Mike Smith at Yahoo! Games wrote:Many players view their time commitment to a game as an investment, even if they never intend to cash in on it. Hands up who here still has an Ultima Online account tucked away, or an Everquest character gathering dust? So making drastic changes to a running game world is a thorny proposition for development teams to grasp. Even when making the most minor of changes, if players perceive any aspect of their character has been weakened -- or, in other words, their investment devalued -- negative publicity quickly follows.
Of course, this happens anyway with every patch known to mankind. The choice of whether to nerf regularly or resign the game to an ever-increasing arms race of superiority isn't exactly tough. But the rule of thumb for most MMOs is to make small changes, and gradually.
Exceptions prove the rule, though, and in the last few weeks, the reasons for this particular guideline have become all too clear to players of one particular MMO. Yup, that favorite whipping-boy, Star Wars: Galaxies, received an unprecedented overhaul a couple of weeks ago, replacing the standard combat system with a more action-oriented one, reorganizing the character classes, and simplifying the crafting system. This pissed off most of the player base and introduced a pile of new and interesting bugs into the bargain.
Galaxies always seemed like the red-headed step-child at Sony Online, despite the considerable press and anticipation that surrounded its development. After what was frankly a pretty scrappy release, Galaxies settled into a comfortable rut. Although it never delivered on its play-the-movie potential, subscriber figures hovered around the quarter-million mark for some time, which puts it a touch behind EverQuest II: hardly a stunning success, but a long way from a total failure too.
Despite a brave attempt to introduce some twitch-based elements with its first expansion (Jump to Lightspeed) and a combat system revamp, the game just couldn't get a break. Dedicated hardcore gamers can enjoy it, especially with its detailed and complex crafting system that allows you to construct anything from an armor patch to a city. But it's certainly true that LucasArts' stated desire to build an MMORPG that's friendly to casual players was never achieved.
So, Sony wanted changes, but how did such an unprecedented overhaul get approved? Maybe SOE sees it as a relatively safe, non-business critical place to experiment with different player management techniques. Maybe it was a response to the widespread criticism of the game at launch, and afterwards. But you have to be worried when you infuriate your subscribers to the point where community members are reportedly vandalizing copies of the new $20 Galaxies Starter Pack on store shelves. While that sort of juvenile behavior is disgraceful, perhaps it's a sign of what happens when you change too much, too fast.
Whatever SOE's reasons for pushing through the changes might be, by this point it's clear that satisfying their current subscriber base isn't high on the priority list. Despite the protestations of SOE president John Smedly on the official boards, even the most perfunctory look at the situation indicates their subscription numbers must have plummeted, and the situation has descended into a debacle.
Reading between the lines of his statements, it's possible to discern a little of his motivation. Star Wars fans are legion. Galaxies players are not. If Galaxies can be made to appeal to Joe Lightsaber instead of hardcore MMO players, Sony will make more money. With that in mind, the necessary changes are obvious. Open up Jedi for all players, instead of requiring a drawn-out and tedious process to enable the character class. Simplify and overhaul the combat system so new players are faced with something familiar and straightforward.
In other words, if you're a current player of SWG, you don't matter all that much. He implies you'll end up playing something else in the end anyway and the only way this game is going to stay live is to attract an influx of new, less hardcore players. Smedly tries: He dangles the vague possibility that guilds might one day be able to own Star Destroyers, and promises the return of a fan-favorite profession, the creature handler. But possibilities and promises aren't going to cut it with this game any more.
If your subscriber base is tiny, you have little to lose by reinventing yourself or experimenting with techniques (like the ads in The Matrix Online as test-beds for future, higher-stakes projects). If your subscriber base is large, their needs have to be balanced with the desire to attract new players. At best, Galaxies was stuck in a muddy no-mans-land in between these extremes, and in reinventing itself, it's just torn itself to pieces.
Whether SOE can put it back together again, and whether anybody will still want to play it when they do, remains to be seen. There's certainly room in many Star Wars fans' lives for a casual-friendly Galaxies, but so far the rollout has been handled so badly that the only sensible advice on the subject is to stay well away for now. Galaxies never quite managed to pull itself out of beta status, and these new changes seem to be a step back rather than forward.
This one's done, SOE; take it out back and shoot it, or roll it back a few weeks and leave it running as it was, with a minimal support staff. That way, at least you can build your new Star Wars MMO without wrecking the community you've already built. Companies that innovate in growing markets can rarely sustain their initial success for long, and with strong competition from the likes of Blizzard and NCSoft, Sony Online's once strong position looks increasingly shaky.
When Galaxies Implode [SWG/NGE Fiasco]
Moderator: Thanas
When Galaxies Implode [SWG/NGE Fiasco]
"I would, for instance, fellate a smurf before I pick death." Dylan Moran
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"Only two things are infinite: the universe and human stupidity; and I'm not sure about the the universe." Albert Einstein
EBC's Devonian Deviant | GALE's Supplementary Bi Brit | BoTM's Raw Recruit | GDC's Horny Delphinidae | I'm with RMA | CoIB
- Elheru Aran
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If you followed the link in the article, you'd see NGE is what SOE calling the changes to SWG. NGE stands for New Game Experience, or Enhancements, one of the two.
"I would, for instance, fellate a smurf before I pick death." Dylan Moran
"Only two things are infinite: the universe and human stupidity; and I'm not sure about the the universe." Albert Einstein
EBC's Devonian Deviant | GALE's Supplementary Bi Brit | BoTM's Raw Recruit | GDC's Horny Delphinidae | I'm with RMA | CoIB
"Only two things are infinite: the universe and human stupidity; and I'm not sure about the the universe." Albert Einstein
EBC's Devonian Deviant | GALE's Supplementary Bi Brit | BoTM's Raw Recruit | GDC's Horny Delphinidae | I'm with RMA | CoIB
They are doomed. The entire game depends on player communities and you can't make so many drastic changes without pissing off everything and everyone.
They are screwed, no two ways about it.
They are screwed, no two ways about it.
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Pardon me for sounding like a dick, but I'm playing the tiniest violin in the world right now-Dalton
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Heh. I just saw a commercial for SWG on TV.
"If you play SWG, you can be a Jedi!!"
Should have just waited a few years, then put out SWG 2.0. It's not like theStar Wars fans are going away.
"If you play SWG, you can be a Jedi!!"
Should have just waited a few years, then put out SWG 2.0. It's not like theStar Wars fans are going away.
I am capable of rearranging the fundamental building blocks of the universe in under six seconds. I shelve physics texts under "Fiction" in my personal library! I am grasping the reigns of the universe's carriage, and every morning get up and shout "Giddy up, boy!" You may never grasp the complexities of what I do, but at least have the courtesy to feign something other than slack-jawed oblivion in my presence. I, sir, am a wizard, and I break more natural laws before breakfast than of which you are even aware!
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-- Vaarsuvius, from Order of the Stick
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Part of this you can really blame on WoW. Pre-WoW, MMOs were considered a niche market appealing to the hardcore audience who were willing to pay $15 a month.
WoW disproved that theory, and instead proved that there are about 4.5 million people willing to pay $15 a month to play a game casually.
WoW is the start of a new paradigm in MMOs, and I would hazard a guess that all 3rd generation MMOs will take a page from their book and make their games "casual friendly". The only MMO that prides itself on targetting the niche hardcore audience is Vanguard: Saga of Heroes whose lead designer is Brad McQuaid (the original designer of EQ when EQ was Verant, not SoE) where it takes three people to chop wood.
WoW disproved that theory, and instead proved that there are about 4.5 million people willing to pay $15 a month to play a game casually.
WoW is the start of a new paradigm in MMOs, and I would hazard a guess that all 3rd generation MMOs will take a page from their book and make their games "casual friendly". The only MMO that prides itself on targetting the niche hardcore audience is Vanguard: Saga of Heroes whose lead designer is Brad McQuaid (the original designer of EQ when EQ was Verant, not SoE) where it takes three people to chop wood.
The only MMO that prides itself on targetting the niche hardcore audience is Vanguard: Saga of Heroes whose lead designer is Brad McQuaid (the original designer of EQ when EQ was Verant, not SoE) where it takes three people to chop wood.
Hold on, let me check something
*Grabs axe heads into backyard and chops down an innocent tree*
Yep still just takes one person to chop down a tree. What are the other two people doing? Saying prayers over the fallen tree's spirit? Supervising? Providing critical tree chopping tech support?
"A cult is a religion with no political power." -Tom Wolfe
Pardon me for sounding like a dick, but I'm playing the tiniest violin in the world right now-Dalton
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Because I am not in the Friend and Family Alpha they have for the game, what I know about it shallow at best, more hearsay than anything. That being said, if you look around their forums, it gives some basic ideas behind their gathering system.
For example, even gathering there are "sub-spheres" for gathering:
Foreman - focused on maintaining group stats and resource quality
Reaper - Focused on group buffs and resource quantity
Prospector - Focused on resource integrity and the predicting of detrimental obstacles
Gleaner- Focused on harvesting byproducts of resources
so you would need 4 to harvest. Whether you need all 4 to harvest at all, or it just increases your harvest rate and quality, I have no idea.
Remember, it is in Alpha so a lot of design changes can come of it between now and release.
For example, even gathering there are "sub-spheres" for gathering:
Foreman - focused on maintaining group stats and resource quality
Reaper - Focused on group buffs and resource quantity
Prospector - Focused on resource integrity and the predicting of detrimental obstacles
Gleaner- Focused on harvesting byproducts of resources
so you would need 4 to harvest. Whether you need all 4 to harvest at all, or it just increases your harvest rate and quality, I have no idea.
Remember, it is in Alpha so a lot of design changes can come of it between now and release.