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[Column] General: Star Wars Galaxies' Under-Performance

SBFordSBFord Former Associate EditorMember LegendaryPosts: 33,129

During the last few weeks, the most thought-provoking MMOG-related thing that came to my attention may have been this post by veteran developer Gordon Walton about the role he played in the memorable (for most, not in a good way) Star Wars Galaxies New Game Enhancements (NGE). What he wrote led me to think again about what I stated late last year when I listed the SOE / LucasArts title among 5 MMOGs That Seriously Disappointed Me.

Read more of Richard Aihoshi's The Free Zone: Star Wars Galaxies' Under-Performance.

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Comments

  • bobfishbobfish Member UncommonPosts: 1,679
    • Should SOE and LucasArts have seen before SWG launched that it wasn't going to be the type of game capable of attracting the number of players they were aiming for?
    There was no context. Even looking at the other MMOs of the time, none of them truly embraced the themepark nature like WoW did when it came along. UO, AC and EQ were all quite light on structured content.
     
    SWG tried to bridge the gap between UO and EQ and the reality was, that it didn't need to, EQ was a much better performing game and by doing that they actually made the game less appealing. But they could never have seen that before it was released.
    • Why do you think SOE and LucasArts felt that the risk in changing the game so substantially by implementing NGE was justified?
    Because greed over comes common sense. By that point they would've made back any initial development costs as well, so for them there would've been no downside. It had also never been done, so Walton's doom-crying would've had nothing but opinion to back it up, even though in hindsight he was right.
    • After WoW had established itself as the market gorilla, how much potential did SWG still have to grow its user base whether via NGE or other changes? 
    None. WoW changed the market dramatically, even games with a similar design to WoW have struggled since it's release. SWG peaked before WoW came along and nothing they did would've changed that.
    • How popular do you think SWG would have become if it had been designed more like NGE in the first place? Would it have become the first MMOG to reach a million subscriptions?
    It could've easily reached the numbers of EQ, 500,000. But whether it could've gone beyond it? Don't know, it had the right IP at the right time, but there elements of the NGE that wouldn't have existed without WoW, so it could never have been. Stripping out the structured (themepark) elements of the NGE, would've just given a skinned version of EQ, which is why it probably wouldn't have done much more than EQ.
     
    What's done is done though. Walton went on to make SWTOR, which is clearly what he wanted from the NGE. Planetside is also evidence of some of his ideas making it into a new game. Both of which are okay, if nothing else.
     
    SWG is gone and is best left in the past.
  • MukeMuke Member RarePosts: 2,614
    Originally posted by bobfish
    • How popular do you think SWG would have become if it had been designed more like NGE in the first place? Would it have become the first MMOG to reach a million subscriptions?

    For me personally, I don't like themeparks, I like sandboxes wherer I can enjoy my own content instead of being on a gear treadmill.

    That said: I liked SWG for the fact that I love Star Wars -the original saga-, I like playing my own role in that 'universe', I don't want the be THE hero the galaxy is waiting for, yes I liked to be that unknown moisture farmer trying to make a few bucks on Tatooine or be that new Bounty Hunter on the block. I didn't want to be Boba Fett.

    So the NGE was a fatal killer for me.

    Apart from that SWG lacked severely, unfinished content, massive lag, not enough new content released, poor customer support and blatant lies by management. You know the history.

    SWG would have been a success for me if it had a Galactic Civil War that worked, and some dungeons and being a complete themepark on a full server. 500k subs or 500M, I don't care.

     

    "going into arguments with idiots is a lost cause, it requires you to stoop down to their level and you can't win"

  • Azaron_NightbladeAzaron_Nightblade Member EpicPosts: 4,829

    This ought to be good. image

    Also in defense of the NGE: MMOs try new things all the time to gain a bigger audience, sometimes they work, sometimes they fail utterly. There's no way the devs could've known which way the NGE would turn out. And the fact that they had to resort to such an overhaul means the numbers probably weren't that great pre-NGE either.

    My SWTOR referral link for those wanting to give the game a try. (Newbies get a welcome package while returning players get a few account upgrades to help with their preferred status.)

    https://www.ashesofcreation.com/ref/Callaron/

  • bobfishbobfish Member UncommonPosts: 1,679
    Originally posted by Muke
    Originally posted by bobfish
    • How popular do you think SWG would have become if it had been designed more like NGE in the first place? Would it have become the first MMOG to reach a million subscriptions?

    For me personally, I don't like themeparks, I like sandboxes wherer I can enjoy my own content instead of being on a gear treadmill.

    That said: I liked SWG for the fact that I love Star Wars -the original saga-, I like playing my own role in that 'universe', I don't want the be THE hero the galaxy is waiting for, yes I liked to be that unknown moisture farmer trying to make a few bucks on Tatooine or be that new Bounty Hunter on the block. I didn't want to be Boba Fett.

    So the NGE was a fatal killer for me.

    Apart from that SWG lacked severely, unfinished content, massive lag, not enough new content released, poor customer support and blatant lies by management. You know the history.

    SWG would have been a success for me if it had a Galactic Civil War that worked, and some dungeons and being a complete themepark on a full server. 500k subs or 500M, I don't care.

     

    This is the thing, UO & AC proved sandbox games weren't as popular as the themeparks, though even EQ lacked the structure of what came later. The NGE would never have existed without WoW.

    I enjoyed SWG for the same reasons you did, but I also accept the fact that it was as big as it would ever be. I like a lot of types of games, even within the MMO genre and the reality is, the average or majority of the MMO market, prefers structured gameplay.

  • bobfishbobfish Member UncommonPosts: 1,679
    Originally posted by Azaron_Nightblade

    This ought to be good. image

    Also in defense of the NGE: MMOs try new things all the time to gain a bigger audience, sometimes they work, sometimes they fail utterly. There's no way the devs could've known which way the NGE would turn out. And the fact that they had to resort to such an overhaul means the numbers probably weren't that great pre-NGE either.

     

    I don't know about general server population, but by the time the NGE hit, my friends/guild were down to about 10 people from the couple of hundred I knew. The server I was on was a ghost town most of the time.

    You were either grinding to become a Jedi or were in the process of quitting the game, that was all that was left when the NGE hit, on my server anyways.

  • CrazKanukCrazKanuk Member EpicPosts: 6,130

    I think that SOE over-estimated the market size for their games. Let's not forget the negative stigma surrounding EQ, even though it did have the subscribers it did. So, basically, you end up with Everquest: Star Wars edition. I think that CU and NGE were just responses to WoW. Problem was that the games were so dramatically different. Essentially, they had a strong, niche game (which might have still been around today) that they tried to update and market to the masses which failed horribly and also alienated the people who were there from day one. 

     

    If they hadn't changed it, would it be around today? I think it COULD have been. It's even possible it could have co-existed with SWTOR, as long as they remained true to the niche they were initially, not trying to make it more appealing to the masses. 

    Crazkanuk

    ----------------
    Azarelos - 90 Hunter - Emerald
    Durnzig - 90 Paladin - Emerald
    Demonicron - 90 Death Knight - Emerald Dream - US
    Tankinpain - 90 Monk - Azjol-Nerub - US
    Brindell - 90 Warrior - Emerald Dream - US
    ----------------

  • GdemamiGdemami Member EpicPosts: 12,342


    Originally posted by bobfishBecause greed over comes common sense.

    Without "greed", there would be no SWG, or any other MMO, in the first place...

  • FoomerangFoomerang Member UncommonPosts: 5,628

    Went through nearly nine years of swg. Best mmo I've played. In the top ten video games I've ever played. But it was always a broken mess, in every iteration.
    Lot of people blame nge, or cu for its downfall. But publish 9 killed that game. It started all of the crap that happened afterward.

  • NomadMorlockNomadMorlock Member UncommonPosts: 815

    SWG was a mess at launch. No vehicles, no player cities, no jump to light speed, no content. 

    The game launched too soon with too little testing and no directed content as opposed to WOW which was a theme park. 

    if SWG had launched with the combat upgrade in effect and some directed content like the rage of the wookies expansion added, and jump to light speed in place it may have surpassed WOW and stil be king. 

    It could have been the first blending of theme park and sandbox. 

     

    The problem is it launched as a sandbox with no content with a bigger learning curve at a time when content and ease of access was key. 

  • SpottyGekkoSpottyGekko Member EpicPosts: 6,916

    SWG in its pre-NGE state was the MMO I've enjoyed most out of all those I've ever played.

     

    But the original game was never going to keep the masses of subscribers that LucasArts/SOE expected from the franchise. It was too much sandbox and too little themepark. I loved it because of that, but it was ultimately what brought on the NGE.

     

    Pre-made entertainment (i.e. themeparks) will always outsell anything where the player has to put in "effort" to be entertained. The average gamer wants to consume, not create.

    • Should SOE and LucasArts have seen before SWG launched that it wasn't going to be the type of game capable of attracting the number of players they were aiming for?
     
    As already pointed out before, there was no way they could foresee this. In the old Market wasnt something like SWG, it was a complete new land. The brand name "Star Wars" was an even bigger thing back then. And there was a very very big "YAY" about the announcements and the first look. So the expectations where high, and from the first reactions everybody was quite sure that the numbers of playersthat where estimated, would be hit.
     
    • Why do you think SOE and LucasArts felt that the risk in changing the game so substantially by implementing NGE was justified?
    They underestimated their fans. Thats totally clear. That being said, i assume it was a last dtch effort, all or nothing. I only can assume that they where really desperate at this time and got fire from all sides. Lucas Art .. Their own higher ups, the customers. It was just too much, so a total roundhouse kick was made in an last effort.
    • After WoW had established itself as the market gorilla, how much potential did SWG still have to grow its user base whether via NGE or other changes? 
    None.. WoW is a phenomenon. Copy from them will lead to nothing. And thers simply no way
    to "Beat" WoW. Its not even about a Game its about the customers who follow Blizzard and not WoW.
    • How popular do you think SWG would have become if it had been designed more like NGE in the first place? Would it have become the first MMOG to reach a million subscriptions?
    Now thats a though cookie. But well if its about my feel about it. No they wont. Again its not so much about the Game .. its more about the Company behind it. WoW even Vanilla WoW wasnt that inetresting ( at least to me ) so i never get a go after Beta. It wasnt that good for me. But from all i encountered in the game, player wise, i already knew that it would be a hughe, long lasting, success. You could see that at the comments in the chat, after stating that you dosent like something in the game. It was quite clear that there was a very vigilant fan base, not of Wow, but of Blizzard.
     
     
    Well what brought me to SWG.
    I started with the beta of SWG at a very late stage. I still remember that i got the CD*s ( Yes CD*s, there where no DVDs at this time ^^ ) via postal mail. I still remember that i wasnt in for long. There wa something that turned me down at first. Comming from EQ it was so different that i really had a hard time adjusting to a game that had such a overwhelming degree of complexity at first.
    So fast forward a year. I reentered because a few friends picked it up and i wanted to join them. I got hooked and stayed till the NGE hit the Servers. I even thoght that the CU ( The update before the NGE ) was good and i liked it. But well, after you have something that has a certain degree of complexity and also need a certain degree of thinking while playing it, you get quite frustrated when the game gets "Easy Mode" and with that, all possibillities you had, flew out of the window. I was the last of our group who was there, all others cancelled already month to years ago. I was still hooked, and i think i would still be hooked if the NGE diddnt happen. Since then i longe for a Game with the same level of complexitie, social frame, and sheer amount of possibillities like SWG. But unfortunately i dont think i will see something like that again.
  • BadSpockBadSpock Member UncommonPosts: 7,979

    Still have my SWG: An Empire Divided Collector's Edition box sitting on a shelf at my parent's house somewhere...

    Game was very unpolished, very buggy, huge chunks of "release" content was not in at release.

    Instead of cleaning the game up and making what they had actually work, they jammed in new stuff like mounts first and then speeders (kind of odd choice?) as well as a lot of the GCW stuff and housing and the horrible barely working "theme park" content i.e. Rebel/Imperial Bases and Jabba's Palace.

    Combat upgrade and the terrible Jump to Lightspeed were so disappointing, not to mention the big "reveal" of how to become a Jedi - grind Holocrons i.e. random professions you really didn't want to level up.

    Game was pretty much a piece of crap with a Star Wars skin.

    Without the Star Wars skin, it would have had very few redeemable qualities.

    They had some amazing ideas - the crafting, the profession system, the GCW, the JTL integration, Entertainer system, all kinds of stuff.

    The execution was horrible... just awful.

    But it was still fun and worth the cost of admission and many months of a sub for me just because it WAS Star Wars and an MMO.

    Then WoW came out... and any chance of SWG being redeemed was trampled by the industry-crushing (and defining) juggernaut that was/is WoW.

    I understand why they did the CU/NGE - but they should have stayed the course and solidified what they promised to deliver all along - the ultimate open world choose-your-own-destiny Star Wars online experience.  

  • FoomerangFoomerang Member UncommonPosts: 5,628

    [mod edit]

     

  • Greymantle4Greymantle4 Member UncommonPosts: 809
    The question is what would it be like today if they had stuck to the original plan like Eve online did.  How many would have tried the game out and or come back as they got tired of all the wow clones. It's to bad we will never know.
  • DauzqulDauzqul Member RarePosts: 1,982

    If SWG originally launched as a polished NGE, it would do just what SWTOR did - bore people after a few months.

    What SWG did right was actually design a MMO with loads of depth and complexity - something that has been completely missing from the genre for longer than I can remember. I felt like I was part of that world. I've never felt that way with any of the other "AAA" MMOs I've played.

  • WizardryWizardry Member LegendaryPosts: 19,332

    Too much thought will never come up with solid answers,for me it is very easy to realize the why >>>SOE.

    I have watched them over the years,products rushed way too early and full of bugs.Their follow up after launch is also VERY weak,it is like they have a couple guys handling code and bugs and not much else gets done.They have also shown over the years,they like to cut corners and eventually streamline ideas to make future content updates easier to handle.

    I personally do not feel this game would have amounted to anything without the SW ip name behind it and that is perhaps why they figured on bigger numbers.

    Blizzard is really the ONLY developer who can sell rubbish because rather than rely so much on a IP,although  they have rehashed the Warcraft theme a lot,they rely MORE on the IP known as Blizzard.

    SOE cannot do that.the market of MMO gamer's  prior to 2005 was very small and many were into fps games already rather than MMORPG's.Epic games and Carmack were becoming legends in the gaming industry and neither has a rpg game under their wing.Then we all know how big epic is now a days,their game engines are world famous.

    Point is that SOE could not simply cut corners or rush out bugs and rely on SOE to sell the game.Sure SW was a huge success in the theater's but there was not a market of millions of online gamer's chomping at the bit to play a game version of the movie.Instead people were like "When is the next movie coming out,online gaming was just too small a market at that point.

    Never forget 3 mile Island and never trust a government official or company spokesman.

  • DauzqulDauzqul Member RarePosts: 1,982
    [mod edit]
  • VonatarVonatar Member UncommonPosts: 723

    [mod edit]

    [mod edit]  It is what it is and playing "what ifs" with SWG has been done to death.

  • ishistishist Member UncommonPosts: 213
    Originally posted by Azaron_Nightblade

    This ought to be good. image

    Also in defense of the NGE: MMOs try new things all the time to gain a bigger audience, sometimes they work, sometimes they fail utterly. There's no way the devs could've known which way the NGE would turn out. And the fact that they had to resort to such an overhaul means the numbers probably weren't that great pre-NGE either.

    In defense of the Rage against SOE and the NGE, most companies would have the decency to back-pedal and remove the changes once they realized that they had just blown the airlocks and jettisoned all their customers into space.

    What really enraged me, and to a point still does, is that they refused to change things back. It was blatantly apparent 24 hours after they brought the new system up that they had made a terrible decision.

    I suppose they thought that if they weathered the storm of apoplectic fans, they would soon be swimming in millions of subs and mentions on popular TV shows.

    In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move. - Douglas Adams

  • knightauditknightaudit Member UncommonPosts: 389
    • Should SOE and LucasArts have seen before SWG launched that it wasn't going to be the type of game capable of attracting the number of players they were aiming for?
    I think with the MMO market being still a rather new thing it was hard to judge what people would flock to .. not like these days.
    • Why do you think SOE and LucasArts felt that the risk in changing the game so substantially by implementing NGE was justified?
    I still think it was a bad idea .. I can recall a number of other things that should have been changed and never were .. so to be honest .. the focus was off
    • After WoW had established itself as the market gorilla, how much potential did SWG still have to grow its user base whether via NGE or other changes? 
    I think SWG would have had it's loyal followers .. but when the gorilla ran rampant .. it did a lot of damage to a lot of games (and in a way still does) I think if the game had had it's fixes in place .. an engine update and a few other tweaks .. it could do very well against the gorilla now .. if they devs had learned a thing or two from the pounding they took.
    • How popular do you think SWG would have become if it had been designed more like NGE in the first place? Would it have become the first MMOG to reach a million subscriptions?
    No one will ever know ... Something which is rather a sad thing .. it had great potential .. but other factors got in the way
  • TalonsinTalonsin Member EpicPosts: 3,619

    Admittedly, the NGE killed the game but it was dying way before that.  The first symptom was when people learned how to unlock a jedi.  Once that happened, over half the server population started grinding professions which killed the economy as the AH was flooded with crap as people ground out each profession as fast as possible.  It was all downhill from there.  People got bored of grinding and left, people could not afford the high price of holocrons to tell them what to grind so they left.  Guilds stopped doing things together as everyone was out grinding professions.  Your favorite weaponsmith closed shop to grind doctor and your favorite doctor disappeared to grind scout. 

    Then they changed the whole Jedi thing, then they revamped combat and then they put the final nail in with the NGE.  If they had simply never had jedi and focused on the war part, the game would have held on to many more people and might have actually grow instead of the steady decline after the jedi unlocks.

    "Sean (Murray) saying MP will be in the game is not remotely close to evidence that at the point of purchase people thought there was MP in the game."  - SEANMCAD

  • FoomerangFoomerang Member UncommonPosts: 5,628


    Originally posted by Talonsin
    Admittedly, the NGE killed the game but it was dying way before that.  The first symptom was when people learned how to unlock a jedi.  Once that happened, over half the server population started grinding professions which killed the economy as the AH was flooded with crap as people ground out each profession as fast as possible.  It was all downhill from there.  People got bored of grinding and left, people could not afford the high price of holocrons to tell them what to grind so they left.  Guilds stopped doing things together as everyone was out grinding professions.  Your favorite weaponsmith closed shop to grind doctor and your favorite doctor disappeared to grind scout. Then they changed the whole Jedi thing, then they revamped combat and then they put the final nail in with the NGE.  If they had simply never had jedi and focused on the war part, the game would have held on to many more people and might have actually grow instead of the steady decline after the jedi unlocks.
    This is exactly what happened. Nge was the killing blow, but publish nine did the majority of the damage. Nge just put an end to the misery.
  • BadSpockBadSpock Member UncommonPosts: 7,979
    Originally posted by Foomerang

    Originally posted by Talonsin
    Admittedly, the NGE killed the game but it was dying way before that.  The first symptom was when people learned how to unlock a jedi.  Once that happened, over half the server population started grinding professions which killed the economy as the AH was flooded with crap as people ground out each profession as fast as possible.  It was all downhill from there.  People got bored of grinding and left, people could not afford the high price of holocrons to tell them what to grind so they left.  Guilds stopped doing things together as everyone was out grinding professions.  Your favorite weaponsmith closed shop to grind doctor and your favorite doctor disappeared to grind scout. 

    Then they changed the whole Jedi thing, then they revamped combat and then they put the final nail in with the NGE.  If they had simply never had jedi and focused on the war part, the game would have held on to many more people and might have actually grow instead of the steady decline after the jedi unlocks.


    This is exactly what happened. Nge was the killing blow, but publish nine did the majority of the damage. Nge just put an end to the misery.

    Couldn't say it any better myself. This is actually when I stopped playing too. 

    Instead of fixing Smuggler & Pistoleer, so I could live MY Star Wars story, I was told to go grind Doctor instead. No. Thanks.

  • rdagerrdager Member UncommonPosts: 8
    I dont normally join in on the endless arguements on this forum. Especially the ones involved with SWG, but I will this once. I played SWG from start to finish. It was my second MMORPG right after EQ. I could go into the ground breaking advances it made in the MMO field. I could talk about the incredible community it had. I could go on and on defending this game and slandering SOE and Smedly for what they did to it, but I dont have to. The most valid arguement I can make is The game launched 12 years ago and was shut down 4 years ago and you people are STILL talking about it daily. There are half a dozen emulators and even more private servers. I even saw someone playing it on twitch a couple days ago. You may have not liked the game or what happened to it but you must respect what the game was.
  • lordoffilinglordoffiling Member Posts: 37

    Nothing generates clicks and comments quite like an SWG "What-if" article.

    Am I the only one who remembers Pre-CU accurately? Having to *stand in line* for ten minutes to get doctor buffs, without which you couldn't put your *armor on*? Having three separate life bars, all of which got depleted when you used your abilities? Huge open worlds (yay!) with *nothing in them*?

    Ugh. The problems with SWG 1.0 went on, and on, and on. Yet people still hail it as this great thing. I just don't get it.

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