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Future Plans for SWG?

Warcry has a short article with impressions from someone who was asked to participate in a Star Wars Galaxies focus group. The moderator evidently presented several options, and the group responded. From the article: "The final question/topic was whether we'd choose any one of the pamphlet outlines to add to the game, or if we'd prefer for them to work on bringing things back that were taken out. As soon as he was done talking, the group said 'Rollback' almost as one. The moderator seemed like he saw that coming, because he'd probably heard the term a dozen times already from the other groups."

7 of 99 comments (clear)

  1. SWG is dead. by dc29A · · Score: 4, Insightful

    Focus groups won't save it. During peak house there are some 10k players online (can't find link). During Everquest's peak, SOE announced live that there are currently 100k people online. Looking at EQs subscriber numbers at that time (around 500k), SWG should have about 50k total active accounts. That's down from about 250-300k. Ouch.

    The game is butchered, just let it die. The amount of bad mainstream press (Washington Post, CBS et al) it got, it pretty much guarantees that Joe Average probably has heard of it and staying away from SWG.

    EQ with very loyal fanbase wasn't able to recover from the clusterfuck of Gates of Discord (and it was far less in magnitude than NGE of SWG), SWG with revamp after revamp won't be able either. SOE already tried saving EQ by inviting uberguild leaders to a weekend in San Diego, baseball game and al, focus groups of course. Result: server merges, continuous population decline.

    1. Re:SWG is dead. by Sierpinski · · Score: 3, Insightful

      When was the last time you saw a commercial for Planetside on television?

      About as often as I've seen commercials for World of Warcraft on television. Zero. Yet WoW has reached the 6 million subscriber mark.
      Word of mouth has to count for something, and apparently people just aren't telling their friends about Planetside.

  2. Rollback... how far? by cryptomancer · · Score: 4, Insightful

    How many changes have gone into the game that need to be undone for it to go back to a state that a majority of people are happy with? A month? Three? Six? A year or more? And even then, would people who liked the game then want to return to it?

    I think I liked the game best sometime after Publish 10.. I liked the Combat Upgrade. Right about then was when my interest in the game peaked. And the very next patch I cancelled.

    Maybe an option not explored in the focus groups would be the "sunset" of SWG, and the development of its replacement.

    --
    Yes, we understand these tags always apply: fud, dupe, typo, slashdotted, topic name
  3. City of Jedi by Forrest+Kyle · · Score: 5, Insightful

    I've always thought the best strategy for building a Star Wars MMO would be to combine something like City of Heroes with World of Warcraft. Yes, I know this seems obvious. "Wow, combine two great game ideas! You're a genius!" But here's what I mean:

    Every player character is a jedi. You can totally customize your race, appearance, and style of force use. In fact, you don't even have to use the force if you don't want. But you start out with force potential. And the players can go around the Star Wars universe being good or bad guys, doing quests and unlocking new force powers and crafting interesting weapons.

    The reason I say this, is because it makes every player feel like an important part of the action. I can only reallly speak for myself, but I'm not going to pay money for a game just so I can experience the simulated thrill of eeking out a living as a dancer, or a baker or some crap. I want a gun, a lightsaber, and directions to the nearest enemy. I want to be a part of the Star Wars adventure and kick some ass. I don't need to meet Han Solo every ten minutes to remind me I'm in Star Wars, but neither do I want to spent 345 hours farming pubic hairs on some remote moon in the yadda yadda quadrant.

    I've never designed a game so my opinion amounts to approximately ass, but I just feel like Star Wars Galaxies was designed by people with no concept of human psychology or game design theory. [shrug]

  4. Said for the 1,000,001th time by Volatile_Memory · · Score: 4, Insightful

    TOO MANY JEDI!

    I cancelled soon after the do-gooders with the glowing swords started showing up by the truckload.

    Sure, there are a plethora of other things to pick on, but the whole atmosphere of the game is ruined by the presence of lightsaber-wielding freaks every 10 feet. According to the films, there were two known Jedi in the entire galaxy at the time this game takes place. In-game, there are thousands, maybe tens of thousands.

    Change rules, change professions, change and publish whatever... unless the amount of Jedi are cut back by 99% the game will never have the proper feel.

    v.m

    --

    /**
    I have a "Zero Policy" tolerance.
    */

  5. The rollback by elrous0 · · Score: 4, Insightful
    They should roll back to before LucasArts licensed the game to such a shitty company.

    -Eric

    --
    SJW: Someone who has run out of real oppression, and has to fake it.
  6. Re:Pros/Cons? by SmallFurryCreature · · Score: 4, Insightful
    It was open. Perhaps I should first tell you about a game that isn't open. Everquest 2. In EQ2 you pick a race. Then you choose your alignment. Except that most races are limited to either being good or evil. (Note that you CHOOSE your alignment, not get to be evil based on your choices in the game). Then in game you select your base class. Fighter, priest, wizard, scout. THAT is your last real choice. Oh wait, but at level 10 you get to choose a specialisation. Well yeah. They slightly refine you base class. Some are different. For instance a brawler is a very different type of fighter then the others BUT the difference between the wizards ain't really all that big.

    Then at level 20 you are supposed to get you final class. Except it is prediced. The only difference that the titel is now based on your alignment. Monk (good) Brawler (bad) unarmed fighter.

    So how closed is this? Well, at no point do you choose say something like your stat points. Meaning every half-elf brawler level 18 is EXACTLY the same. Because of the way equipment works you will probably also be using pretty much the stuff.

    Now they added some minor choices that make you character slightly unique but in EQ2 you pretty much now exactly what a well played shaman is and isn't capable off. Player X will have the same spell list as player Y.

    SWG on the other hand left it totally open how you developed your skills. In fact with a new character most players would dabble in ALL the disciplines, being a medic, ranger and melee combat, a dancer and a crafter with a bit of scout for good measure.

    Depending on your style and if you weren't a template stacker you could have some unusual mixed. A medic with a sniper rifle , a doctor jedi. Whatever!

    To an extent, it allowed a great deal of freedom. Crafters with a sideline in rifles so they could safely clear their harvesters of nasty critters. Dancers with a sideline in cutting peoples heads off.

    In SWG you never knew exactly what the other guy was capable off.

    SWG is GTA

    EQ2 is Need for Speed.

    One is freedom, the other is on rails.

    --

    MMO Quests are like orgasms:

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