*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.
Ok, ok, ok. However! As an SWG vet, you've obviously at least heard, if not made, the argument about SWTOR that, "It's nothing like SWG and SWG isn't about Star Wars, it's the game itself and the freedom that made it good." You may have even said something like, "I wouldn't care if they remade SWG as a post-apocalyptic zombie survival game...." If you didn't, specifically, I guarantee some other SWG vet has. The argument that SWG isn't about the IP is one that still rages on today. Then Smed says "spiritual successor" and it's all about the IP. Bah!
Ex-SWG player here who still feels that it was the best game ever.
What cracks me up is that game companies are so deluded into thinking that open PvP means anything but gankfest for higher level players on lowers. The player base is not organized enough to be able to establish social systems that prevent wholesale ganking. PvPers for the most part do not care about PvE, I've heard it enough times to know this to be true. They gain more pleasure from fighting people who complain about betrayal and do not just dissipate before their eyes. A long time ago I proposed in various game forums that some sort of karma system was necessary to reduce ganking, like having super high level guards that would whack a murderer the moment he stepped into their city, or even having some sort of imprisonment system. Nope, not happening.
This game will never be what they describe unless they have PvP optional servers, or go back to the flagging system. Also, it needs to be really hard to kill a player character, not just walk up to them and bam - dead. If there is a chance that the attacker may ultimately lose, perhaps ganking would be reduced. If they can two-shot anyone they encounter, well, chances are they'll do just that, even to the point of ignoring the hoard of zombies approaching them.
No, it's nothing like SWG, it's just more Smedley bravado and posturing that has no ties to reality whatsoever. I don't even mind him that much and I was a huge fan of SWG, anyone who still blames him for that doesn't know what they're talking about. He's not that stupid, he just talks a lot of shit.
To me, this game does not feel like swg at all. Keep in mind I did not do everything in swg. I did musician, doctor, tkm, pikeman, pilot, shipwright, smuggler, ranger, merchant,and droid engineer.
I did not find any activities in this game yet that feel like an swg homecoming in regards to my experience.
Edit: forgot about rifleman. I guess there is a similarity there in the technical sense heh
My guess is the only SWG connection is Smedley telling the players there will not be weapons in air drops, then putting weapons in air drops before launch. It seems pretty similar to the NGE in SWG.
So since spiritual does not equal dublicate (looking at you the Repop)
- Open world PvP
- Player driven economy
- Player driven politics
- (potentially) fairly complex crafting
- free-style townbuilding
- freedom to (for better or worse) choose your path (even more since H1Z1 is skill free)
So that is what i can rattle off from comparing H1Z1 to my own memory of SWG
Now that ofc does not equal it being a carbon copy and many specific systems are missing.. a bunch of them social and not all of them missed.
Even if i have a hard time seeing SOE putting in a deep dance and music system in H1Z1... it would be awesome but not likley.
So there are similarities and enough to warrant the comment. Of course these are not only found in SWG but that goes for pretty much anything in SWG and i could see people building the type of communities that we saw in SWG.
I was talking to someone who was playing it this morning. His impression was that it wasn't bad, but wasn't all that good either. He refrained from giving an opinion on the game yet since it was his first time in the game, but I could tell he wasn't overly impressed with it.
My interest in this game would revolve around crafting. How is that? And how will it impact trade?
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.
more true words can not have been spoken.
lol likely.
I also cannot even fathom how this game can be compared to SWG. Systems are not the only thing that makes a game. The fundamental concept of H1Z1 is an apocalyptic survival game. SWG was NOT ANYWHERE NEAR an apocalyptic survival game. The very core concept of the game is different. How in the flipping fuck can one compare these games?
Market spin at it's best:
Sony: "Do you love STAR WARS?! Do you love SCI-FI in an established universe with ancient societies and easily accessible technology?! PERFECT! Here's a contemporary apocalyptic survival game where finding a bow may be hard and you can die stepping 2 feet outside your door! Same thing! ENJOY sheeple!
I really don't think it was meant to mean anything more than a game where the players guide the experience and create their own stories. I don't really think you'll find much else alike between the two games.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
Originally posted by Distopia I really don't think it was meant to mean anything more than a game where the players guide the experience and create their own stories. I don't really think you'll find much else alike between the two games.
When I look at what SWG offered, as an experience even in the context of what you just said, there is still no connection.
I really don't know what Smed was thinking when he connected the dots, except that SWG fans must be stupid or something.
Originally posted by Distopia I really don't think it was meant to mean anything more than a game where the players guide the experience and create their own stories. I don't really think you'll find much else alike between the two games.
When I look at what SWG offered, as an experience even in the context of what you just said, there is still no connection.
I really don't know what Smed was thinking when he connected the dots, except that SWG fans must be stupid or something.
It's not the fans, it's Smed. He has a tragically long history of spin and hype, with under delivery. This is just another one to throw on the pile. His SWG claims were an attention grab. Guess what? It worked! Everyone turned their eyes to Smed, SOE, and the development of H1Z1. Viral marketing, plain and simple.
Locking this thread since it was made last April and inactive for many months. If you want to discuss the same topic as an old thread, you can always create a new thread and link to the original.
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Comments
Ok, ok, ok. However! As an SWG vet, you've obviously at least heard, if not made, the argument about SWTOR that, "It's nothing like SWG and SWG isn't about Star Wars, it's the game itself and the freedom that made it good." You may have even said something like, "I wouldn't care if they remade SWG as a post-apocalyptic zombie survival game...." If you didn't, specifically, I guarantee some other SWG vet has. The argument that SWG isn't about the IP is one that still rages on today. Then Smed says "spiritual successor" and it's all about the IP. Bah!
Crazkanuk
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Ex-SWG player here who still feels that it was the best game ever.
What cracks me up is that game companies are so deluded into thinking that open PvP means anything but gankfest for higher level players on lowers. The player base is not organized enough to be able to establish social systems that prevent wholesale ganking. PvPers for the most part do not care about PvE, I've heard it enough times to know this to be true. They gain more pleasure from fighting people who complain about betrayal and do not just dissipate before their eyes. A long time ago I proposed in various game forums that some sort of karma system was necessary to reduce ganking, like having super high level guards that would whack a murderer the moment he stepped into their city, or even having some sort of imprisonment system. Nope, not happening.
This game will never be what they describe unless they have PvP optional servers, or go back to the flagging system. Also, it needs to be really hard to kill a player character, not just walk up to them and bam - dead. If there is a chance that the attacker may ultimately lose, perhaps ganking would be reduced. If they can two-shot anyone they encounter, well, chances are they'll do just that, even to the point of ignoring the hoard of zombies approaching them.
No, it's nothing like SWG, it's just more Smedley bravado and posturing that has no ties to reality whatsoever. I don't even mind him that much and I was a huge fan of SWG, anyone who still blames him for that doesn't know what they're talking about. He's not that stupid, he just talks a lot of shit.
To me, this game does not feel like swg at all. Keep in mind I did not do everything in swg. I did musician, doctor, tkm, pikeman, pilot, shipwright, smuggler, ranger, merchant,and droid engineer.
I did not find any activities in this game yet that feel like an swg homecoming in regards to my experience.
Edit: forgot about rifleman. I guess there is a similarity there in the technical sense heh
So, for those who had enjoyed SWG.........
How's our new home?
Looks like a cash grab DayZ clone to me.
"classification of games into MMOs is not by rational reasoning" - nariusseldon
Love Minecraft. And check out my Youtube channel OhCanadaGamer
Try a MUD today at http://www.mudconnect.com/My guess is the only SWG connection is Smedley telling the players there will not be weapons in air drops, then putting weapons in air drops before launch. It seems pretty similar to the NGE in SWG.
So since spiritual does not equal dublicate (looking at you the Repop)
- Open world PvP
- Player driven economy
- Player driven politics
- (potentially) fairly complex crafting
- free-style townbuilding
- freedom to (for better or worse) choose your path (even more since H1Z1 is skill free)
So that is what i can rattle off from comparing H1Z1 to my own memory of SWG
Now that ofc does not equal it being a carbon copy and many specific systems are missing.. a bunch of them social and not all of them missed.
Even if i have a hard time seeing SOE putting in a deep dance and music system in H1Z1... it would be awesome but not likley.
So there are similarities and enough to warrant the comment. Of course these are not only found in SWG but that goes for pretty much anything in SWG and i could see people building the type of communities that we saw in SWG.
This have been a good conversation
I was talking to someone who was playing it this morning. His impression was that it wasn't bad, but wasn't all that good either. He refrained from giving an opinion on the game yet since it was his first time in the game, but I could tell he wasn't overly impressed with it.
My interest in this game would revolve around crafting. How is that? And how will it impact trade?
more true words can not have been spoken.
On a side note, i am so tired of every sandbox game thinking that open PvP is a requirement.
lol likely.
I also cannot even fathom how this game can be compared to SWG. Systems are not the only thing that makes a game. The fundamental concept of H1Z1 is an apocalyptic survival game. SWG was NOT ANYWHERE NEAR an apocalyptic survival game. The very core concept of the game is different. How in the flipping fuck can one compare these games?
Market spin at it's best:
Sony: "Do you love STAR WARS?! Do you love SCI-FI in an established universe with ancient societies and easily accessible technology?! PERFECT! Here's a contemporary apocalyptic survival game where finding a bow may be hard and you can die stepping 2 feet outside your door! Same thing! ENJOY sheeple!
You stay sassy!
You can try and put makeup on a zombie that is eating your genitals.
Confirmed by Sony as being "a similar experience" evidently.
You stay sassy!
well sony still have full swg code
but probably never be in this crapy game , i sure port to EQnext but still think sony going try discovery whell again
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
When I look at what SWG offered, as an experience even in the context of what you just said, there is still no connection.
I really don't know what Smed was thinking when he connected the dots, except that SWG fans must be stupid or something.
It's not the fans, it's Smed. He has a tragically long history of spin and hype, with under delivery. This is just another one to throw on the pile. His SWG claims were an attention grab. Guess what? It worked! Everyone turned their eyes to Smed, SOE, and the development of H1Z1. Viral marketing, plain and simple.
You guys are missing a key piece of information when trying to see what SOE see's as SWG's secret sauce... they had no clue...
Anyone remember Helios' famous conversation with some players asking about why people enjoyed camping (after they removed camps from SWG)
Helios - "So, you just sat there and it was fun? (that's a serious question)."
http://www.lucasforums.com/showthread.php?t=165441 (sorry, original thread has been nukinated)
You guys, they made a WHOLE GAME about this now! Welcome home SWG vets!
That's no more a connection to SWG than an Apple (the fruit) could be mistaken for a Planet.
Talk about "Spin".
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