antilles... more of the same problem.

      Blanking on the soldiers though. Everyone with a name was apparently an Officer or above. ;)

    6. Re:One Problem by Sage+Gaspar · · Score: 1

      Not really. I don't see why you can't have players become as powerful as Boba Fett, Han Solo, or Wedge Antilles. None of them are superhuman, each just excel above average in their careers. Tracking a mark across planets to capture them for a bounty, maybe with a couple of the tools of the trade, would be plenty to let players capture the feel of Boba Fett. Smuggling cargo in a YT-1300 would be plenty to capture the Han Solo feel. Flying an X-Wing for the Rebellion pretty much sums up Wedge's contribution.

      Essentially, what the NGE did was collapse professions down so they could have an easier time balancing the game. They chose iconic ones from the movies for obvious reasons, but those professions existed already, and in more pliable form (i.e., a smuggler that engineered some of his own ship components, or a carbine-wielding soldier that trains pets in his off-time -- neither of which is possible now). This bullshit about making it feel more like the movies is the devteam blowing smoke up our collective asses and trying to direct attention from their inability to balance the system they made.

    7. Re:One Problem by Sage+Gaspar · · Score: 1

      "With SWG I looked for the magic of Lucas' original vision... I was stunned by Star Wars in the 70s. It left a mark on my teenage consciousness. In SWG I wanted to start out making deals in the Mos Eisley Cantina, and then form a party and travel to Coruscant to visit the Outlander Club. But no, I had to run around and kill Storm Troopers."

      Hell, most of the time you're not even fighting Stormtroopers. You're vaping random nests of critters and small-time pirate encampments. Fine, Luke started off bullseyeing womprats in Beggars' Canyon, but FFS, less Big Game Hunter and more Galactic Civil War. If there were more Imperial installations to attack and a motivation to do so, as opposed to killing random creatures and primitive tribes on backwater planets, SWG would've taken a big step up in the Star Wars experience.

      The dungeons went part of the way to capturing this, but they were either non-instanced or Way Too Hard (exception: The Warrens). The Geonosian Lab -- non-instanced and completely 100% camped. Felt like I was waiting in line behind other players. The Corvette -- ridiculously difficult to the point where people just stripped their armor and charged through it. The Death Watch Bunker -- forget about it unless you're have one of the handful of correct templates that are actually able to do useful damage.

    8. Re:One Problem by geminidomino · · Score: 1

      I wasn't defending the NGE (I thought it was shit before the change. Now it's just a joke), rather the problem of everyone wanting to be a hero/villain rather than a grunt being a problem with the MMO dynamic. If every smuggler is as able as Han or every Bounty Hunter can match Boba Fett, all you have are overpowered grunts, but not heroic.

  11. Don't be a gamer, be a Sony executive by Tipa · · Score: 1

    They have EQ1 and EQ2 for adult players, MXO for the Matrix fan, and SW:G for the people who loved community and crafting.

    What did they have for the kids? Nothing! So SW:G and its 'sandbox' became SWG:G-NGE, perfect for porting to Xbox 360 and Playstation 3 and Nintendo Revolution, and the kids could be Luke or Leia or Obiwan or whatever.

    The article points out that, in licensed properties, the player can at best only be a bit player in the story of the world, since whenever they and a licensed character are in the same spot, it's not hard to win at "pick the spear carrier". So why not make a game where you play Luke, Vader or whatever, just with a different name, and let the kids act out their fantasies.

    Since I am blissfully unaware of anything SOE plans, I fully expect a console-based version of SW:G when PS3 launches.

  12. Re: "it's all about the gameplay" by Liath · · Score: 1

    If MMORPGS were all about the gameplay then a rather small one known as Shadowbane wouldn't have died off so quietly (or at all). Let me explain In Shadowbane, UbiSoft paid a guy who goes by Meridian to write lore for them. They wanted an MMO because they felt that it would make a ton of money. So he did, and they came out with the classic swords, magics, barbarians and priests etc. that a lot of games do. But he also came out with a story mostly his own, and several different religions. So this sounds like the kind of world where developers get to do whatever they want, and that's the point of this article -- this should happen more. right? Well these guys took it a step further, and didn't fill in the lore. They gave outlines like what we know of medieval Europe - sure there were some battles that we know about, and we know the major ideas, but when it comes down to it, the details are created by the people at Renaissance Fairs. Similarly, Shadowbane was a server with a blank landscape. You go out with a guild or by yourself, and you level up etc. and you build a city. You wage wars. You and your guild control territory. The only NPCs are the ones in towns that are equipment-bots and trainers for people who're starting. So there you go - fully functional fantasy warfare (INCLUDING siege) and the players are the ones who move the story along. On a personal comment, i'd say its as successful for the single person to small, say 3 person group as for the 50 man guild. http://chronicle.ubi.com/, http://www.shadowbane.com/us/WhatIsShadowbane.php ... The gameplay was (is?? there's a 10 day trial) really buggy, but perhaps it's better. but there you go - gameplay =/= name recognition

  13. Agreed - Franchises are bad. by boboslave · · Score: 1

    The mmorpg genre has great potential for creativity in story and exciting gameplay, and any restrictions are obviously a bad thing. Money, Time & Technology are already restrictions on the development of these games, franchises just add another level of creative restriction that shouldn't be needed. Marketing is an obvious boon from franchises, and the established base is enticing, but all that gives you is initial sales and doesn't indicate in the slightest if the game will prosper long term. Warcraft is a slightly different style of franchise, as Blizzard is not producing someone else's IP, and instead have had and will always have complete control over it. If they wish to change things, rewrite history, then they can and have done in the past. It is a little (only a little though) more flexible than franchises based on movies and books. In my opinion, increasing game tech should allow companies to increasingly cast the player as PART of a virtual world, not just a player of it. When we have a world that reacts more dynamically to player choices and actions, then i think we will see less of a need to be CAST as a hero and instead be allowed to forge our own hero story amongst those we care most about anyway, other players. Story is another element that suffers under franchises, as generally it has already been told before we even load into the game. It is much more exciting to see a story unfold around you, and hopefully be effected by you, then to have characters thrown in for novelty. [insert character from franchise] "See Kids, it really is [franchise] cause [character] is in it. See!" So Lame, So Very Lame.

    1. Re:Agreed - Franchises are bad. by Anonymous Coward · · Score: 0

      This is why I think established tabletop RPG properties - not movies, history, real-world legends or existing game franchies - should be exploited for MMOs. D&D's coming - who wouldn't enjoy a Battletech MMO? Microsoft owns it, along with the Shadowrun property. Where the hell is MS?

      Hell, start a White Wolf MMO and the population quality of every other MMORPG would improve dramatically, with all the flies heading to the big blue vampire light in the sky.

    2. Re:Agreed - Franchises are bad. by boboslave · · Score: 1

      Nod.

      Tabletop RPG properties are a different style of franchise. What make them popular is the quality and creativity of the fantasy world and the combat/game mechanics that they use. Whilst they do have their heroes (Drizzt), they are already focused around you and your part to play within the world, something that if done right shall suit MMOs quite nicely.

      There is still the danger however, of using a property that has already extended itself. Forgotten Realms being a primary example, as it has distinguished itself with many famous characters and their adventures. Any game based upon it would have to deal with these characters in a similar way to how World of Warcraft must deal with its own lore. (Side note - If Illidan becomes just another loot farm i think i'll cry, i care more about him in the terms of Warcraft than i did any of MY characters.)

      In comes down to this, MMOs are their own type game, and systems must be in place to support the gamestyle. Sometimes, those systems conflict with the ones found in pen and paper. Why? Cause those RPGs have the benefit of a DM guiding the adventure and tailoring it to suit the group that is involved, MMO's don't have that luxury.

      However, if the day should come when MMOs can tailor adventures dynamically to groups of adventurers in a massively multiplayer environment and allow each adventure to effect the gameworld in some form or another, then i'll be happy happy boy!

  14. Well, here's MY take on it by Moraelin · · Score: 1

    The "it belongs to a third party and Lucas made us do this and that" aspect has been mentioned, but I still can't shake the feeling that Lucas made better films than Sony made a game based on it. Yes, episodes 1 to 3 included.

    For all his ever-changing visions, and all his later getting on a stupid quest to undo the very good-vs-evil foundation of his universe (the jedi weren't apparently all that good and noble, and the sith were just the other sect according to episodes 1-3), Lucas started from scratch and made SW the biggest movie franchise. Better yet, he made SF mainstream. It says something. The very fact that people still debate whether Han should shoot first, or whether Jar Jar is a worse comic relief than C3PO is a testament to how much Lucas's films touched a lot of us. You don't see that kind of passion in people arguing Godfather 1 vs Godfather 3.

    By comparison, what did Sony do with it? They created a DIKU MUD with graphics, and a ho-hum "me too" one at that. It's always been massively buggy, balance was always non-existent, and Sony did their best to piss off the customers, like Sony always does. Even as a MUD it was of the "me too" quality seen when a third-grader downloads DIKU and throws together his own smurf areas. It featured such half-baked stuff ranging from whole areas and town that existed just to fill the map (but didn't actually have any NPCs, quests or anything), classes added without any thought to balance just because someone thought the class name was all that was needed (don't tell me Raph Koster gave even a second's thought to the balance of, say, entertainers vs animal tamers, and how fast one levels up in respect to the other, or how fast they make money), and pretty much the bog-standard DIKU combat and mechanics. And as is the case when someone just isn't competent enough to do the maths and balance a game, the balance swung wildly in patches, not getting any more balanced, but just for the sake of pissing off existing players.

    Briefly, they made a crap "me too" game that survives _only_ because of the franchise. Far from being hurt by Lucas's franchise, it's their transfusion line that keeps their fetid corpse of a game alive. If SWG had started from scratch without a franchise, like AO or DAOC did, I believe it would have been a flop that went straight to the garbage bin of MMO gaming.

    So basically all this "oh, we're just hurt by the Lucas's franchise" is just a crap excuse from the makers of a crap game. That's all. What did you expect? Them to come forward and admit "guys, we fucked up. We have no clue how to make a good game even when someone hands us the franchise, the fans, and the story on a silver platter"? It's not gonna happen.

    Blizzard can design a good game, the SWG team just can't. That's all.

    Heck, forget Blizzard. Even the SW franchise has been previously used well, say, in KOTOR. Note how both side-stepped constraints by stepping outside the time frame of the proper franchise. WoW happens some time after Warcraft 3, KOTOR happens some millenia before SW, buying them a lot of freedom to create their own story and characters in that universe. It's a neat trick, but it takes a real designer and some balls to come up with it, as opposed to mindlessly taking what's been handed to them and transcribing it into a MUD.

    --
    A polar bear is a cartesian bear after a coordinate transform.
  15. Ooo, paradoxy. by bluemeep · · Score: 1
    Apparently you can't even come up with something NEW and then franchise it off. EQ was popular enough to spawn it's own line of action figures, books and other assorted media. There's enough lore to fill an official Atlas, apparently! But when the franchise got it's second MMO... Well... I don't know a single person that currently plays it. And those that did at one point don't have anything positive to say.

    Is that a case of living up to the original or the "It just wasn't the same" concept that seems to be hitting SWG?

  16. Re: Your sig by Anonymous Coward · · Score: 0

    Apparently being completely freaking offtopic is "informative" as well. The topic is "FFXI isn't in a preexisting universe" not "I think this crapass game is popular".

  17. Re: Your sig by Anonymous Coward · · Score: 0

    then why dont you stay on topic yourself instead of posting a troll asshole.