100% All-Natural Composition
No Artificial Intelligence!
Showing posts with label mmorpg. Show all posts
Showing posts with label mmorpg. Show all posts

Friday, June 26, 2026

New documentary examines what went wrong with Star Wars Galaxies

Are massively multiplayer online role-playing games still a "thing" anymore?  Oh sure there is EVE Online (more than two decades old and still going strong) and I'm going to hazard a guess that World of Warcraft is even today enjoying much play.  And every so often when curiosity hits I log into the original Guild Wars, now 21 years since its launch and as beautiful as ever while also remaining free to play.

Once upon a time though, MMOROGs dominated much of the market.  And one of those games was Star Wars Galaxies.  It was a title that gave me countless hours of enjoyment and thrill and it did for many others too.  At last we would not be simply watching the Star Wars saga, we could be living in it too.

So it was that a few days after Christmas 2003, I signed in and began my online Star Wars life as Slanner Kwintz (nobody has ever figured out the inspiration for that name).  And after a humble beginning I gradually built up my toon until he was a fairly good bounty hunter.  But there was a softer side to Slanner too.  He supplemented his income by farming and mining.  It's what got him his own cute little house near Mos Eisley on Tattooine, complete with moisture vaporator... and wasn't it so nice to watch the twin suns setting from my front porch.  Slanner had a ship named the Mare of Steel (another reference that nobody seems to have picked up on) that after some clever item crafting and placement featured a holding cell for captured quarry.  Also among his possessions were various droids, and a rideable dewback that I named Brunnhilde.

That was my own personal story in Star Wars.  And a jillion other people have wanted to have theirs somewhere in that universe and Star Wars Galaxies was a chance to do that.  The publishers presented the players with a sandbox inside of which a magnificent economy thrived.  It was a true thing of  beauty.  For some people that was enough: they were content to live simple lives like Uncle Owen and Aunt Beru.  That could take any number of forms, including being a medic or an entertainer (I've lost count of how many lap dances I got in the cantina).  But many more wanted a life more daring and so they became full-bore Rebel agents, Imperial officers and stormtroopers, smugglers (whose contribution to the economy was their manufacturing spices that bestowed temporary boosts to abilities)... there was a way to participate in Star Wars for practically anybody.

And then there was the Jedi.

Sony Online Entertainment said before the game came out that players could become Jedi.  But the path was a difficult one, and not something that could be replicated by other players.  Becoming a Jedi involved finding certain very rare items, completing various career tracks in a particular way (unique to each character)... as Star Wars Galaxies was set during the period between the movies A New Hope and The Empire Strikes Back the Jedi were extremely few and far between.

They were supposed to be anyway.

It came to be that a lot of players were griping about not getting to be Jedi.  And that led Sony Online to alter Star Wars Galaxies with "new game enhancements" that among other things let players be Jedi right out the gate.

It ruined the game.  There almost instantly came to be too damn many Jedi.  Everyone could have an overpowered character now.  The career tracks that were so lovingly nurtured went right out the window.  And so did the game's economy.

The new game enhancements destroyed nigh nearly everything that made Star Wars Galaxies so special.  It ceased being a title that let people make their own unique impacts on the saga.  Instead it became "Star Wars Costume Party".  I knew the game's days were numbered the moment I saw dozens of Jedi and presumably Sith fighting it out with lightsabers in a market square on Corellia.

Star Wars Galaxies became an object lesson in not necessarily giving players - and people in general - what they want most.  Because if something special and unique gets to be grasped by everyone, it fast loses its allure and charm.  What Sony Online Entertaiment should have done was to allow Jedi to be a playable class but keep having it be quite difficult to achieve.  There was nothing wrong with it being that way.  Had Sony kept to that, and better managed the game, I don't think there would be any reason why Star Wars Galaxies couldn't have endured to this present day.  Sony was granted a license to print money with this game, practically.  And instead they killed the goose that laid the golden eggs.

A YouTube channel called /noclip is devoted to producing documentaries about the various aspects and history of video and computer gaming.  A few days ago they released "The Story Behind Star Wars Galaxies' Notorious Jedi Problem", a 33-minutes long examination of the Star Wars MMO, its glory days, and its downfall.  It's quite a worthy work to watch if you're at all interested in Star Wars or gaming.

Who knows.  Maybe someday there can be another Star Wars MMORPG, set during the classic period of the original trilogy.  Perhaps the studio and Lucasfilm will have learned the lessons of Star Wars Galaxies and set out to make another terrific player experience that doesn't require or even want to be overwhelmed by over-powered characters.

Perhaps someday, Slanner Kwintz will hunt again.  I'm looking forward to that if he can.




Wednesday, April 25, 2007

Rumor: BioWare making a NEW Star Wars MMORPG...


...and it might be set 4,000 years before the time of the movies.

Here's the story at TheForce.net and it's breaking out in quite a few other outlets right now too. The full scoop is that, allegedly, BioWare is creating a massively-multiplayer online role-playing game (MMORPG for short) based upon Knights of the Old Republic, their 2003 smash hit which is widely hailed as the best Star Wars game of the past several years. Knights of the Old Republic broke away from the traditional "Rebels versus Empire" motif of just about every previous Star Wars game and went into bold new territory: a time four millennia before the rise of Emperor Palpatine.

I loved Knights of the Old Republic (it equals TIE Fighter as my all-time favorite Star Wars game). It's an extremely beautiful and well-crafted game. And it's setting in Star Wars history is lush with untapped potential.

I hope BioWare is really doing this. Heck, I hope BioWare is making any Star Wars MMORPG. The already-existing one, Star Wars Galaxies, has devolved into a glorious mess because of incompetence on Sony Online Entertainment's part. Star Wars deserves better than that. Maybe BioWare will be the company that finally does this right.

How's that for a story, ya meatbags?

Wednesday, April 18, 2007

Fighting the Guild Wars

For the past few weeks I've been playing Guild Wars a lot. If you don't know what it is, Guild Wars is an MMORPG (Massively Multiplayer Online Role-Playing Game) with, at last count, about 2 million active players. But it's different from most MMORPGs out there, like World of Warcraft. For one thing, there are no monthly fees you pay in order to play the game: you buy the software and create your account and that's all the money you'll ever have to plunk down. It's not an entirely game-wide "persistent" world though: you can meet other players from around the world in places like cities and outposts, but once you leave those the game is an "instance" created just for you and your party of fellow players (if you want to play alone though you can hire "henchmen" from the cities to follow along and help you). It's also different from most MMORPGs in that there is a considerable amount of backstory and active plot that is at work in the game while you play. The biggest of those is the Searing: the first part of the game is played in an idyllic "fairy-tale" setting that lets you get used to gameplay. But once you choose to participate in a certain mission, an event called the Searing takes place and the kingdom you're in is turned into a desolate landscape. The story then picks up two years later and it's only then that the real game begins.

I first bought the original Guild Wars game - the one now referred to as the Prophecies campaign - almost two years ago: several of my friends had gotten into it and had recommended it. I played with it a bit, thought it was a lot of fun... and then some real-life stuff happened and I totally forgot about it. Since that time I've seen the two new "chapters" - Factions and Nightfall - hit stores, and a few times I wondered what I'd been missing by not fully exploring the original.

Then a few weeks ago I read about the upcoming expansion to Guild Wars called Eye of the North. Then next year will be Guild Wars 2, which is said to be a true MMORPG-style persistent world while keeping the traditional Guild Wars elements (including no monthly fees to play). Reading about them intrigued me enough to start playing the original Guild Wars again, this time creating a new character from scratch so that I could re-acclimate to the game. Real-life circumstances have also led me lately to make myself "relax" a bit more: the past few months I really have been going full-tilt nonstop. It's time to slow down just a bit...

Well, I'm glad that I gave Guild Wars another shot, because I'm enjoying it a lot more this time than I did when I first bought the game. It seems like a lot more people are playing it too, and it's always fun to hook-up with live players when it comes to tackling a mission. I'm probably going to play the original Guild Wars: Prophecies and then move on to Factions, which is the second chapter of the story (Prophecies and Factions and Nightfall are each stand-alone games, but if you have the others then they "interface" with each other so that you have a much larger world in which to run around in).

The original Guild Wars sells for about $25-30 bucks in most stores. Well worth picking up if you ever wanted to experience a MMORPG without having to worry about paying fifteen bucks a month and then feeling committed to play: with Guild Wars you play at your own pace. Maybe this game can be what we eventually use to wean hardcore World of Warcraft players off their addiction... :-)