Seems like you didn't read the same article that I did, mate.Stall said:Yes, blame the customer. That's how you do it. Blame the people who had their favorite game... their favorite past time gutted and flayed before their eyes. This article is cauldrons of nothing along with this smug, obnoxious sense of "oh, everyone who quit was wrong! It's all THEIR fault!". I was expecting a heart-felt goodbye to one of the jewels of the golden age of MMOs, but no... all I got was insults and condescension as an original SWG player. This is a bait-and-switch in the worst possible way.
EDIT: Also, MMO players are nomads. Why fucking blame MMO players for their nature? This article is just bad. Nothing new is contributed, nothing thought provoking is discussed... it's just some internet nobody who thinks he's better than me insulting people who left SWG for good reasons.
What I find completely ironic is that there ARE games doing this. They're called "social games" and are pure Skinner-box dreck for gameplay, but they have nailed the reason people play multiplayer games by building essential interdependencies between players that create the social connections everyone needs to feel committed.Dastardly said:I also have to say that I'm in complete agreement on things like housing, crafting, entertaining, and the like -- these were the things that elevated this above an online adventure game and made it a virtual world. That's the sort of thing that used to be worth paying monthly "rent" on that virtual real estate.Dennis Scimeca said:A Farewell to Galaxies
Dennis Scimeca returns to Star Wars Galaxies one last time before the servers shut down, and finds himself wondering if it was ever really the game he thought it was.
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And these were left almost completely untouched by the awful (and "iconic") NGE update, because they were seen as inconsequential. The most dynamic and enduring aspects of SWG were treated like the least important, and that neglect is the only thing that kept them around long enough for me to have re-subscribed more than once over the intervening years.
No one does these things anymore, either. And I have to ask, "WHY NOT?!" Adventuring has seen very little progress over the years. PvP in any game is only as good as its playerbase, and a lot of those hyper-competitive folks have pretty short attention spans (or they get bored fighting the same 30 people all the time). The token "housing" instances other games have are just storage space, because they serve no purpose in the world that brings other people to them. Crafting in other MMOs is just a simple one-step collection game (get widgets, make them into armor).
In a sense, the NGE isn't the biggest problem. The fact that the NGE killed SWG is the problem, because it shows how the MMO world gave up on making game worlds that were worth continuous payment schemes. Since then, folks pay monthly out of habit alone, never asking why they're not getting anything deeper than a single-player, ten-years-old RPG.
You know what? I've honestly never thought of social games in those terms, but you bring up a very interesting point about them that bears more consideration.w00tage said:- snip -
I preordered MxO for myself and a friend. My god was I disappointed. What a letdown. I didn't go back over time to see if it had changed / improved, because at the time, I just felt so ripped off and they embarrassed me with my friend to boot.StriderShinryu said:As an ex-MxO player, I find it hard not to blame SOE for many things. SOE had everything they needed to be The MMO powerhouse because they really did have almost everu defining property one could want in the MMO space.. but they squandered it all by essentially sticking their heads up the rear of the EQ series and not bothering to realize what they had going for them.
That said, I do see the point of the article as well. Going back to MxO, while much of the problems with the game were exacerbated by SOE, they really started with the faulty product SOE received from Monolith. And much of the latter issues that existed with MxO were, at best, never made any better by players who continually voiced little about how terrible the game was and how much they hated it (even if they still paid the sub fee and logged in). As a player and guild leader who welcomed newcomers to the game right up until the days before it died, I found myself spending possibly more time trying to explain that the whiners weren't totally right than I spent explaining what SOE had done wrong.