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October 22, 2003
The Mystery of SWG
I followed the development of Star Wars: Galaxies closely for three reasons.
First, because of my general intellectual interest in MMOGs as a whole, and the degree to which Star Wars: Galaxies (SWG) seemed to represent in its early design specifications an important milestone, a true second-generation MMOG that was also based on a hugely popular licensed property. If any game was going to take MMOGs beyond their early limitations, it seemed SWG would be the one to do so. The game was being made by the largest, most successful companies involved with games of this kind, with the participation of some of the most gifted and interesting designers experienced with the genre.
Second, I was specifically interested in the virtual economy that SWG was working with, given my current research interests in computer games. I have been writing a SWG postscript to my essay on MMOG economies, and I plan to put both the original essay and the postscript up on this site soon. I was also looking for a MMOG as a focus for my current research interests in emergent systems, networks and complexity theory, and Star Wars: Galaxies seemed as likely a subject as any.
Finally, I was personally excited about playing the game, as I love Star Wars and I love MMOGs, and the game seemed to me, even in Beta, to cater to some of my favorite design principles and ideas.
So I am left now trying to figure out why, four months after the game went live, in my estimation, Star Wars: Galaxies is one of the worst massively-multiplayer persistent-world games to date, leaving aside fringe products like Mankind or World War II Online.
Broken down into its component parts, the game does not seem that bad. Its graphics remain stunning, its economic design remains innovative, its profession system looks compelling. Like all MMOGs, the possibility space that the game opens on initial experience is great, heedless, addictive fun.
Star Wars: Galaxies curdles faster than any other MMOG in my experience, and I do not think that is because Im jaded and cynical about the genre, unlike a lot of the players. I still believe that MMOGs have enormous potential to be fun and engaging, and I believe they remain the best place to realize the more profound artistic, cultural and social possibilities of computer games as a whole.
The major research question posed to me by Star Wars: Galaxies is no longer about virtual economies, emergent systems, or anything similar. The question is how a massively-multiplayer game that has the rights to the single most popular licensed property of the late 20th Century, the backing of a company with deep pockets, and a dream team of developers can end up being in the absolute best estimation no better than any other game of its kind, and by many accounts, including my own, among the worst.
Design problems I only was just beginning to perceive at the end of Beta 3 and wrote about in my Beta review have not been addressed in four months of development work. In fact, many of them have gotten worse. Scores of new bugs and design problems have been introduced in the same span of time; some thought fixed at one point have cropped up again. Communication from the developers has been generally poor, at times non-existent. The official forums have been closed to outside view in an attempt to conceal the problems plaguing the game, and forum moderators have become increasingly strident and defensive about closing and deleting critical threads, including some that simply link to critical reviews of the game on major sites like Gamespyreflecting a general antipathy towards player feedbackin general and the forums in specific despite the fact that the developers also clearly rely on it in various ways.
Writing under my forum name, Khaldun, I detailed what I saw as the Seven Deadly Sins of Star Wars: Galaxies (as well as a host of smaller venal sins involving bugs and small design problems). These were:
1. a near-total lack of immersive engagement or rich content resonant with the Star Wars universe
2. a weakly developed or contradictory incentive structure for gameplay
3. a skill and profession system that remains broken or meaningless in many cases
4. a messy, unenjoyable system for player-vs-player combat that creates gameplay that bears absolutely no resemblance to the conflict between the Empire and the Rebellion in Star Wars
5. a muddled and often undifferentiated combat system
6. a viciously boring system for character advancement
7. poorly managed development process (including the poor quality of communication to players and use of feedback supplied by players).
For once, these critiques actually stimulated some fairly detailed replies by the developers, and meaningful promises of improvement.
However, in the past month, a major new patch to the game went live with scores of bugs, some of them game-breaking. Worse, the improvements touted for the patch (some of which had been originally touted in the replies to my Seven Deadly Sins essays), such as a major new content addition, were both buggy and flawed in their design.
Worse still, the developers finally decided to give a hint to how one might unlock an extra character slot that could be played as a Jedi, which turned out to involve advancing to the top rank in at least one randomly chosen profession. To put it mildly, players who had already made it to the top of two professions through the painful, boring gameplay required to advance were not particularly charmed at the thought of having to do it again, especially players who had chosen to develop as combatants who were told they needed to become a master dancer or a master architect or something similar. To add insult to injury, the individually specific hints were distributed as an occasional drop on high-level enemies that appeared in only one of several locations on several planets. Anyone who has ever played a MMOG can guess what happened next: single locations crowded with ten, twenty, fifty or one hundred players all elbowing each other out of the way for the right to kill the next hapless enemy to spawn in that location. That the developers did not anticipate this happening (or if they did anticipate it, didnt care) is mind-boggling.
The litany of problems that the game suffers frombugs, design flaws, stability issues--is to my mind as long or longer than any other major MMOG at this stage of development. It is also uniquely burdened by other issues. The ambitious breadth of some of its design has left the game exposed to unique technical problems that its more modestly structured competitors do not have.
It is also to date the only MMOG based on a licensed property, which ought to be an enormous asset, but somehow SWG has managed to make Star Wars a liability in creative and design termsand possibly, in the longer haul, even in terms of customer retention. Star Wars has brought a lot of players to the gamebut the lack of Star Wars may be what makes many players, including myself, recoil in such frustration with the game. The mechanics of SWG, even the most interesting and innovative ones, do almost nothing to promote an immersive sense of being in the Star Wars universe. The best experiences Ive had playing the game have been entirely experiences that favorably invoke the comparative mechanics of MMOGs, where Im pleased or interested in a design innovation that SWG offers. None of them have had anything to do with invoking Star Wars, with a sense that I have entered into a fictional universe that I have tremendous affection for. This is partly the ordinary banalization of dramatic conflict that all MMOGs are afflicted by, but it goes beyond that: the most innovative game systems that SWG has to offer are also the ones that actively work against an immersive engagement with Star Wars. Even beyond that, it is hard to escape the feeling that most of SWGs designers have little feel or love for Star Wars itself: the Star Wars-related content in the game feels like the product of detached, distinterested study. Its like reading a book report by a dedicated, meticulous but unimaginative high school student.
So the question hangs out there: WHY, given the enormous advantages SWG brought to the table? You can understand how a small, struggling operation like Wolfpack could screw up their MMOG offering, Shadowbane, but this is much harder to understand.
The simplest explanation is the least persuasive, namely, that the developers are incompetent or unprofessional, that they messed up through inattentiveness or lack of skill. I think there have been occasional moments of bad faith in the ways that the development team has communicated, and Im finding myself more and more irritated by the gap between Raph Kosters stated beliefs in the rights of players and the obligations of developers and the day-to-day mismanagement of community relations within SWG. I think there have been occasional preventable mistakes that come from carelessness by the programmers doing the grunt work of implementation. But mostly I think these are people who care about the game, want to do right by it, and have invested years of their life in it. They arent Blue Meanies. I know they have the skills and even the vision, most particularly Koster, whose general thoughtfulness and creativity within the terms of the genre are extraordinary and distinctive.
The more complex version of the same general argument is a bit closer to the mark, that SWG suffers from some kind of complex organizational problem in its development process. Its impossible for me as an outsider to guess at what this might be. There are many possibilities: too few people doing development work, or development work at certain important levels; inconsistent following of good code management procedures; ambiguous chains-of-command; internal divisions between two or more distinctive creative or technical factions; the divided corporate ownership of SWG (between Sony and LucasArts), and many other possibilities. I can only see the results, which is a development process that is visibly in disarray. Not once since the game went live has the development team been able to process and publish a comprehensive list of Known Issues, for example. Many patches or hotfixes have not fixed issues they were supposed to fix, but often no one on the development team seems aware of that. Other problems seem to come as total surprises to the developers even when players have discussed them for months. New features or game mechanics pull the games systems in profoundly contradictory directions. Some of this has to be the consequence of some kind of organizational or procedural disarray, and might be addressed through a managerial solution.
I think that there is also a very deep-rooted design problem that is the result of the games ambitious scope. It strikes me that SWGs various game mechanical systems are much more heavily interdependent than is the norm in MMOGs, and it is also evident that they generate enormous numbers of records that need to be tracked by a database. Pull on one thread here and it may be literally impossible for the designers to tell what other game systems will be perturbed by that action. Some of the problems plaguing the game do strike me as predictableas I said, I dont think it takes an ace programmer to know what happens in a MMOG if you have only one type of creature or enemy producing an immensely valuable objectbut many other problems in SWG seem to involve counterintuitive, hidden relationships between very disparate game mechanics and various interactions with databases. MMOGs in general suffer from overcomplexity of design and from the unpredictable, emergent effects that are produced by player behavior; SWG may have crossed a new threshold in this regard and be suffering for the hubris of its ambitions.
A few problems I think I have to lay at Raph Kosters doorstep. One thing Ive learned about Kosters work through playing SWG is that some of the problems he is inclined to attribute to player behavior and player sociology, or to the effects of systemic complexity or emergent dynamics, are also attributable to his particular design fixations. His lack of interest in content and in narrative in general, and in the mythos or setting of a game in specific, are probably one of the reasons why SWG so thoroughly fails to invoke Star Wars. Ever since his work on UO, Kosters prevailing assumption has been that players make content, not designers, which is only half true in general. Players make content but they make it persistent in a MMOG world only with the help of tools provided by developerstools that SWG does not provide in sufficient profusion and flexibility. Moreover, in this specific MMOG, this may have been exactly the opposite of the working philosophy required, precisely because the appeal of SWG lay in part on its relationship to an established fictional universe. Its fine to say that players have to make their own content in a game that is more or less a generic mish-mash of sword-and-sorcery cliches like Ultima Online or Everquest are, but Star Wars is another matter: at least some of your player base comes to you quite legitimately with a very specific mental model of the narratives and experiences they would like to have within that gameworld.
Equally, Kosters long-established muleheadness about the importance of creating a sense of achievement in a persistent world entirely through barriers of time and repetition, that there is no other way to challenge players except making advancement have the cadences and feel of work, really screams out through SWGs design. Players have complained that the game is too easy and too hard all at once, which Koster and Kevin OHara and other designers have chortled about and said, See, they cant even make up their minds, the silly people. What they miss is that this is not a contradiction at all. Its too easy in that if you play it with the intent of advancing and nothing but, you can advance quickly; its too hard in that the gameplay involved in advancing is with a couple of notable exceptions mind-bogglingly, horrifyingly boring. OHara writes, with irritating smugness, that grind is a state of mind, which is pretty well parroting Kosters conviction on this point.
Thats flatly wrong in the case of SWG, particularly with the crafting professions. Ive long since wearied of trying to get them to understand or care about this point, but its crucial. If youre trying to be a weaponsmith, for example, youll find that the only items you can make for which there are meaningful markets among players require you to advance to being an end-stage character. In order to advance, you must make things that no one wants. Youll have to make, in aggregate, tens of thousands of those objects and discard them all; at a minimum, each of those objects will require five mouseclicks to make and the labor of acquiring the resources to make them. When people are facing a steep, barren hill that they must climb in order to get to a desirable place, they usually try to climb it as fast as possible, since there is no joy or pleasure in the process of climbing. Setting up character advancement in this manner means that almost everyone is going to grind because there is no way to have fun going slow that has anything to do with character development. The only slow things that are fun to do for such a player are exploring the gameworld and socializing with other players, which are exactly the features which are NOT persistent, which leave no mark on the gameworld, which change nothing. The entire hallmark of the MMOG genre is its persistence: to shunt people into non-persistent activities when they want to have fun, and to insist on making them grind when they want to make a mark on the gameworld, when they want to matter within it, is to indulge in an ultimately self-destructive sense of the genres possibilities.
This comes out even more in the developers management of the potentially fascinating economy of SWG, which Im going to write about separatelybut Ill say here that the degree to which Koster and the other developers misunderstand the incentive structure of their game, and blame the rational response of players in aggregate to those incentives on a bad state of mind, is part and parcel of this general stubborn tendency to attribute problems to players and not to design. Koster should know better: he even says a lot of these things in his own writings on MMOGs, and cites others like Richard Bartle who have identified similar problems. But he doesnt seem able to apply those insights very well to his own designs, a forgiveable and common shortcoming, but one which has perceptibly affected SWG in some problematic ways.
There are other explanations for SWGs flaws that are important, one of which clearly has to do with the games undeniably premature release. Here I think someone in upper management was not thinking clearly: a similarly premature release has clearly cost Asherons Call 2 (AC2) its future. It no longer matters whethere there is a good potential game lurking inside AC2: its horizons look short and dark now. Star Wars: Galaxies is not going to fail outright, but I do think it is already much less successful than it ought to be. The developers like to trumpet its subscription numbers (above 300,000) as a roaring success, but this is the MMOG that should have taken the genre beyond its current limited audience. It should have been steaming ahead towards 500,000 accounts or more by now. Someone somewhere in SWGs development process decided to settle for the fixed audience of people who play MMOGs, and now increasingly they are aiming even lower, at powergamers and hardcore playersvirtually everything that made the game friendly to casual players has been sabotaged or removed in the past four months. So there is a certain short-sightedness among the people responsible for marketing the game and managing its long-term business development.
Whatever the reasonsand Im sure there are others beyond those I have listedthe fact is that Star Wars: Galaxies is a major disappointment. Combined with the failure of The Sims: Online, it more than justifies Mythic head Mark Jacobs characterization of this moment as a gloomy one for MMOGs. Even with my faith in the potentialities of the genre, its hard to look ahead with any anticipation: all I see in other games are small tweaks and adjustments in a general formula whose possibilities are demonstrably exhausted. For SWG itself, my early optimism about the development teams capabilities is completely gone, and my account cancelled. If SWG is ever going to become a decent, enjoyable gaming experience, let alone something that confidently pushes the design envelope, its going to be a long, long time in the future---and maybe it never will feel as if it is a long, time ago in a galaxy far, far, away.
(Not written by me but a former player named Khaldun)
Not much has changed
Comments
All the points are above are correct "from a certain point of view". There are peole who don't like it and thoses who do. All I can say is if your in to the grind style of play SWG will be dull ( But I would think any game would be ) if you like to play your character explore find the intresting missions and get into the story, not just read the last line "Go here, kill that", I think you will find this game massive and a very long term prospect for enjoyment.
I have been playing for 15 Months and have barly started all I would like to try, I recomend really playing the prof you choses , this works better in some skills than others, but I took a year to master one of the Elite Entertainer prof's and really enjoyed it. Ihave a mix of skills so I can go frome the cantine to the battle field to mix up my game play.
Star Wars has all the right stuff to make an amazing place to play , it just needs people with imagination to use whats there.
/cheer
perfect summary
SWG gives as much to you as you put into it !
Have fun
Erillion
Not much has changed? Everything has changed, especially with regard to most of the authors mention of the game state at that time. Erillion already broke most of it down, I don't see how you can even say that though unless your still just assuming the game hasn't changed or hit about 10 minutes of one of the 2 week trials.
I read through that entire peice and honestly considering how much content it had, I got very little about what the author was actually critisizing. He seemed to say alot of nothing and I don't mean that to be offensive to him, but most of it seemed to be comments on the staff instead of the game.
Jedi have been redone, crcafting has been tweaked for less clicks, the developers are FAR more receptive to the community now, and with the combat upgrade coming thats pretty much going to finish the circle and leave the devopers to finish fleshing out the Galactic Civil War, future content, and so on.
I am looking at his "7 deadly sins", 2 of which are somewhat repetitive to me and the only one I see valid now will be changed with the CU thats already on test center.
I am glad you shared that article with us but your comments at the end about not much has changed were very off and hardly giving credit too all the changes that have come this year and at the end of last year.
- Scaris
"What happened to you, Star Wars Galaxies? You used to look like Leia. Not quite gold bikini Leia (more like bad-British-accent-and-cinnamon-bun-hair Leia), but still Leia nonetheless. Now you look like Chewbacca." - Computer Gaming World
My opinions are closest to what Erillion wrote. If you would have asked me about the game around a year ago, I might have agreed more with the original poster. I have been playing the game on and off since it came out (with a 3month hiatus to play WoW).
SWG is truly more polished and more enjoyable now than it was a year ago. Also, games like WoW (that satisfy the hack-n-slash aspect of gaming) can't hold a candle to the depth of gameplay SWG provides. I believe this is why WoW gets so repetitive and boring at higher levels. Once you figure out the game mechanics it's boring. SWG allows you to shape and experiment with your character much more than any other MMORPG I"ve played. My complaints are still there though. Some things SWG needs:
* CONTENT. I like the idea of players creating their own and it can be a lot of fun to participate in these events. But sometimes I just want to go to an area to hunt or complete a mission or some kind. The 'vette/warren satisfies this but you can only run these zone so many times until they become mind-numbing boring
* LESS CONFUSING, MORE COHERENT MENUS. This is a small issue that has irked me since day 1. You go to the bazaar and the catagories are irrelevent. For instance, you cannot sell live animals on the bazaar yet there's an "Entities" sub menu. Also, the ctrlV map, droid interface, vendor menus can be confusing.
These menus need a major overhaul so they make sense.
* QUESTS. One thing that WoW spoiled us with was an engaging quest system. It's time for SWG to catch up here. The terminal quests just aren't doing it anymore.
Im sure there are a few small things here and there I'm missing. Overall I enjoy playing this game, SWG is the one I always recommend to friends.
Aught Pathos/Ithorian/Fencer,Merchant/Eclipse
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Not much has changed?
-L- -O- -L-
Not much has changed in the author's opinion, or in the game? It's gotta be in the authors opinion, because anyone who's played SWG recently can't say the game hasn't changed since this reasoned rant applied. Not unless they had some great personal stock invested in this game which somehow allows them to ignore that water is wet.
This was written in October of '03??????
If ANY game remained as stagnant as you claim for an 18 month period, it would be DEAD. ESPECIALLY a game as bad as SWG was in October of '03.
If you don't like the game fine. You can't argue taste. We like what we like.
But posting 18 month old analysis that you didn't even write, like this one, accomplishes nothing except the appearance that you simply wish to give a game a bad name.
Surely there was more to this post than that?
I really hope that *insert game name here* will be the first game to ever live up to all of its pre-release promises, maintain a manageable hype level and have a clean release. Just don't expect me to hold my breath.
Wow...you're right..this is almost two year old review of SWG. ROFL!!
http://www.swarthmore.edu/SocSci/tburke1/swgmystery.html
==========================
>>>>
* QUESTS. One thing that WoW spoiled us with was an engaging quest system. It's time for SWG to catch up here. The terminal quests just aren't doing it anymore.
>>>>
Well, there are quite a few quests in the game
http://swg.allakhazam.com/db/quests.html
Quest List
(Ackbar No.1) Create DistractionSort by Planet
Sort by Area
(Ackbar No.2) Retrieve Information
(Ackbar No.3) Rebel Operative
(Ackbar No.4) Deliver Info
(Ackbar No.5) B-Wing Pilot Flight Suit
(Barada No. 1) Retrieve Code Cylinder
(Barada No. 2) Decode the Cylinder
(Barada No. 3) Gamorrean Battle Axe
(Bib Fortuna No. 1) Escort Romo Vax
(Bib Fortuna No. 2) Kill Bounty Hunters
(Bib Fortuna No. 3) Get Schematic
(Bib Fortuna No. 4) Tailoring Schematic
(C-3PO No. 1) Start of the Rebel Base Quests
(C-3PO No. 2) Deliver Medicine to Wounded Troops
(C-3PO No. 3) Escort Captain Taergle
(C-3PO No. 4) Deliver List of Contacts
(Captain Sarguillo No. 1) Phase I
(Captain Sarguillo No. 1) Phase II
(Charal No. 1) Fetch an Ewok Spleen
(Charal No. 2) Find Charal's Slave
(Charal No. 3) Juicy Ewok
(Charal No. 4) Dengo Haribonn
(Dageerin) Phase II - #1
(Dodonna No. 1) Help Evacuees
(Dodonna No. 2) Escort Crew Back to Base
(Dodonna No. 3) Buy Some Time
(Dodonna No. 4) Deliver Information
(Dodonna No. 5) Jagged Vibroblade/Grooved 2H Sword
(Emperor No. 1) Capture the Thug Ringleader
(Emperor No. 2) Deliver the Plans to Ringleader
(Emperor No. 3) Kill the Security Guards
(Emperor No. 4) Escort the Handmaiden to Emperor
(Emperor No. 5) Elminate the Rebel Cell
(Emperor No. 6) Deliver the Queen's Message
(Emperor No. 7) Grooved Two-handed Sword
(Ephant Mon No. 1) Silence the Thugs
(Ephant Mon No. 2) Punish the Courier
(Ephant Mon No. 3) Twi'lek Portrait/Advertisement
(G-5PO No. 1) Escort Scrib Leras
(G-5PO No. 2) Kill Valarian's Interrogator
(G-5PO No. 3) Kill Valarian Courier
(G-5PO No. 4) Eliminate the Strike Team
(G-5PO No. 5) Outbid Valarian
(G-5PO No. 6) Kill Bounty Hunter Punk
(G-5PO No. 7) Retrieve Key From Sliv Jurek
(G-5PO No. 8) Featherweight FWG5 Pistol Schematic
(Han No. 1) Bring the Smuggler to Han
(Han No. 2) Recover the Stolen Item
(Han No. 3) Kill the Bandit Leader
(Han No. 4) Rescue Hans Friend
(Han No. 5) Padded Tantel Armor Piece
(Hethrir No. 1) Locate a Counterfeiter
(Hethrir No. 2) Eliminate the Meeting House Owner
(Hethrir No. 3) Eliminate the Rebel Group Leader
(Hethrir No. 4) Deliver a HoloDisk
(Hethrir No. 5) Imperial Medallion of Service
(Jinkins No. 1) Droid Cave
(Jorak No. 1) Kill Bloodseeker Mite
(Jorak No. 2) Kill Crimson Blurrg
(Jorak No. 3) Kill Diseased Mantigrue
(Kaja No. 1) Escort the Governer
(Kaja No. 2) The Rebel Sympathizer
(Kaja No. 3) The Assassin
(Kaja No. 4) The Droid Programmer
(Kaja No. 5) Precision Tuned Weapon Scopes
(Kole) Gas Mines
(Leia No. 1) Help Deasie Evacuate
(Leia No. 2) Escort the Agent
(Leia No. 3) Save the Selonian
(Leia No. 4) Deliver the Codes
(Leia No. 5) Piece of Insulated Ubese Armor
(Loam No. 1) Apprehend a Noble
(Loam No. 2) Bring a Rebel Leader for Questioning
(Loam No. 3) Stormtrooper Armor Piece
(Loam No. 4) Reinforced Stormtrooper Armor
(Luke No. 1) Escort the Supervisor
(Luke No. 2) Recover the R2 Motivator Unit
(Luke No. 3) Escort the Lost Archaeologist
(Luke No. 4) Retrieve the Holocron
(Luke No. 5) Modified Republic Blaster Schematic
(Mon Mothma No.1) Holovid
(Mon Mothma No.2) Protect the Base
(Mon Mothma No.3) Captain Altapi Tmman
(Mon Mothma No.4) Stormtrooper squadron
(Mon Mothma No.5) Weaponsmith Toolkit Schematic
(Mon Mothma No.6) Spec-ops or Toolbelt Schematic
(Nien No. 1) Confront the Trafficker
(Nien No. 2) Stop the Bounty Hunter
(Nien No. 3) Save the Millenium Falcon
(Nien No. 4) Help Fix the Falcon
(Nym) Imperial Research Facility
(Porcellus No. 1) Gather Special Meat
(Porcellus No. 2) Kill the Veterinarian
(Porcellus No. 3) Track Down the Meat Beast
(Qual'do No. 1) Deliver Comm-link
(Qual'do No. 2) Intercept Special Compound
(Qual'do No. 3) Retrieve the Design Documents
(Qual'do No. 4) Rescue I'klee'trao
(Ree-Yees No. 1) Kill the Thugs
(Ree-Yees No. 2) Grab the Transponder
(Ree-Yees No. 3) Mabari Steelweave Item
(Reelo No. 1) Those Nasty Tuskens
(Reelo No. 2) Take Care of Valarian's Thugs
(Reelo No. 3) Weapon Component Enhancement
(Szingo No. 1) Kill Pirates
(Szingo No. 2) Kill Marauders
(Szingo No. 3) Kill Arachne
(Terak No. 1) Ewok Shaman Staff
(Terak No. 2) Marauder Leggings
(Terak No. 3) Marauder Biceps
(Terak No. 4) Marauder Chest Plate
(Thrawn No. 1) Escort A Commander to Safety
(Thrawn No. 2) Retrieve the Black Box
(Thrawn No. 3) Deliver Secret Rebel Plans
(Thrawn No. 4) Get Fambaa Blood
(Thrawn No. 5) Get Paint Brush
(Thrawn No. 6) AT-ST or TIE Pilot Suit & Helmet
(Vader No. 1) A Rebel on Naboo
(Vader No. 2) Retrieve the Agent's Information
(Vader No. 3) Kill the Rebellion's Courier
(Vader No. 4) Meet Lord Vader's Information Broker
(Vader No. 5) Kill the Information Broker
(Vader No. 6) Enhanced E11 Carbine Schematic
(Veers No. 1) Destroy the Rebel Base
(Veers No. 2) Rescue the Stormtroopers
(Veers No. 3) Get Manifest
(Veers No. 4) Capture Borvo the Twi'lek
(Veers No. 5) Toolkit or Backpack Schematic
(Wedge No. 1) Recruit for the Alliance
(Wedge No. 2) Stop the Informer
(Wedge No. 3) Permanantly Demote the General
(Wedge No. 4) Decommission the General
(Wedge No. 5) Convince the Quartermaster
(Whip No. 1) Phase II - Return Supplies
(Whip No. 2) Phase II - Return Supplies
(Whip No. 3) Phase II - Return Supplies
(Whip No. 4) Phase II - Return Supplies
(Whip No. 5) Phase II - Return Supplies
(Whip No. 6) Phase II - Return Supplies
AT-ST Pilot's Helmet (Eopie Cream Pie)(Bren No. 4)
Agrilat Swamp Track
Algae (Vurlene No. 1)
Alien Art Artifacts (Oxil No. 2)
Anakin's Helmet (Kister No.1)
Anti-Selonian Holo Disk (Kirkin No. 2)
Arrest Ammow Dowwop (Harburik No. 2)
Arrest Ananda Dwyce (Wilhalm No. 3)
Arrest Noda Lovan (Harburik No. 4)
Arrest the Informant (Xalox No. 1)
Arts Jubilee Holo Smuggler (Draya No. 3)
Arts Jubilee Holo Thief (Draya No. 2)
Assassinate Big Blismo (Lergo No. 4)
Assassinate Rebel Scientist (Darone No. 3)
Assassinate Rebel Troublemakers (Bryne No. 4)
Avenge Ara Niorri (Talon No. 2)
Become Talon Karrde's Assistant (Talon No. 1)
Bieque Lozan-Lippid's Invitation (Sindra No. 2)
Black Sun Tasks
Blerx No. 2
Blerx No. 3
Blow Up Weapon Depot (Irenez No. 3)
Blue Holocron (Drakka No. 3)
Bowl of Bantha Steak Soup (Bren No. 2)
Briefcase Delivery (Businessman No. 1)
Bring Back Bothan (Garm No. 4)
Bring Back Haf Mandrox (Sykes No. 3)
Bring Back the Captain (Vana No. 2)
Bring Down Blix (Windom No. 3)
Bring Down Borvo (Thale No. 1)
Bring Jabba's Associate to the Mayor (Rile No. 3)
Capture Voydd Blancken (Corran No. 3)
Capture the Spy (Byrne No. 3)
Cargo Transit Permit Renewal Payment (Ging No. 1)
Chemical Virus (Talon No. 4)
Compassion
CorSec Officer Aid (Lasha No. 2)
Corsec Message (Nurla No. 1)
Couldn't Be Spice (Sigrix No. 1)
Crazy Krahbu (Lareen No. 1)
Cries of Alderaan Act II
Cries of Alderaan: Final Chapter (Imperial)
Cries of Alderaan: Final Chapter (Rebel)
Crooked Dispatcher (Biribas No. 2)
Dark Jedi Medallion (Criminal No. 1)
Death Star Fragment (Tokai No. 1)
Death Watch Bunker (Neutral)
Defend Phinea Shantee (Phinea No. 1)
Definitely Not Spice (Sigrix No. 2)
Deliver Bank Codes (Luthin No. 2)
Deliver Bonadam Contract Report (Jadam No.1)
Deliver Bonadan Shipping Order (Daclif No. 2)
Deliver Data Disk (Binna No. 4)
Deliver Documents (Huff's Guard No. 1)
Deliver Holocam Recording (Chertyl No. 1)
Deliver Instructions to Hired Agent (Daclif No. 6)
Deliver Loyalty Day Parade Donation (Daclif No. 4)
Deliver Package (Kavas No. 4)
Deliver Proclomation (Kavas No. 3)
Deliver the Bantha Statue (Vardias No. 2)
Deliver the Holocron (Luthik No. 2)
Deliver the Message (Hagrin No. 1)
Deliver the Report (Stoos No. 2)
Deliver the Signal Finder (Rovim No. 1)
Deliver to Alowi (Arven No. 1)
Deliver to Briska Gil (Indintra No. 1)
Deliver to Shaultra Loraweet (Indintra No. 2)
Deliver to Taln Solwind (Ikka No.2)
Deliver to Thermal Det (Kister No. 5)
Delivery #1 (LX-466 No. 2)
Delivery #2 (LX-466 No. 3)
Desa Correlian Slice Hound (Huff Z No. 4)
Desert Rat Hide (Mat No. 2)
Desert Squill Meat (Mat No. 1)
Destroy Droideka (SG-567 No. 1)
Destroy Jabba's Enforcers (Kavas No. 2)
Destroy Listening Post (Ging No. 3)
Destroy the Crazed Animal (Sykes No. 2)
Destroy the Glitterstim (Draver No. 2)
Destroy the Imperial Base (Raxa No. 3)
Destroy the Slave Team (Wallaw No. 2)
Didina's Forged Records (Didina No. 1)
Dinner Party Invitation Delivery (Ajuva No. 1)
Disappearing Inmates (Dolac No.1)
Dispose of the Guard (Prefect No. 5)
Drall Patriot Hideout (Karin Featherlight)
Eliminate the Thug (Draver No. 1)
Endor Painting (Pfibee No. 4)
Escort Chandra Conrad (Corran No. 1)
Escort Dagorel (Borvo's Guard No. 1)
Escort For A Businessman (Ifi Fellado No. 1)
Escort Gungan Captive (Lergo No. 3)
Escort Kirkin's Sept Mate (Kirkin No. 1)
Escort Krin Vel (Kister No. 4)
Escort Mayor Rile's Wife (Rile No. 4)
Escort Nightsister in Training (Xarot No. 3)
Escort Obrio Caldori (Corran No. 2)
Escort Officer Targettal (Jadam No. 3)
Escort Operative (Byrne No. 2)
Escort Siv'rool Linnaie (Ging No. 2)
Escort Slym Shu'dee (Lergo No. 2)
Escort Tess Wyldon (Irenez No. 1)
Escort the Cabinet Minister (Slooni No. 2)
Escort the Deranged Stormtrooper (Harburik No. 3)
Escort the Inquisitioner (Jatrian No. 2)
Escort the Surveyor (Rile No. 1)
Escort the Water Farmer (Rile No. 2)
Escort the Witness (Coraline No. 1)
Escorting the Cheater (Zeelius No. 2)
Evidence List (Lasha No. 1)
Ewrih's Missions
Exterminate Dragonets (Pfibee No. 3)
Exterminate Tatooine Mynocks (Pfibee No. 2)
Exterminate Womp Rats (Pfibee No. 1)
Fake Dead Spiders (Zeelius No. 1)
Fetch For A Scientist (Static NPC No. 1)
Fight the Sith (Dolac No. 3)
Find Gleezwuq (Windom No. 2)
Find Missing Scientist (Vordin No. 1)
Find Rodius Tharn (Kormund No. 2)
Find the Lost Adventurer (Rovim No. 3)
Find the Missing Herbalist (Rovim No. 2)
Flowers of Drall (Champhra No. 2)
Frangee the Snitch (Borvo's Guard No. 2)
Fugue's Disk (Noren No 1)
Gaderiffi Baton (Tekil No.1)
Garm's Escort (Garm No. 1)
Get Stella's Deed Back (Stella No. 1)
Gift from Midgoss (Brantlee No. 1)
Gift from Zoda (Brantlee No. 2)
Give Yourself to the Darkside (Luthik No. 1)
Gizmo Delivery (Mullud No. 1)
Good Jedi Needs Aid (Drakka No. 1)
Greenfinger's Old Debts (Farious No.1)
Gungan Smuggling Gang (Sykes No. 1)
Gunrunner Leader (Biribas No. 4)
Help the Alliance Obtain a Weapon (Nitra No. 2)
Help the Children (Binna No. 1)
Help the Family (Huff D No.1)
Hutt Retribution (Radlee No. 3)
Hutt's New Hotshot (Igbi No. 2)
Illegal Business Deal (Stoos No. 1)
Imperial Assassin Mission
Imperial Defector (Nitra No. 1)
Imperial Destroy Mission
Imperial Hero
Imperial Rescue Mission
Imported Corellian Gubburs (Magur No. 1)
Ingon Lakbo Invitation (Sindra No. 1)
Investigation Authorization (Tokai No. 2)
Jermo Tharnn (Thracken No. 2)
Jeter's Disk (Noren No. 2)
Join the Hunting Elite (Sloan No. 1)
Karrek's Fraud Investigation (Karrek No.1)
Keren Street Race
Kill A Murderer (Ind No. 4)
Kill An Assassin (Valarian No. 5)
Kill Assassin Skazz (Irenez No. 2)
Kill Attackers (Chertyl No.2)
Kill Banshees (Valarian No. 3)
Kill CorSec Officer (Lasha No. 3)
Kill Deeng (Kister No. 2)
Kill For a Scientist(Static NPC No. 2)
Kill Harbo Linn (Prefect No. 6)
Kill Informant (Garm No. 3)
Kill Jabba's Assassin (Kavas No. 6)
Kill Jabba's Right Hand Enforcer (Valarian No. 4)
Kill Jabba's Thug (Kavas No. 5)
Kill Kalia (Garm No. 5)
Kill Maerzen (Thale No. 2)
Kill Montrus (Borvo No.2)
Kill Professor Whisper (Prefect No. 4)
Kill Rebels (LX-466 No. 1)
Kill Rodian Spice Dealer (Valarian No. 2)
Kill Smuggler (Xalox No. 3)
Kill Sont Toipo (Kister No. 3)
Kill Sri-O (Borvo No.1)
Kill Stormtrooper Squad Leader (Nass No. 4)
Kill Triggo Binz (Rakir No.1)
Kill the Aqualish (Farious No.2)
Kill the Betrayer (Prefect No. 2)
Kill the Bounty Hunter (Kathikiis No. 2)
Kill the Bounty Hunter (Vardias No. 1)
Kill the Gangster (Prefect No. 1)
Kill the Hutt Operative (Igbi No. 1)
Kill the Imps (Garm No. 6)
Kill the Informant (Prefect No. 4)
Kill the Slaver (Slooni No. 3)
Kill the Slavers (Jilljoo No. 3)
Kill the Spy (Wilhalm No. 1)
Kill the Spy 2 (Wilhalm No. 2)
Kill the Stormtrooper Leader (Raxa No. 1)
Kill the Trandoshan Crime Boss (Phinea No. 2)
Kill the Tusken King (Nokkar No. 1)
Killin da Langlatches (Huff Z No. 2)
Kor Vella's Steamy Underside (Denell No. 1)
Krayt Dragon Skull (Huff D No.2)
Lady Hutt's Delivery (Talon No. 3)
Lady Valarian's Lunch (Ind No. 2)
Loose Pets (Huff Z No. 1)
Lost Tourist (Aryon No. 1)
Lytus Family Artifact (Jatrian No. 4)
Maestro's Invitation (Hefsen No 1)
Mark of Altruism (Hermit No. 2)
Mark of Courage (Hermit No. 4)
Mark of Honor (Hermit No. 5)
Mark of Intellect (Hermit No. 3)
Mark of the Hero (Hermit No. 1)
Mark of the Hero (Hermit No. 6)
Master Hunter's Trophy -- A Bol Skull (Mat No.4)
Matriarch Bantha Horns (Mat No. 3)
Meet Pirate (Xaan No. 2)
Meet Scout (SG-567 No. 2)
Mystical Glowing Orb (Ind No.3)
Narglatch Cave Waypoint (Isred No. 1)
Narmle Arts Gala Holo (Oxil No. 1)
Neutral (Criminal) Assassin Mission
Neutral (Criminal) Destroy Mission
Neutral (Criminal) Rescue Mission
Nightsister Force Crystal (Xarot No. 1)
Nightsister Symbiosis (Olof No. 1)
Odoof Grunda's Painting (Jaleela No. 1)
Old Man
Old Mos Espa Arena Circuit
One Last Favor (Stoos No. 3)
Operation Masterstroke (SX-212 No.1)
Painting Schematic (Lilas No.1)
Palpatine Triumphant (Venthen No.1)
Pay the Bribe (Haleen No. 1)
Pelallaeon's Task (Gilad No.1)
Phinta Lianovi - Smuggled Goods (Leb No.1)
Pick up Krahbu Donation (Daclif No. 3)
Pickup Alderan (Xaan No. 1)
Pickup Holorecord (Xaan No. 3)
Pickup Holovids (Jatrian No. 3)
Planet and Star Painting (Sean No. 1)
Poacher's (Gilker No. 2)
Project Dead Eye
Protect the Chief Administrator (Draya No. 4)
Puttin' Down Deysa Bocats (Huff Z No. 3)
RIS Armor Quest (Mol No. 1)
Rebel Assassin Mission
Rebel Destroy Mission
Rebel Rescue Mission
Rebel Secret Weapon (Darone No. 1)
Rebel Secret Weapon 2 (Darone No. 2)
Rescue Missy (Brantlee No.3)
Rescue Nola (Jadam No.2)
Rescue the Chieftain's Daughter (Drakka No. 2)
Rescue the Friend (Kirkin No. 3)
Rescue the Rancor (Wallaw No. 1)
Rescue the Scout (Raxa No. 2)
Retrieve Another Stone (Xarot No. 2)
Retrieve Bank Codes (Luthin No. 1)
Retrieve Blackmail Recording (Palejo No. 1)
Retrieve Bonadan Shipping Order (Daclif No. 1)
Retrieve Deela (Rakir No. 3)
Retrieve Merlyx Dolv (Daclif No. 5)
Retrieve Report (Byrne No. 1)
Retrieve Thermal Detonator (Booto No.2)
Retrieve Winner's Name Holo (Sidoras No. 1)
Retrieve the Data (Stella No. 1)
Retrieve the Datadisk (Rakir No. 2)
Retrieve the Forged Permit (Xalox No. 2)
Retrieve the Necklace (Booto No. 1)
Retrieve the Shadow Shard (Dolac No. 2)
Retrieve the Stolen Secrets (Haleen No. 2)
Revenge Against the Thugs (Jilljoo No. 3)
Righteous Revenge (Prefect No. 3)
Rip Ripper (Farious No.3)
Rodian Cargo Permits (Vana No. 1)
Rogue Stormtrooper Commander (Jatrian No. 1)
Runaway Slave (Jilljoo No. 1)
Save Grel Rommo (Arven No. 2)
Save My Daughter, err Son (Sidoras No. 2)
Save Sadelli's Sister (Jilljoo No. 2)
Save the Employee (Nurla No. 2)
Save the Hunter (Sloan No. 2)
Save the Kidnapped CSA Rep (Radlee No. 2)
Security Guard's Wife (Biribas No. 3)
Shellfish Harvesting Tool Schematic (Rakir No. 4)
Silence Una Gitori (Valarian No. 1)
Silence the Traitor (Nurla No. 3)
Singular Nak's Ancient Lightsaber (Singular No. 1)
Sith Holocron (Luthik No. 3)
Sith Shadow Ambush
Slavers (Ikka No. 1)
Special Gift Soup (Binna No. 2)
Squill Cave Waypoint
Steal an Egg (Ind No. 6)
Stolen Goods (Kavas No. 1)
Stolen Secrets (Harburik No. 1)
Stolen Speaker (Criminal No. 2)
Stop the Assassin (Kaeline No. 3)
Stranded Band Member (Blerx No.1)
Survapierre Traffic (Hal No. 1)
Surveillance Holo (Biribas No. 1)
Tainted Water (Ind No. 5)
Take Out Hit Squad (Valarian No. 6)
Talia Reede (Aaph No.1)
Talk to Fassa (Nass No. 3)
Talk to Jaanie (Nass No. 2)
Talk to Pol Revver (Nass No. 1)
Talusian Guf Drolg (Magur No. 2)
Tamvar Senzen (Tamvar No.1)
Tarl's Informant (Tarl No. 1)
That Obstacle Hutt (Kaeline No. 2)
The Blackmailer (Hagrin No. 4)
The Briefcase (Slooni No. 1)
The CSA Courier (Radlee No. 1)
The Credit Disk (Hagrin No. 2)
The Dead Gronda (Gilker No.1)
The Embezzler (Hagrin No. 3)
The Infected Mott (Lareen No. 2)
The Kidnapped Assistant (Kathikiis No. 1)
The Killer Wortt (Lorne No. 1)
The Murderous Beast (Joz No. 1)
The Mutant Mount Mite (Lorne No. 2)
The Pilot's Permit (Lergo No.1)
The Rogue Agent (Garm No. 2)
The Runaway Gualmam (Hefsen No. 2)
The Scented Natterbloom (Champhra No. 1)
The Selonian Terrorist Cell (Thracken No. 4)
The Troublemaker (Lorne No. 3)
The Tusken War Party (Lorne No. 4)
Tormyll the Blackmailer (Thracken No. 3)
Trained Tusk-cat (Draya No. 1)
Triddle (Kaeline No. 1)
Trivial Librarian
Turn the Assassin (Nurla No. 4)
Tusken Bread (Bren No.3)
Tusken Raider Boots (Tekil No. 2)
Tusken Raider Robe (Short Sleeve) (Tekil No. 3)
Urgent Message (Kormund No.1)
Vacca's Allegiance (Imperial)
Vacca's Allegiance (Rebel)
Valarian Assassin (Ind No. 1)
Veronian Berry Wine (Binna No. 3)
Wanted Murderer Blix Lanister (Windom No.1)
Wealthy Patron (Hefsen No. 3)
Whackin' for Thracken (Thracken No. 1)
Wipe Out the Black Market (Tarl No. 2)
Wookie Life Day
Wookiee Life Day
Worrt Casserole (Bren No. 1)
Zicx-Bug Bomb Quest (Jowir Ar'lensa No. 2)
Zicx-Bug Bomb Quest (Rainstealer No. 1)
Zicx-Bug Bomb Quest (Sarlacc No. 3)
and there are more than those on this list.
Then add the old story arc.
Add the new Syren quests.
Add the new 3 quests they added last patch.
Add the dozens of space missions you get at the space station.
And we get 100+ new quests and a new planet with the next expansion.
Those people that claim there are no quests and missions are boring have never bothered to LOOK. Or were only running quick-n-dirty terminal missions (and even those are funny if you bother to read the mission details). Guess why so many people have that big shiny (I) flashing above their heads.
Have fun
Erillion