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Where's the SWG connection?

2

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  • jandrsnjandrsn Member Posts: 187
    Originally posted by Sovrath

    Originally posted by jandrsn
    Once again, Sony completely missed the point of what made swg unique. But hey, good luck to them. Twitchy combat and a cash shop, I'll pass.

    That's great, so what was "the point" that made Star Wars Galaxies unique? Was it just that, the community, something that any company would be hard pressed to recreate?

    But from an outsiders point of view, only having read what other Star Wars Galaxies players have said, part of what made the game was the player made towns, non instanced structures, I assume an economy so that players can gather these mats, sell them, trade them.

    Unless you are going to say that the game was greater than the sum of its parts in which case any game company would be hard pressed to recreate such a thing.

     

     

    Swg had community. There was, as someone mentioned above, something for everyone. Deep crafting, player vendors that were useful, entertainers were needed to heal mind wounds, and while sitting in the cantina or wherever you could strike up conversations. Star port waits that made a laggy bazaar in some cities. Scouts could make a living skinning exotic animals to sell to crafters. Various combat skill sets. Spending time to decorate your house just right. Politics, running a business, window shopping, etc... It really was a well fleshed out world they created.

    The ability to change out skills was great; I wasn't stuck as a fencer/droid engineer. It lead to flavor of the month builds, but oh well. You were your character, and you could evolve as your gaming evolved without having to run a new toon. It led to a feeling of permanence I haven't felt since. The game really was more than the sum of its parts.
  • DistopiaDistopia Member EpicPosts: 21,183
    Originally posted by GeezerGamer
    Originally posted by Distopia
    Originally posted by Sovrath
     

    So what are the key elements? It's possible that it has to be Star Wars.

    but does that mean that the setting is key and any game that has every other element but setting can't attract the players?

    Because if that's the case, Star Wars Galaxies players are going to be waiting a long time.

    Isn't it the freedom that Star Wars Galaxies had? that's got to be a huge part of it. Or does it?

    Additionally, that Ctrl+Alt+delete cartoon posted above is hilarious.

    That's the problem I just pointed out in response to that comic. We're waiting so long because nothing is ever perceived even from the onset as a possible alternative. I think a lot of it is that it was Star Wars for some of these people and they don't even realize it. Because they certainly forget that SWG as a game had little to do with an IP tie in... or star wars for that matter. Only later in it's life did they really turn around and focus on that aspect.

    Early on it was more or less UO 2 with streamlined mechanics.

     

    I had said many times, that it looked like SW, it sounded like SW, but the game never felt like SW. The IP was incidental, it could have disappeared from the game and been replaced with generic Sci-Fi tie ins and it could have continued. A spiritual successor, probably should be Sci Fi, but I don't think it's an absolute requirement. But looking at the context of this game and comparing it to the setting of SWG with or without the IP and I'm just not seeing it. SWG at it's core was not a survival game. And so the pressures from that will generate a completely different set of dynamics.

    Then we're in full agreement on that, there was more SW in our guild RP than contained in the game-play itself lol. I also agree the survival aspect will certainly change priorities from a community stand-point.  it will definitely have an impact on the type of player this game initially attracts. Unless there are some key elements we do not know of yet.

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  • SovrathSovrath Member LegendaryPosts: 32,780
    Originally posted by GeezerGamer SWG at it's core was not a survival game. And so the pressures from that will generate a completely different set of dynamics.

    I think you are correct that adding survival elements will change the dynamics.

    If one "has to survive or die" (permadeath? harsh death penalty) then that does make it a different game.

    Then gain, did Star Wars Galaxies have a harsh death penalty? It might not have been a "survival game" but maybe it's just a case of "A rose by any other name ..."

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  • GeezerGamerGeezerGamer Member EpicPosts: 8,857
    Originally posted by Sovrath
    Originally posted by GeezerGamer SWG at it's core was not a survival game. And so the pressures from that will generate a completely different set of dynamics.

    I think you are correct that adding survival elements will change the dynamics.

    If one "has to survive or die" (permadeath? harsh death penalty) then that does make it a different game.

    Then gain, did Star Wars Galaxies have a harsh death penalty? It might not have been a "survival game" but maybe it's just a case of "A rose by any other name ..."

    death penalties in SWG revolved around permanent gear deterioration. Damage to gear could never bee restored 100% so you could repair gear but eventually, it would break permanently. Death sped that process along.  There was also cloning..or saving. You could also lose progress if you forgot to save.

  • EcocesEcoces Member UncommonPosts: 879

    not my post but seems like others want this to be closer to SWG than DayZ

     

    http://www.reddit.com/r/h1z1/comments/23m3id/swg_mechanics_that_would_be_interesting_in_h1z1/

  • GeezerGamerGeezerGamer Member EpicPosts: 8,857
    Originally posted by Ecoces

    not my post but seems like others want this to be closer to SWG than DayZ

     

    http://www.reddit.com/r/h1z1/comments/23m3id/swg_mechanics_that_would_be_interesting_in_h1z1/

    Well, I don't think that's it so much. It's that the 1st thing Smed said about this game, (even before it was announced what the setting would be) that SWG players would hae a game to call home.....or something very close to that

  • barezzbarezz Member UncommonPosts: 147

    Well for the record, I always felt that SWG was a Star Wars experience.  It felt less like a Star wars experience after the NGE which was supposedly going to make it more "Star warsy" (and iconic, fast paced and action-y.  Those buzz words will haunt me forever).  But even post NGE it still felt like I was in the Star wars universe. 

     

    I think I understand what they are trying for here, and while a deep crafting system and buildable houses/towns are nice, they aren't all of what SWG was.  What about player shops, can you have those?  That is a HUGE thing that is overlooked in these days of Auction Houses.  And the towns that you build being destroyable... that is not like SWG at all.  Hell we had to fight tooth and nail to get a house packup system in for Mayors, and even that didn't cause players to lose anything.

    Now maybe there will be different server types, but nothing I am really seeing makes this former SWG player ready to go anywhere, least of all "come home".

  • BruceYeeBruceYee Member EpicPosts: 2,556

    In the last stream one of the guys placed a shack anywhere he wanted in the world, which means if a few ppl get together you can actually form full communities and certain ppl can take on different roles such as crafter or defender. Seeing as this is a class-less game(I think) that means the player will actually be in charge of coming up with his own role in the world, which is kind of cool. I personally would take on the role of crafter/gatherer because I prefer it over combat in games these days.

    I think this would only work though to its full effect on a PVE only server because the kill on sight temptation will be too high if PVP is enabled, thus making it very similar to RUST or Dayz. You know? log in, walk around a bit then get killed and start over.

    For the reason above I'm hoping they have a strictly PVE server so we can see how far we can take the whole "building a world" thing without being shot in the back of the head.

    Maybe if this game does well enough we'll see a metropolitan area next.

  • psiicpsiic Member RarePosts: 1,642

    Extremely offended that the SOE moron who made this comment truly believes gamers have become such stupid lemmings that we would buy into this crap for even one second.

     

    This is just a cheap piece of crap like every other  leased game these AAA developers are trying to push on us..

     

    ie 

     

    Wizardry 

     

    Dragon's Prophet

     

    Archeage

     

    When are these AAA game devs going to stop buying crap games on the cheap and start building their own quality games again.

     

    Trion could have made something so much better than archeage that they could be proud of, but no now game developing has become just like everything else, bid off the work for the cheapest bid we can get.

     

     When did all the game developers out there become clearing houses like perfect world llc.

  • EcocesEcoces Member UncommonPosts: 879

    They could have done so much more with this genre instead of making a DayZ clone. i guess i was delusional and stupid when i first heard of this game and the "SWG connection" i thought

     

    SWG mechanics in a Fallout style post apocalyptic world.

     

    that game would have made me drool and squeel like a teenage girl at a boyband concert.

     

    but apparently the devs think a larger DayZ clone is the way to go. hell in one interview they even said that farming was something for the future. there is absolutely no depth in this game.

     

    just read a post on reddit that summed up my thoughts. http://www.reddit.com/r/h1z1/comments/24e7g2/making_this_game_more_than_just_a_deathmatch/

  • DocBrodyDocBrody Member UncommonPosts: 1,926
    Ewoks, Zombies, where's the difference
  • JeepEscapeJeepEscape Member UncommonPosts: 64

    The SWG connection is in Smed's head, and the game does not, and probably will not have the features to support it. Smed is under the impression that all you need to make an SWG like, complex in-game community, is throw a bunch of people on a persistent map with weapons, PvP and crafting.   He has said on multiple videos that he thinks players will group up, take over territories on the game's eventual United States scale map, go to war with each other, build communities, etc.

    This tells me that he is either ignoring, or doesn't understand why SWG's community arose from the game like it did.  Here's a post I made on Reddit today, as there are several people starting to pipe up and discuss how this game offers any kind of longevity in play outside of DayZ type play:

    ...Put another way, you can't just throw a bunch of people onto a game map with weapons and some crafting, and expect a thriving in-game community to arise similar to Star Wars Galaxies. That's the message Smed keeps saying. He imagines groups taking over territories and defending them, going to war with other groups, building communities, etc. I don't see how this game can even begin to support such an idea. I haven't heard of any longer-term plans that would make it possible either.

    DarkFall has something similar to this idea, and they had to build in a whole conquest structure to make it work. At least then, it's fun, not just a zerg rape session because people go offline for the night. 

    SWG's magic, as far as in-game community is concerned, was in attracting a very diverse player base by offering something for everyone. The community arose from combat and non-combat professions of many different kinds, deep and interdependent crafting, dynamic resource system, fantastic trade system, factions / war, social features, RP features and other things. SWG had the benefit of getting attention for being a Star Wars game, but that's not why people played it for years, rather than a few months like most MMORPG games today.

    I love where Smed's head is at on this project, as far as what he wants to see happen with the players, but I'm here to say that no such complex community is going to arise unless the game has some structure to it that facilitates it and pushes players into it. A little full-loot PvP survival game called Xsyon, as buggy as it was, tried something similar and offered a kick ass crafting/building system. Unfortunately, there was no other structure to the game that made something more arise, so once people got sick of building and crafting for the sake of building and crafting, they left. It gets boring.

    I talked to a lot of people about what went wrong with DarkFall, besides the bugs and AV being slow. Many of them said the same thing. The game didn't really offer gameplay options outside of full-loot pvp / conquest, so it failed to attract a larger audience than it had the first time around. They've been struggling ever since.

    The strange thing is, Smed seems to want what we want, but he thinks it's just going to spontaneously arise with as few game systems as possible.  I understand why SWG worked like it did, and it had a lot to do with providing the players with structure in the form of game systems, and many options to play around within those structures.  H1Z1 will have crafting, survival featurs, and basically play like DayZ.  In no way can it help create an thriving in-game community like SWG, UO, AO and other MMOs had.

  • epoqepoq Member UncommonPosts: 394

    The connection is a stretch goal of creating some dancing character animations so you can create and establish your own cantina with exotic dancers and have bar fights and shoot outs.

     

    But really, I find it hard to believe that this is the game Smed meant when he told SWG fans SOE's next game was for them.

  • SevalaSevala Member UncommonPosts: 220

    It doesn't sound much like SWG. Plus, you can never trust SOE.

     

    As far as a "spiritual successor to SWG", I would say the closest looking thing is The Repopulation.

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  • cheyanecheyane Member LegendaryPosts: 9,386
    I hate zombie games I cannot for the life of me see the connection except as the cartoon suggested.
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  • EcocesEcoces Member UncommonPosts: 879

    according to those on reddit supposedly smed in an interview said that when he meant the "spiritual successor of SWG" he meant that in the way of the crafting system only.

     

    so apparently SWG was just a crafting game

  • DatawarlockDatawarlock Member Posts: 338
    The way it sounds, spiritual successor will mean SOE will find a way to piss off, alienate, and/or ban the majority of the user base within the first year, costing them the majority of the players, and then have to shut down at some point due to lack of money making investors happy.
  • LeirosLeiros Member UncommonPosts: 281

    *DISCLAIMER* Apparently SOE lost the source code for the spiritual successor to SWG and decided to make a zombie game instead...

     

    Seriously though, why would I want to play a crafting zombie survival game from SOE when I can play "7 Days to Die" on Steam and probably have a better time doing it? Plus, I won't have to worry about Smedley's amazing ability to mock the game's fans after he ruins it and alienates 90% of the player base.

     

    Sorry Smed, you'll have to try harder.... 9 years later and we're still bitter.

  • Starbuck1771Starbuck1771 Member UncommonPosts: 375
    Originally posted by Sovrath
    Originally posted by lizardbones
    Originally posted by Sovrath
    Originally posted by GeezerGamer

    I read this:

    http://www.reddit.com/r/h1z1/comments/22niku/what_is_h1z1/

    and didn't see it, so, what am I missing here?

    Would it be this?

     

    We want you to be able to form roving gangs that are headquartered out of an abandoned warehouse that you’ve taken over... or a house you’ve built from scratch after having cut trees down and secured the resources to make it. We are giving players the tools to make their own towns, camps and defenses, and they can decide how to set up their base (which is in the world btw... not instanced). We’re building in all the social features you’ve come to expect from an SOE game (grouping, proximity voice chat, voice chat for your gang, and many other cool social features). To use a simple reference I’m sure everyone interested in this game will get... we want our players to make Woodbury from The Walking Dead if they want to. Or take over a prison. Or fix an old car so you and your friends (yeah we have multiplayer vehicles) can run zombies and players over mercilessly,

     

    Was SWG like that?

     

    Could you form roving gangs in a building you had taken over or a house you built from scratch after gathering the materials to do so?

    Could you make your own towns, camps and defenses? Or set up some sort of base that wasn't instanced? Could you design your own town or take over a buildings or run over monsters and players?

    If you could then it was.

     

    Yes the majority of everything was built by the player crafters. Another tie to SWG would be that SWG had zombies in it when they released the Death Troopers content which was also a book.

    image
  • GeezerGamerGeezerGamer Member EpicPosts: 8,857
    Originally posted by loopback1199
    The way it sounds, spiritual successor will mean SOE will find a way to piss off, alienate, and/or ban the majority of the user base within the first year, costing them the majority of the players, and then have to shut down at some point due to lack of money making investors happy.

    That would make so many games a SWG successor .

  • shirlntshirlnt Member UncommonPosts: 351

    I too have wondered how they could consider this game a "home" for SWG (pre-CU) fans. The thing is they didn't get what drew people to SWG back then (with remarks about people not wanting to be "Uncle Owen") and it seems they still don't get it.

    Take away the Star Wars IP and just look at the features of the game:

    -- the genre was sci-fi, H1Z1 is horror: a fan of one genre may dislike/hate the other

    -- fictional setting v "realistic" setting (the U.S. sounds like)

    -- multiple races for character creation, guessing players will be humans in H1Z1

    -- two factions with the ability to play either faction along with the inability to tell which faction players were when they weren't "flagged,"  will there be such a thing as factions in H1Z1? will players be able to choose to play as a zombie and if so will there be a way to disguise being a zombie?

    -- various planets to explore with different wildlife and npc on each planet; how varied will the different places on map be?

    -- players could choose to play the game without ever taking sides in the war; doesn't sound like players will be able to avoid zombies

    -- war v survival

    -- ability to choose total non-combat or total combat roll (or combination of the two); sounds like player has potential to be engaged in combat from the time they cut down first tree if something hears it and comes to investigate; will there be any "non-combat" beyond the crafting? and it sounds like every player will need to do at least some amount of crafting (in order to make the things needed to survive from beginning of game)

    -- will players be able to tame a wide variety of animals to use in combat or as mounts

    -- will this mainly be a people v zombies games or can a player choose to mainly play as person v nature?

    As someone posted earlier it was the dynamic of combination of non-combat and combat professions with players needing each other (not just in combat but in the preparation for combat or the healing from combat) that helped in bring about the community that existed in SWG.

    As far as the various posts I see concerning sandbox games with "you say you want a sandbox game, this is a sandbox game so you should support this game and not be critical of it," in a way I understand that in order for more sandbox games to be made, creators need proof that a sandbox game can be successful, but I think it is sad that people who want themepark games are allowed to be picky about what they are willing to play (since they have 100s of options is several different genres with varying rules) while people who want sandbox games are suppose to settle for whatever junk is available just because the developer labeled it as "sandbox."

    I personally am not a huge fan of zombie games and already have enough I play or want to try (the "infected" in Defiance, Sunset Overdrive, Plants v Zombies).   The zombie theme alone is enough to turn me off this game.  As for people who enjoy zombie games and want a game with the features this game will have, great! But I don't think this game qualifies automatically as a "home" for former SWG fans (in terms of "if you loved SWG, you'll love H1Z1").

  • jusomdudejusomdude Member RarePosts: 2,706
    Looks like the FFA players will finally be getting an AAA game maybe. Gotta wait and see what server types there are. If it's FFA only, I won't be playing, but it seems like it's a central part of the game.
  • NagilumSadowNagilumSadow Member UncommonPosts: 318
    Originally posted by Spiider
    The only SWG connections I see is that it will be mismanaged and will fail fast. Sorry, thanks how I see it.

     

    Fast as in approximately nine years, making it among the longest running?

  • IggunsIgguns Member UncommonPosts: 71

    Where's the SWG connection?

     

    Good question.  It appears that it is in someone's imagination or something.

  • jmcdermottukjmcdermottuk Member RarePosts: 1,571
    The SWG connection exists in Smedley's deranged mind and nowhere else. He's just being Smed again, i.e. spouting BS.
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