SWG tanked big time. That's why they kept making radical changes to the gameplay. First it was the CU, then it was the NGE. You ever heard of the term, if it ain't broke don't fix it? SWG was broke and they tried to fix it. Didn't work so they pulled the plug.
End of story.
It's sounds cold but it's a dollars and cents world. If it's not making dollars, it doesn't make any sense to keep it open.
SWG did not tank, it had a steady amount players, and the game design gave people plenty to do with crafting, player housing / cities as well as the usual combat. It was a very social MMO where players were dependent on each, to train skills, cure battle fatigue / wounds, apply buffs, player cities etc. It was a cyber living world at its best.
SWG peaked on Xfire in 2004, 1 year after launch. It started off low, and then built up. The game design kept people playing long term. SWTOR started of HUGE, and then tanked big time, as the game design could not keep people playing long term.
The CU and NGE only happened after they saw the success of WOW and thought the game needed to be like that, a theme park to survive. SWG was doing well against the other MMOs (eg EQ) at the time, before the WOW phenomenon
it would seem, that your defintion of "doing well" wasnt the same , as the devs
and since they have the actual numbers, and their paycheck depending on it...
as soon as wow exploded, they got smart,," hey,,thats the way to do it...lets do the same"
but then it was too late. they missed the opportunity
SWG tanked big time. That's why they kept making radical changes to the gameplay. First it was the CU, then it was the NGE. You ever heard of the term, if it ain't broke don't fix it? SWG was broke and they tried to fix it. Didn't work so they pulled the plug.
End of story.
It's sounds cold but it's a dollars and cents world. If it's not making dollars, it doesn't make any sense to keep it open.
SWG did not tank, it had a steady amount players, and the game design gave people plenty to do with crafting, player housing / cities as well as the usual combat. It was a very social MMO where players were dependent on each, to train skills, cure battle fatigue / wounds, apply buffs, player cities etc. It was a cyber living world at its best.
SWG peaked on Xfire in 2004, 1 year after launch. It started off low, and then built up. The game design kept people playing long term. SWTOR started of HUGE, and then tanked big time, as the game design could not keep people playing long term.
The CU and NGE only happened after they saw the success of WOW and thought the game needed to be like that, a theme park to survive. SWG was doing well against the other MMOs (eg EQ) at the time, before the WOW phenomenon
it would seem, that your defintion of "doing well" wasnt the same , as the devs
and since they have the actual numbers, and their paycheck depending on it...
as soon as wow exploded, they got smart,," hey,,thats the way to do it...lets do the same"
but then it was too late. they missed the opportunity
and so did swtor
Pre-cu SWG was a college level mmorpg, and by comparison WOW is "barney" or "spongebob"; really it is perfunctory to draw a parallel. It is difficult to imagine a more inherently rewarding system than the levelless 250 point system of pre-cu.
Originally posted by LoverNoFighter Open world and speech bubbles are a must for a MMO.
I agree with the open world, but I hated chat bubbles in SWG. You would go outside MI and there were tons of barkers spamming chat with their wares and it looked ridiculous.
You could have turned them off. It was in the options. SWG gave you a choice.
SWG tanked big time. That's why they kept making radical changes to the gameplay. First it was the CU, then it was the NGE. You ever heard of the term, if it ain't broke don't fix it? SWG was broke and they tried to fix it. Didn't work so they pulled the plug.
End of story.
It's sounds cold but it's a dollars and cents world. If it's not making dollars, it doesn't make any sense to keep it open.
SWG did not tank, it had a steady amount players, and the game design gave people plenty to do with crafting, player housing / cities as well as the usual combat. It was a very social MMO where players were dependent on each, to train skills, cure battle fatigue / wounds, apply buffs, player cities etc. It was a cyber living world at its best.
SWG peaked on Xfire in 2004, 1 year after launch. It started off low, and then built up. The game design kept people playing long term. SWTOR started of HUGE, and then tanked big time, as the game design could not keep people playing long term.
The CU and NGE only happened after they saw the success of WOW and thought the game needed to be like that, a theme park to survive. SWG was doing well against the other MMOs (eg EQ) at the time, before the WOW phenomenon
it would seem, that your defintion of "doing well" wasnt the same , as the devs
and since they have the actual numbers, and their paycheck depending on it...
as soon as wow exploded, they got smart,," hey,,thats the way to do it...lets do the same"
but then it was too late. they missed the opportunity
and so did swtor
Pre-cu SWG was a college level mmorpg, and by comparison WOW is "barney" or "spongebob"; really it is perfunctory to draw a parallel. It is difficult to imagine a more inherently rewarding system than the levelless 250 point system of pre-cu.
in your opinion
history shows, that you were part of a marginal playerbase, way too small, to support ANY big budget games
and with smaller budget , comes longer content cycles, longer debug cycles ,,you know the the drill
any star wars game is designed to be a Cash cow, so they have to go for the wow market
if they dont,,the suits will simply pull the plug, no game
imagine,what swtor would have looked like, if they had actually DESIGNED it for the current playerbase
Pre-cu SWG was a college level mmorpg, and by comparison WOW is "barney" or "spongebob"; really it is perfunctory to draw a parallel. It is difficult to imagine a more inherently rewarding system than the levelless 250 point system of pre-cu.
in your opinion
history shows, that you were part of a marginal playerbase, way too small, to support ANY big budget games
and with smaller budget , comes longer content cycles, longer debug cycles ,,you know the the drill
any star wars game is designed to be a Cash cow, so they have to go for the wow market
if they dont,,the suits will simply pull the plug, no game
imagine,what swtor would have looked like, if they had actually DESIGNED it for the current playerbase
not a pretty picture
And yet that marginal playerbase is now being bolstered by both the creators and customers who are asking for an experience more like what SWG provided. The model you proposed is a short-sighted one that has resulted in the loss of millions in failed themepark clones.
SWG tanked big time. That's why they kept making radical changes to the gameplay. First it was the CU, then it was the NGE. You ever heard of the term, if it ain't broke don't fix it? SWG was broke and they tried to fix it. Didn't work so they pulled the plug.
End of story.
It's sounds cold but it's a dollars and cents world. If it's not making dollars, it doesn't make any sense to keep it open.
SWG did not tank, it had a steady amount players, and the game design gave people plenty to do with crafting, player housing / cities as well as the usual combat. It was a very social MMO where players were dependent on each, to train skills, cure battle fatigue / wounds, apply buffs, player cities etc. It was a cyber living world at its best.
SWG peaked on Xfire in 2004, 1 year after launch. It started off low, and then built up. The game design kept people playing long term. SWTOR started of HUGE, and then tanked big time, as the game design could not keep people playing long term.
The CU and NGE only happened after they saw the success of WOW and thought the game needed to be like that, a theme park to survive. SWG was doing well against the other MMOs (eg EQ) at the time, before the WOW phenomenon
it would seem, that your defintion of "doing well" wasnt the same , as the devs
and since they have the actual numbers, and their paycheck depending on it...
as soon as wow exploded, they got smart,," hey,,thats the way to do it...lets do the same"
but then it was too late. they missed the opportunity
and so did swtor
Pre-cu SWG was a college level mmorpg, and by comparison WOW is "barney" or "spongebob"; really it is perfunctory to draw a parallel. It is difficult to imagine a more inherently rewarding system than the levelless 250 point system of pre-cu.
in your opinion
history shows, that you were part of a marginal playerbase, way too small, to support ANY big budget games
and with smaller budget , comes longer content cycles, longer debug cycles ,,you know the the drill
any star wars game is designed to be a Cash cow, so they have to go for the wow market
if they dont,,the suits will simply pull the plug, no game
imagine,what swtor would have looked like, if they had actually DESIGNED it for the current playerbase
not a pretty picture
Yes, my opinion and that tells you a lot.
The McDonald's chain has served 100's and hundreds of billions, but you can throw a dart out the window and find a superior place to eat.
WoW was all about timing, and a preposition gaming narrative -- it can happen again, just not in the same way necessarily. Wow isn't part of my gaming ethos, so for me it's a non-entity -- it's simply juvenile.
SWG tanked big time. That's why they kept making radical changes to the gameplay. First it was the CU, then it was the NGE. You ever heard of the term, if it ain't broke don't fix it? SWG was broke and they tried to fix it. Didn't work so they pulled the plug.
End of story.
It's sounds cold but it's a dollars and cents world. If it's not making dollars, it doesn't make any sense to keep it open.
SWG did not tank, it had a steady amount players, and the game design gave people plenty to do with crafting, player housing / cities as well as the usual combat. It was a very social MMO where players were dependent on each, to train skills, cure battle fatigue / wounds, apply buffs, player cities etc. It was a cyber living world at its best.
SWG peaked on Xfire in 2004, 1 year after launch. It started off low, and then built up. The game design kept people playing long term. SWTOR started of HUGE, and then tanked big time, as the game design could not keep people playing long term.
The CU and NGE only happened after they saw the success of WOW and thought the game needed to be like that, a theme park to survive. SWG was doing well against the other MMOs (eg EQ) at the time, before the WOW phenomenon
it would seem, that your defintion of "doing well" wasnt the same , as the devs
and since they have the actual numbers, and their paycheck depending on it...
as soon as wow exploded, they got smart,," hey,,thats the way to do it...lets do the same"
but then it was too late. they missed the opportunity
and so did swtor
Pre-cu SWG was a college level mmorpg, and by comparison WOW is "barney" or "spongebob"; really it is perfunctory to draw a parallel. It is difficult to imagine a more inherently rewarding system than the levelless 250 point system of pre-cu.
in your opinion
history shows, that you were part of a marginal playerbase, way too small, to support ANY big budget games
and with smaller budget , comes longer content cycles, longer debug cycles ,,you know the the drill
any star wars game is designed to be a Cash cow, so they have to go for the wow market
if they dont,,the suits will simply pull the plug, no game
imagine,what swtor would have looked like, if they had actually DESIGNED it for the current playerbase
not a pretty picture
Yes, my opinion and that tells you a lot.
The McDonald's chain has served 100's and hundreds of billions, but you can through a dart out the window and find a superior place to eat.
Funny thing is I don't get grease headaches after playing SWTOR , so I'm not sure it is the McDonalds of the MMO industry , let alone the SCI-fi MMO industry.
Cheers,
BadOrb.
PSO 4 years , EQOA 4 months , PSU 7 years , SWTOR launch ongoing , PSO2 SEA launch ongoing , Destiny 360 launch ongoing. "SWG was not fun. Let it go buddy." quote from iiNoSkillzii 10/18/13 The original propoganda pixie dust villain :[]
SWG tanked big time. That's why they kept making radical changes to the gameplay. First it was the CU, then it was the NGE. You ever heard of the term, if it ain't broke don't fix it? SWG was broke and they tried to fix it. Didn't work so they pulled the plug.
End of story.
It's sounds cold but it's a dollars and cents world. If it's not making dollars, it doesn't make any sense to keep it open.
SWG did not tank, it had a steady amount players, and the game design gave people plenty to do with crafting, player housing / cities as well as the usual combat. It was a very social MMO where players were dependent on each, to train skills, cure battle fatigue / wounds, apply buffs, player cities etc. It was a cyber living world at its best.
SWG peaked on Xfire in 2004, 1 year after launch. It started off low, and then built up. The game design kept people playing long term. SWTOR started of HUGE, and then tanked big time, as the game design could not keep people playing long term.
The CU and NGE only happened after they saw the success of WOW and thought the game needed to be like that, a theme park to survive. SWG was doing well against the other MMOs (eg EQ) at the time, before the WOW phenomenon
it would seem, that your defintion of "doing well" wasnt the same , as the devs
and since they have the actual numbers, and their paycheck depending on it...
as soon as wow exploded, they got smart,," hey,,thats the way to do it...lets do the same"
but then it was too late. they missed the opportunity
and so did swtor
Pre-cu SWG was a college level mmorpg, and by comparison WOW is "barney" or "spongebob"; really it is perfunctory to draw a parallel. It is difficult to imagine a more inherently rewarding system than the levelless 250 point system of pre-cu.
in your opinion
history shows, that you were part of a marginal playerbase, way too small, to support ANY big budget games
and with smaller budget , comes longer content cycles, longer debug cycles ,,you know the the drill
any star wars game is designed to be a Cash cow, so they have to go for the wow market
if they dont,,the suits will simply pull the plug, no game
imagine,what swtor would have looked like, if they had actually DESIGNED it for the current playerbase
not a pretty picture
Yes, my opinion and that tells you a lot.
The McDonald's chain has served 100's and hundreds of billions, but you can through a dart out the window and find a superior place to eat.
Funny thing is I don't get grease headaches after playing SWTOR , so I'm not sure it is the McDonalds of the MMO industry , let alone the SCI-fi MMO industry.
The McDonald's chain has served 100's and hundreds of billions, but you can through a dart out the window and find a superior place to eat.
Funny thing is I don't get grease headaches after playing SWTOR , so I'm not sure it is the McDonalds of the MMO industry , let alone the SCI-fi MMO industry.
Cheers,
BadOrb.
Maybe not, but wow is.
Oh I see , well never played it , watched a friend play it , killing rats or w/e it was , Iv'e read lots about WOW , duming down of skill trees etc. I don't fancy it myself. I will try EqNext because I played EQOA but that's about it for fantasy MMO's , slightly tempted to try ESO but not sure yet.
Cheers,
BadOrb.
PSO 4 years , EQOA 4 months , PSU 7 years , SWTOR launch ongoing , PSO2 SEA launch ongoing , Destiny 360 launch ongoing. "SWG was not fun. Let it go buddy." quote from iiNoSkillzii 10/18/13 The original propoganda pixie dust villain :[]
SWG tanked big time. That's why they kept making radical changes to the gameplay. First it was the CU, then it was the NGE. You ever heard of the term, if it ain't broke don't fix it? SWG was broke and they tried to fix it. Didn't work so they pulled the plug.
End of story.
It's sounds cold but it's a dollars and cents world. If it's not making dollars, it doesn't make any sense to keep it open.
SWG did not tank, it had a steady amount players, and the game design gave people plenty to do with crafting, player housing / cities as well as the usual combat. It was a very social MMO where players were dependent on each, to train skills, cure battle fatigue / wounds, apply buffs, player cities etc. It was a cyber living world at its best.
SWG peaked on Xfire in 2004, 1 year after launch. It started off low, and then built up. The game design kept people playing long term. SWTOR started of HUGE, and then tanked big time, as the game design could not keep people playing long term.
The CU and NGE only happened after they saw the success of WOW and thought the game needed to be like that, a theme park to survive. SWG was doing well against the other MMOs (eg EQ) at the time, before the WOW phenomenon
it would seem, that your defintion of "doing well" wasnt the same , as the devs
and since they have the actual numbers, and their paycheck depending on it...
as soon as wow exploded, they got smart,," hey,,thats the way to do it...lets do the same"
but then it was too late. they missed the opportunity
and so did swtor
Pre-cu SWG was a college level mmorpg, and by comparison WOW is "barney" or "spongebob"; really it is perfunctory to draw a parallel. It is difficult to imagine a more inherently rewarding system than the levelless 250 point system of pre-cu.
in your opinion
history shows, that you were part of a marginal playerbase, way too small, to support ANY big budget games
and with smaller budget , comes longer content cycles, longer debug cycles ,,you know the the drill
any star wars game is designed to be a Cash cow, so they have to go for the wow market
if they dont,,the suits will simply pull the plug, no game
imagine,what swtor would have looked like, if they had actually DESIGNED it for the current playerbase
not a pretty picture
Yes, my opinion and that tells you a lot.
The McDonald's chain has served 100's and hundreds of billions, but you can throw a dart out the window and find a superior place to eat.
WoW was all about timing, and a preposition gaming narrative -- it can happen again, just not in the same way necessarily. Wow isn't part of my gaming ethos, so for me it's a non-entity -- it's simply juvenile.
i agree on McD quality,,but they werent always this bad
when i was Young, a person could get an edible meal there
but still,,losing us both as customers doesnt seem to hurt them much
and apparently blizzard have a Lucky hand,,8 years of "good timing"??...sure
SWG tanked big time. That's why they kept making radical changes to the gameplay. First it was the CU, then it was the NGE. You ever heard of the term, if it ain't broke don't fix it? SWG was broke and they tried to fix it. Didn't work so they pulled the plug.
End of story.
It's sounds cold but it's a dollars and cents world. If it's not making dollars, it doesn't make any sense to keep it open.
SWG did not tank, it had a steady amount players, and the game design gave people plenty to do with crafting, player housing / cities as well as the usual combat. It was a very social MMO where players were dependent on each, to train skills, cure battle fatigue / wounds, apply buffs, player cities etc. It was a cyber living world at its best.
SWG peaked on Xfire in 2004, 1 year after launch. It started off low, and then built up. The game design kept people playing long term. SWTOR started of HUGE, and then tanked big time, as the game design could not keep people playing long term.
The CU and NGE only happened after they saw the success of WOW and thought the game needed to be like that, a theme park to survive. SWG was doing well against the other MMOs (eg EQ) at the time, before the WOW phenomenon
it would seem, that your defintion of "doing well" wasnt the same , as the devs
and since they have the actual numbers, and their paycheck depending on it...
as soon as wow exploded, they got smart,," hey,,thats the way to do it...lets do the same"
but then it was too late. they missed the opportunity
and so did swtor
I did not say it was "doing well". I said it did not "tank big time" (mainly preCU). Tank means for me, losing mass amount of players like what SWTOR did. SWG was losing players but not enough to worry about, and WOW numbers is what made LA worry about the SWG numbers.
SWTOR peaked on Xfire on day one, and then declined rapidly.
SWG peaked 1 year after launch, so had more people playing in 2004 than 2003.
Even after the NGE, when it annoyed a lot of players, the servers did not get consolidated for another 4 years, yet SWTORs servers got consolidated within 6 months. SWTOR is the definition of "tanked big time". SWGs success was OK, not great, not awesome, but OK. WOWs success was super awesome, I guess LA wanted great / awesome
of course it didnt tank as hard , as swtor,,no game has ever done that
but do you think devs change anything , unless they have to?
the number of really BIG changes, they tried on swg , shows one thing:
the $$ amount wasnt enough
and thats the problem with a big IP: youre paying for the expensive name tag
that Money is taken from the game Development
so any star wars mmo will have less game , but more STAR WARS
and thats why they fail
SWG was fine 2003-2004. CU and NGE happened in 2005, WOW happened in 2004. Without WOWs super high numbers, CU and NGE may not have happened. The $$ was enough before WOW, but they wanted what Blizzard was getting.
SWG was fine 2003-2004. CU and NGE happened in 2005, WOW happened in 2004. Without WOWs super high numbers, CU and NGE may not have happened. The $$ was enough before WOW, but they wanted what Blizzard was getting.
How many times do I have to link the dev blog at you before you will accept that players were leaving in droves and that is what triggered the cu+nge. It was not greed or any of the other bullshit you keep spewing.
I did battle with ignorance today, and ignorance won.
To exercise power costs effort and demands courage. That is why so many fail to assert rights to which they are perfectly entitled - because a right is a kind of power but they are too lazy or too cowardly to exercise it. The virtues which cloak these faults are called patience and forbearance.
SWG was fine 2003-2004. CU and NGE happened in 2005, WOW happened in 2004. Without WOWs super high numbers, CU and NGE may not have happened. The $$ was enough before WOW, but they wanted what Blizzard was getting.
How many times do I have to link the dev blog at you before you will accept that players were leaving in droves and that is what triggered the cu+nge. It was not greed or any of the other bullshit you keep spewing.
It is fact that SWG peaked on Xfire in 2004. SWG released in 2003. To do that, that means the amount of people playing rose not dropped. WOW was launched in 2004. People did leave once WOW was born, people were leaving to play WOW, but it was still fine 2003-2004. The changes that were done, made the game more like WOW, funny that! If it was just the fact that players was leaving then why not make the game more like EVE? The reason is because of WOW and its super duper HUGE success.
It is fact that SWG peaked on Xfire in 2004. SWG released in 2003. To do that, that means the amount of people playing rose not dropped. WOW was launched in 2004. People did leave once WOW was born, people were leaving to play WOW, but it was still fine 2003-2004. The changes that were done, made the game more like WOW, funny that! If it was just the fact that players was leaving then why not make the game more like EVE? The reason is because of WOW and its super duper HUGE success.
Yes, because clearly xfire is a more reliable source than the developers of the game. Totally legit. I mean even if that peak is true it couldn't have anything to do with the release of Jump to Lightspeed could it? That is just totally absurd.
I did battle with ignorance today, and ignorance won.
To exercise power costs effort and demands courage. That is why so many fail to assert rights to which they are perfectly entitled - because a right is a kind of power but they are too lazy or too cowardly to exercise it. The virtues which cloak these faults are called patience and forbearance.
Just let it go already. The only things that were ever intended to be similar between the two games was the Star Wars IP. This is like comparing KOTOR to Dark Forces.
of course it didnt tank as hard , as swtor,,no game has ever done that
but do you think devs change anything , unless they have to?
the number of really BIG changes, they tried on swg , shows one thing:
the $$ amount wasnt enough
and thats the problem with a big IP: youre paying for the expensive name tag
that Money is taken from the game Development
so any star wars mmo will have less game , but more STAR WARS
and thats why they fail
SWG was fine 2003-2004. CU and NGE happened in 2005, WOW happened in 2004. Without WOWs super high numbers, CU and NGE may not have happened. The $$ was enough before WOW, but they wanted what Blizzard was getting.
even if thats is true...welcome to capitalism
or do you want other people to decide, when YOU have enough Money?
It is fact that SWG peaked on Xfire in 2004. SWG released in 2003. To do that, that means the amount of people playing rose not dropped. WOW was launched in 2004. People did leave once WOW was born, people were leaving to play WOW, but it was still fine 2003-2004. The changes that were done, made the game more like WOW, funny that! If it was just the fact that players was leaving then why not make the game more like EVE? The reason is because of WOW and its super duper HUGE success.
Yes, because clearly xfire is a more reliable source than the developers of the game. Totally legit. I mean even if that peak is true it couldn't have anything to do with the release of Jump to Lightspeed could it? That is just totally absurd.
new content is attacting players? i think you may be on to something here
darn it..they wont give me a patent on it,,,i thought i would finally get rich
SWG was fine 2003-2004. CU and NGE happened in 2005, WOW happened in 2004. Without WOWs super high numbers, CU and NGE may not have happened. The $$ was enough before WOW, but they wanted what Blizzard was getting.
How many times do I have to link the dev blog at you before you will accept that players were leaving in droves and that is what triggered the cu+nge. It was not greed or any of the other bullshit you keep spewing.
It is fact that SWG peaked on Xfire in 2004. SWG released in 2003. To do that, that means the amount of people playing rose not dropped. WOW was launched in 2004. People did leave once WOW was born, people were leaving to play WOW, but it was still fine 2003-2004. The changes that were done, made the game more like WOW, funny that! If it was just the fact that players was leaving then why not make the game more like EVE? The reason is because of WOW and its super duper HUGE success.
swg was up and running, WITH the star wars name, before wow,,thats two pretty big advantages
wow launches, and players go to that instead
sony panicks, and think " if we do the same as them,,we still have the name,,,we can turn it around"
Comments
it would seem, that your defintion of "doing well" wasnt the same , as the devs
and since they have the actual numbers, and their paycheck depending on it...
as soon as wow exploded, they got smart,," hey,,thats the way to do it...lets do the same"
but then it was too late. they missed the opportunity
and so did swtor
Pre-cu SWG was a college level mmorpg, and by comparison WOW is "barney" or "spongebob"; really it is perfunctory to draw a parallel. It is difficult to imagine a more inherently rewarding system than the levelless 250 point system of pre-cu.
http://wyrdblogging.blogspot.com/
You could have turned them off. It was in the options. SWG gave you a choice.
Survivor of the great MMORPG Famine of 2011
in your opinion
history shows, that you were part of a marginal playerbase, way too small, to support ANY big budget games
and with smaller budget , comes longer content cycles, longer debug cycles ,,you know the the drill
any star wars game is designed to be a Cash cow, so they have to go for the wow market
if they dont,,the suits will simply pull the plug, no game
imagine,what swtor would have looked like, if they had actually DESIGNED it for the current playerbase
not a pretty picture
And yet that marginal playerbase is now being bolstered by both the creators and customers who are asking for an experience more like what SWG provided. The model you proposed is a short-sighted one that has resulted in the loss of millions in failed themepark clones.
Survivor of the great MMORPG Famine of 2011
and how should they bolster those , that doesnt play it anymore?
the bolster mechanic is a themepark feature, made for making PVP more equal
in a true sandbox game, like EVE..do they use bolster?
you claim themepark has failed,,yet , the biggest mmo is themepark
and were being flooded by even more ,,every year
on the other hand,,how many sandbox mmos have been released lately?
and even more important: how much Money has wow made for blizzard,
compared to the most successful sandbox mmo EVE?
i know sandbox has much more long term possibililites, than themepark
but sandbox is so much more difficult to make
a themepark mmo is like a mechanical clockwork,,lots of small parts working together
in a sandbox mmo, you have to replace all of those small wheels with monkey wrenches
and even the mother of sandbox games has a lot of hard written rules..meaning themepark features
Yes, my opinion and that tells you a lot.
The McDonald's chain has served 100's and hundreds of billions, but you can throw a dart out the window and find a superior place to eat.
WoW was all about timing, and a preposition gaming narrative -- it can happen again, just not in the same way necessarily. Wow isn't part of my gaming ethos, so for me it's a non-entity -- it's simply juvenile.
http://wyrdblogging.blogspot.com/
Funny thing is I don't get grease headaches after playing SWTOR , so I'm not sure it is the McDonalds of the MMO industry , let alone the SCI-fi MMO industry.
Cheers,
BadOrb.
PSO 4 years , EQOA 4 months , PSU 7 years , SWTOR launch ongoing , PSO2 SEA launch ongoing , Destiny 360 launch ongoing.
"SWG was not fun. Let it go buddy." quote from iiNoSkillzii 10/18/13
The original propoganda pixie dust villain :[]
Bringer of Eternal Darkness and Despair, but also a Nutritious way to start your Morning.
Games Played: Too Many
Maybe not, but wow is.
http://wyrdblogging.blogspot.com/
Oh I see , well never played it , watched a friend play it , killing rats or w/e it was , Iv'e read lots about WOW , duming down of skill trees etc. I don't fancy it myself. I will try EqNext because I played EQOA but that's about it for fantasy MMO's , slightly tempted to try ESO but not sure yet.
Cheers,
BadOrb.
PSO 4 years , EQOA 4 months , PSU 7 years , SWTOR launch ongoing , PSO2 SEA launch ongoing , Destiny 360 launch ongoing.
"SWG was not fun. Let it go buddy." quote from iiNoSkillzii 10/18/13
The original propoganda pixie dust villain :[]
i agree on McD quality,,but they werent always this bad
when i was Young, a person could get an edible meal there
but still,,losing us both as customers doesnt seem to hurt them much
and apparently blizzard have a Lucky hand,,8 years of "good timing"??...sure
I did not say it was "doing well". I said it did not "tank big time" (mainly preCU). Tank means for me, losing mass amount of players like what SWTOR did. SWG was losing players but not enough to worry about, and WOW numbers is what made LA worry about the SWG numbers.
SWTOR peaked on Xfire on day one, and then declined rapidly.
SWG peaked 1 year after launch, so had more people playing in 2004 than 2003.
Even after the NGE, when it annoyed a lot of players, the servers did not get consolidated for another 4 years, yet SWTORs servers got consolidated within 6 months. SWTOR is the definition of "tanked big time". SWGs success was OK, not great, not awesome, but OK. WOWs success was super awesome, I guess LA wanted great / awesome
Star Trek Online - Best Free MMORPG of 2012
of course it didnt tank as hard , as swtor,,no game has ever done that
but do you think devs change anything , unless they have to?
the number of really BIG changes, they tried on swg , shows one thing:
the $$ amount wasnt enough
and thats the problem with a big IP: youre paying for the expensive name tag
that Money is taken from the game Development
so any star wars mmo will have less game , but more STAR WARS
and thats why they fail
Damn, but you're right.
Survivor of the great MMORPG Famine of 2011
SWG was fine 2003-2004. CU and NGE happened in 2005, WOW happened in 2004. Without WOWs super high numbers, CU and NGE may not have happened. The $$ was enough before WOW, but they wanted what Blizzard was getting.
Star Trek Online - Best Free MMORPG of 2012
How many times do I have to link the dev blog at you before you will accept that players were leaving in droves and that is what triggered the cu+nge. It was not greed or any of the other bullshit you keep spewing.
I did battle with ignorance today, and ignorance won.
To exercise power costs effort and demands courage. That is why so many fail to assert rights to which they are perfectly entitled - because a right is a kind of power but they are too lazy or too cowardly to exercise it. The virtues which cloak these faults are called patience and forbearance.
It is fact that SWG peaked on Xfire in 2004. SWG released in 2003. To do that, that means the amount of people playing rose not dropped. WOW was launched in 2004. People did leave once WOW was born, people were leaving to play WOW, but it was still fine 2003-2004. The changes that were done, made the game more like WOW, funny that! If it was just the fact that players was leaving then why not make the game more like EVE? The reason is because of WOW and its super duper HUGE success.
Star Trek Online - Best Free MMORPG of 2012
Yes, because clearly xfire is a more reliable source than the developers of the game. Totally legit. I mean even if that peak is true it couldn't have anything to do with the release of Jump to Lightspeed could it? That is just totally absurd.
I did battle with ignorance today, and ignorance won.
To exercise power costs effort and demands courage. That is why so many fail to assert rights to which they are perfectly entitled - because a right is a kind of power but they are too lazy or too cowardly to exercise it. The virtues which cloak these faults are called patience and forbearance.
even if thats is true...welcome to capitalism
or do you want other people to decide, when YOU have enough Money?
new content is attacting players? i think you may be on to something here
darn it..they wont give me a patent on it,,,i thought i would finally get rich
swg was up and running, WITH the star wars name, before wow,,thats two pretty big advantages
wow launches, and players go to that instead
sony panicks, and think " if we do the same as them,,we still have the name,,,we can turn it around"
guess they couldnt