Please people dont disregard the fact that Star Wars Galaxies was a failure pre-NGE. That's why there was a NGE in the first place. There were some things about it though that could dramatically improve SWTOR as a mmo experience.
Not that SWTOR isn't a good game. It definitely is .. it's just a tad below what could be achieved if the market would allow it. That being said, we can't pretend like SWG was something it wasn't.
Thank god for that fail, or we would be having SWG with cash shops, and idiots galore. SWG was def not a failure when it started. It was a failure to the mass of morons that came maybe, but not to the few real gamers that were there at the time. SWG was such a success before NGE, that it literally can be run now on nothing more than donations, that the person giving them get nothing in game.
If you took SWTOR, removed the cash shop, said there will be no more new content, and if people don't donate to keep it alive, and get nothing in game in return, the game would shut down in a matter of months. No one would resurrect it and rewrite the server code from scratch either, because the people who play SWTOR attention span, is = to a my 3 year old.
I mean there are literally people in that game, who can't figure out how to do a 4 man group.......... And I don't mean a minority, almost every group, you will have some one that can't figure out what to do.
I honestly don't know how you call a cash shop, gambling box suckering, static, same quests everywhere, no social interaction, mindless pvp, a good game....... Literally in SWTOR, you could hop on first day, jump into pvp, and just ball smack your keyboard, and you would eventually kill some. In SWG, you would never get good at pvp, unless you worked at figuring out the items, skills, systems, and buffs of the game. You could ball slap all day long, and just die over and over. SWTOR, unless your a total brain dead moron, you can't die. I think I made it to lvl 29 before quiting, and never died once, and no that 3 second respawn, with 0 pen pvp death is not death.
Sum up = SWTOR you know 100 percent whats gonna happen all the time, every time nothing changes. SWG you have no idea what your gonna find when you log in.
If we really are dreaming then I rather have something that at least feels a little like watching the movies when you play....
Less focus on adding MMO features and mor on trying to bring the movies alive in a game. Both SWG and TOR failed there. I am not saying that either games didn't have their good points but both kinda made me feel like they decided the mechanics first and then added SW over it instead of the other way around.
A SW MMO shouldn't be played like any other MMO (be that UO or Wow), it should be customized specifically to bring the IP to life. Let us do what the heroes do in the movies and skip stuff that don't belong there.
If we really are dreaming then I rather have something that at least feels a little like watching the movies when you play....
Less focus on adding MMO features and mor on trying to bring the movies alive in a game.Both SWG and TOR failed there. I am not saying that either games didn't have their good points but both kinda made me feel like they decided the mechanics first and then added SW over it instead of the other way around.
At least in SWG, you could put down a house on one of the planets from the movies, near one of the cities from the movies, decorate it, tame and train bantha, rancors, and other creatures from the movies, fly the ships from the movies in a non-arcade manner, and have whatever professions you wanted that appeared in the movies (in the SWG pre-NGE at least).
No game is ever going to be a perfect rendition of the movie experience (until someone invents holodecks) but SWG did a far better job of bring the "experience alive" than did TOR, which was more like just seeing the sights on rails on the way past the scenery.
So while neither did a perfect job, original SWG did a lot better at it than TOR.
Plus that SoroSuub Luxury Yacht. A home in space, truly epic.
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
Once you know what your doing most classes can be stared and finished within 1-2 days tops.
SWG is a sandbox or open world design (depending on which definitions you choose to use) and SWTOR is a combat based game.
The planets are not as static as Swtor. The spawns are dynamic. In swtor if you kill an X and stand there for a minute another X will spawn. You destroy a squill lair on Tatooine in SWG and maybe nothing spawns but maybe a Eopie lair spawns.
You bemoan the fact that you need others to buff or heal you. That is called interdependence and it builds community. It is essential in sandbox games to have a strong community of people that rely on each other.
Yes TOR does get you into the action from level one but TOR is only about the action. It is a combat based game. It dose not treat crafting equally and it doesn't even have non combat support roles.
You are right they are apples and oranges, SWG is a nice crisp and juicy Honeycrisp while SWTOR is a bitter under ripe orange.
I'm not against anything here, but dude static is static. Just because something dies and respawns in a different skin does not make it Dynamic.
It's still just waiting to die. Both games are static in this sense.. It would be nice to actually see NPCs doing stuff.. enemies that patrol, emote and move around. At least in TOR this is true to a point. SWG NPCs just stand there. literally. There is still a long way to go in this area.
You obviously never played SWG. The NPC don't just sit there. Just for starters the police check you for stolen goods, Jabas guards that wander around, if you have bad faction will call you names, and then wipe the floor with you, if you aren't skilled enough.
Oh how I miss /hug and /kiss on Darth Vader and getting slapped to the floor lmao
Once you know what your doing most classes can be stared and finished within 1-2 days tops.
SWG is a sandbox or open world design (depending on which definitions you choose to use) and SWTOR is a combat based game.
The planets are not as static as Swtor. The spawns are dynamic. In swtor if you kill an X and stand there for a minute another X will spawn. You destroy a squill lair on Tatooine in SWG and maybe nothing spawns but maybe a Eopie lair spawns.
You bemoan the fact that you need others to buff or heal you. That is called interdependence and it builds community. It is essential in sandbox games to have a strong community of people that rely on each other.
Yes TOR does get you into the action from level one but TOR is only about the action. It is a combat based game. It dose not treat crafting equally and it doesn't even have non combat support roles.
You are right they are apples and oranges, SWG is a nice crisp and juicy Honeycrisp while SWTOR is a bitter under ripe orange.
I'm not against anything here, but dude static is static. Just because something dies and respawns in a different skin does not make it Dynamic.
It's still just waiting to die. Both games are static in this sense.. It would be nice to actually see NPCs doing stuff.. enemies that patrol, emote and move around. At least in TOR this is true to a point. SWG NPCs just stand there. literally. There is still a long way to go in this area.
You obviously never played SWG. The NPC don't just sit there. Just for starters the police check you for stolen goods, Jabas guards that wander around, if you have bad faction will call you names, and then wipe the floor with you, if you aren't skilled enough.
Oh how I miss /hug and /kiss on Darth Vader and getting slapped to the floor lmao
Also, just by the fact that you were able to put down a structure in world of SWG and change that world by doing so clearly showed the world was not static.
A player could change the game. ( I think one player's dead body was in front of a starport for months, on one server.)
In TOR, nothing any player ever did could change anything about the game world.
TOR is static (as in fixed in form and structure) SWG wasn't.
Why even compare? If you played both, you would know that they are very different games and the only comparison is that it takes place in the same galaxy (not even the same time).
Housing and player cities, one of the stronger features in SWG can not be compared to strongholds. Strongholds are just instanced houses. Something that has been done in so many MMO's by now. They look flashy, but as feature and their use it doesn't even come close to SWG housing and player cities. There are too many differences to write down.
Space combat is very different in both games.
Crafting is very different, gathering resources can't be more different. SWTOR uses the typical nodes.
SWTOR has no creature handler, or Bio engineering, or non combat roles. Especially this part together with the housing system made SWG more a virtual world then a adventure in a themepark like SWTOR.
SWTOR planet maps are tiny, feel very restricted and often on rails. Especially the way the story arcs unfold on the maps.
It is apples vs oranges. Depending on your taste you could like both or just one or none. Who cares. I like both.
Cool to see a discussion on both of these games Indeed, both games are extremely different and ranking them is very complicated due to each offering vastly different experiences from the other.
I've played both (and stuck with SWG for far longer than with TOR) and to be fair both aren't very good games : - SWTOR : It's what I call a "feature-centric MMO". The entire way the game is designed is very much a blueprint of "that other game" and you can clearly see that the BioWare team was given a checklist of things that make an MMO on a request by EA for a cash grab move. Even though the class storylines are interesting, SWTOR's world design (including but not limited to : environments, classes, companions, content) doesn't make an ounce of sense. The planets feel incredibly small and you can clearly see that they designed the quest zones based on what they needed them to be for the storyline rather than having a believable environment. Let's take Ord Mantell for example : Even though there is a Civil War going on, I don't feel it. It's not a battlefield. Then you have a Republic military base that is sitting at god damn walking distance for a separatist conquered village and they do nothing about it except from throwing 4 NPCs shooting at Sep NPCs for ever. Then you have worlds like Tatooine and Hoth with huge expanses of boring emptiness. Then you have everyone's individual super hero fantasy with no need to group up with other except for dungeons and raids because they are dungeons and raids. The game feels gamey because it was designed around features rather than trying to make a world come to life.
- SWG : It suffered from a huge lack of content, because as a sandbox it relied on people being the content, but it didn't provide the players enough tools to make that content (yes, I'm going there ). Where SWG shined was in its "Neutral" gameplay, but the GCW mechanics were horrid at launch. Imperial Crackdown and the GCW planet control were nice additions but were too little, too late. I can understand the lack of huge battles from a lore standpoint, because the Rebel Alliance within the SWG timeframe worked more as a guerilla operation than an army capable of openly resisting the Empire on the battlefield, but this is where the game devs should have implemented asymmetrical gameplay between factions : - Neutral : Just do whatever you want, make your way in the galaxy and enjoy your time (which was what SWG was all about) - Imperials : Conquer, control, consolidate - Rebels : Sabotage, raids, evade
SWG also lacked a few of defining Star Wars elements while adding some very fantasy-like elements that scream like SOE was designing their next-gen MMO Engine and stapled a Star Wars skin over it. Do you know why we don't see guys fighting with vibroblades, knuckle dusters and polearms in the Star Wars movies ? It's because everyone carries blasters, and because laser guns are a superior weapon to a homemade shank with a vibrator taped to it. The only group using melee weapons are Jedi and Force Sensitive, and that is justified because of rule of cool, plot armor and supernatural spiritual/mystical superpowers that allow them to not get shot in the face. Seeing professions such as brawlers, Fencer and MTKA would work as secondary utility skills but not as a main battlefield-viable way to fight.
Finally, both games suffered from a shared problem : expectations. Both are based on a very popular franchise with a very dedicated fan base who has its own expectations about what the Star Wars universe is. And the only advantage of MMOs compared to other game structures is that they allow players to dive in an feel the world of the game with the ability to share their fantasy with like-minded people (otherwise SRPGs like Skyrim do the trick). When you base a title off an IP, players expect adherence and coherence between that title and the rules of the universe after suspension of disbelief. Neither SWG nor SWTOR managed to do that and I don't blame them for that because the expectations from the fans were too high compared because of how developped the franchise was.
What made WoW a very succesful game (aside from the game design which was appreciated by many players) was that they had a fairly well know IP and brand but the world was barely developped at all in terms of lore (compared to the SW universe at the time that had 25 years of movies, games, fan fictions and EU materials). So, they could flesh out the world with its own rules without going over players expectations (which were mostly limited to having both Alliance and Horde duking it out while fighting against the Burning Legion and other threats of the world). So, becuse they had full creative license unhindered by customer expectations.
I'm not trying to dis both SW games and promote WoW (which I haven't played past a trial account because I just didn't like it). Just adding some fuel to the fire
I had good times with all those games. Time just came to move on to something different.
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
i really miss the SWG housing. put houses in planets in a spot you like, decorated with millions of different items, crafted or rewarded in every freaking spot in the house, crafting was crafting, each crafting was a challenge. Hope ''The Repopulation'' be like that. SWTOR, perfect animations, very very good graphics and thats all.
fan of SWG, XCOM, Defiance, Global Agenda, Need For Speed, all Star Wars single player games. And waiting the darn STAR CITIZEN
If we really are dreaming then I rather have something that at least feels a little like watching the movies when you play....
Less focus on adding MMO features and mor on trying to bring the movies alive in a game. Both SWG and TOR failed there. I am not saying that either games didn't have their good points but both kinda made me feel like they decided the mechanics first and then added SW over it instead of the other way around.
A SW MMO shouldn't be played like any other MMO (be that UO or Wow), it should be customized specifically to bring the IP to life. Let us do what the heroes do in the movies and skip stuff that don't belong there.
THIS: I enjoy TOR as a game.....but not as Star Wars.
Sorry, but I don't feel like a Jedi when I'm grinding out a pr of 224 gear set boots.
I played both for a decent chunk of time (9 months SWG pre-cu, 15 months SW:TOR from launch). I would sum up my opinion as:
SWG was a great idea, implemented badly SW:TOR was a bad idea, implemented averagely
The goal of SWG was fantastic, to create a living, breathing star wars universe that gamers could populate and live in. Massive freedom and variety, huge worlds to explore and tons of social stuff. In many respects it succeeded and those that got into it have remained fans years / decades later. However, it was an experiment, so not everything worked - it was not friendly to newbies, the combat could be clunky, the meta-game was massively complicated as well as the usual bugs / balance issues.
SW:TOR, on the other hand, was a terrible idea. Not only did the market not need another themepark, it didn't need one so bland. It lacks the star wars feel and the game in general is very shallow. Its a hit-it-and-quit it game, designed for short playsessions, minimal retention and separating customers from money. It didn't even do that very well with most players quitting within 6 months of launch and 2 rounds of server merges within the first year. Even the story lines were bland, but apparently voice acting is enough to fool players.
If SW:TOR released in 2003 (with SWG's budget), it would fail hard because, gameplay wise, it is worse than the other themeparks that were around back then. If SWG released in 2012 (with tor's budget) it would be massive success because there has never been a AAA sandbox MMORPG, it would blow the minds of the average MMO gamer and give them depth and satisfaction unmatched by modern MMORPGs.
Currently Playing: WAR RoR - Spitt rr7X Black Orc | Scrotling rr6X Squig Herder | Scabrous rr4X Shaman
At least in SWG, you could put down a house on one of the planets from the movies, near one of the cities from the movies, decorate it, tame and train bantha, rancors, and other creatures from the movies, fly the ships from the movies in a non-arcade manner, and have whatever professions you wanted that appeared in the movies (in the SWG pre-NGE at least).
No game is ever going to be a perfect rendition of the movie experience (until someone invents holodecks) but SWG did a far better job of bring the "experience alive" than did TOR, which was more like just seeing the sights on rails on the way past the scenery.
So while neither did a perfect job, original SWG did a lot better at it than TOR.
Well, TOR do have a more clone wars feeling and SWG is in the same world as SW. But the problem is that the feeling of the game never was anything like the movies at all, honestly would "Dune" have been a better IP for the gameplay then SW.
I am not talking about a perfect experience here, but a SW game could at least have the spirit of the movies and I feel that both games lack that. You don't need holodecks to keep the spirit of the movies in your game, it might look better in VR but that doesn't matter if you miss the soul of the movies.
That said, I do think SWG did some things really well but the extense crafting didn't have particularly much to do with the movies.
Both systems feel to me at least like they invented some cool mechanics (well, in TORs case they borrowed them from Wow and KOTOR) and slapped the SW IP on top of it instead of trying to make a game that feels like the movies. Neither is a bad game but they don't feel like SW.
SWG was and currently is the best Star wars game for so many reasons. A lot of SWG did not just come from the movies it also came from the 100s of novels and comics that were approved by lucas as cannon before they were allowed to be published. The lore and authenticity of SWG went so far beyond anything that people who don't read or aren't serious fans will ever appreciate. Just saying .
The GCW aspect of SWG was amazing if you were actually trying to be part of it. There were nights were rebels would sack a planet with an army of 100s to have the imperial guard arrive, with legions of At-St to repell them in their awesome sauce storm trooper costumes (although not the most efficient armor)
FOr me SWTOR failed....If it had been launched as a single player game I probably wouldnt have had any issue with it, but they kept trying to tell us its an MMO when it isnt.
I never understood the 'X vs Y' way of thinking. It just didn't make sense. Why not both? Or why not neither? If I like apples, why do I have to hate oranges? Hang on... I don't hate oranges. I like oranges.
I never understood the 'X vs Y' way of thinking. It just didn't make sense. Why not both? Or why not neither? If I like apples, why do I have to hate oranges? Hang on... I don't hate oranges. I like oranges.
/divide by zero error
It isn't exactly apples Vs oranges, while the game differs they are still SW MMOs. It is more like comparing different kind of apples and that SW fans want to discuss which game they feel captured the IP best isn't that strange.
Then again, people do discuss which fruit they like best at times... But noone said you can't enjoy both (I am pretty sure you aren't allowed to think that ep 1 is the best movie or that Jar Jar is the best SW character though for obvious reasons).
Really? People still can't let SWG go? What's it been 5 or 6 years now? No offense but it would be scary as hell to know what some of these bitter Swg vets would do if they got dumped by an actual person in a real life relationship....I mean they can't even get over a video game after 5 years...
Comments
If you took SWTOR, removed the cash shop, said there will be no more new content, and if people don't donate to keep it alive, and get nothing in game in return, the game would shut down in a matter of months. No one would resurrect it and rewrite the server code from scratch either, because the people who play SWTOR attention span, is = to a my 3 year old.
I mean there are literally people in that game, who can't figure out how to do a 4 man group.......... And I don't mean a minority, almost every group, you will have some one that can't figure out what to do.
I honestly don't know how you call a cash shop, gambling box suckering, static, same quests everywhere, no social interaction, mindless pvp, a good game....... Literally in SWTOR, you could hop on first day, jump into pvp, and just ball smack your keyboard, and you would eventually kill some. In SWG, you would never get good at pvp, unless you worked at figuring out the items, skills, systems, and buffs of the game. You could ball slap all day long, and just die over and over. SWTOR, unless your a total brain dead moron, you can't die. I think I made it to lvl 29 before quiting, and never died once, and no that 3 second respawn, with 0 pen pvp death is not death.
Sum up = SWTOR you know 100 percent whats gonna happen all the time, every time nothing changes. SWG you have no idea what your gonna find when you log in.
Its the most commonly misspelled word on the internet and I intend to change that.
Its the KOTOR remake mod by the Apeiron team in Unreal Engine 4 first person.
Have fun
"The Society that separates its scholars from its warriors will have its thinking done by cowards and its fighting by fools."
Currently: Games Audio Engineer, you didn't hear what I heard, you heard what I wanted you to hear.
Less focus on adding MMO features and mor on trying to bring the movies alive in a game. Both SWG and TOR failed there. I am not saying that either games didn't have their good points but both kinda made me feel like they decided the mechanics first and then added SW over it instead of the other way around.
A SW MMO shouldn't be played like any other MMO (be that UO or Wow), it should be customized specifically to bring the IP to life. Let us do what the heroes do in the movies and skip stuff that don't belong there.
No game is ever going to be a perfect rendition of the movie experience (until someone invents holodecks) but SWG did a far better job of bring the "experience alive" than did TOR, which was more like just seeing the sights on rails on the way past the scenery.
So while neither did a perfect job, original SWG did a lot better at it than TOR.
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
A player could change the game. ( I think one player's dead body was in front of a starport for months, on one server.)
In TOR, nothing any player ever did could change anything about the game world.
TOR is static (as in fixed in form and structure) SWG wasn't.
Housing and player cities, one of the stronger features in SWG can not be compared to strongholds. Strongholds are just instanced houses. Something that has been done in so many MMO's by now. They look flashy, but as feature and their use it doesn't even come close to SWG housing and player cities. There are too many differences to write down.
Space combat is very different in both games.
Crafting is very different, gathering resources can't be more different. SWTOR uses the typical nodes.
SWTOR has no creature handler, or Bio engineering, or non combat roles. Especially this part together with the housing system made SWG more a virtual world then a adventure in a themepark like SWTOR.
SWTOR planet maps are tiny, feel very restricted and often on rails. Especially the way the story arcs unfold on the maps.
It is apples vs oranges. Depending on your taste you could like both or just one or none. Who cares. I like both.
Cool to see a discussion on both of these games Indeed, both games are extremely different and ranking them is very complicated due to each offering vastly different experiences from the other.
I've played both (and stuck with SWG for far longer than with TOR) and to be fair both aren't very good games :
- SWTOR : It's what I call a "feature-centric MMO". The entire way the game is designed is very much a blueprint of "that other game" and you can clearly see that the BioWare team was given a checklist of things that make an MMO on a request by EA for a cash grab move. Even though the class storylines are interesting, SWTOR's world design (including but not limited to : environments, classes, companions, content) doesn't make an ounce of sense. The planets feel incredibly small and you can clearly see that they designed the quest zones based on what they needed them to be for the storyline rather than having a believable environment. Let's take Ord Mantell for example : Even though there is a Civil War going on, I don't feel it. It's not a battlefield. Then you have a Republic military base that is sitting at god damn walking distance for a separatist conquered village and they do nothing about it except from throwing 4 NPCs shooting at Sep NPCs for ever. Then you have worlds like Tatooine and Hoth with huge expanses of boring emptiness. Then you have everyone's individual super hero fantasy with no need to group up with other except for dungeons and raids because they are dungeons and raids. The game feels gamey because it was designed around features rather than trying to make a world come to life.
- SWG : It suffered from a huge lack of content, because as a sandbox it relied on people being the content, but it didn't provide the players enough tools to make that content (yes, I'm going there ). Where SWG shined was in its "Neutral" gameplay, but the GCW mechanics were horrid at launch. Imperial Crackdown and the GCW planet control were nice additions but were too little, too late. I can understand the lack of huge battles from a lore standpoint, because the Rebel Alliance within the SWG timeframe worked more as a guerilla operation than an army capable of openly resisting the Empire on the battlefield, but this is where the game devs should have implemented asymmetrical gameplay between factions :
- Neutral : Just do whatever you want, make your way in the galaxy and enjoy your time (which was what SWG was all about)
- Imperials : Conquer, control, consolidate
- Rebels : Sabotage, raids, evade
SWG also lacked a few of defining Star Wars elements while adding some very fantasy-like elements that scream like SOE was designing their next-gen MMO Engine and stapled a Star Wars skin over it. Do you know why we don't see guys fighting with vibroblades, knuckle dusters and polearms in the Star Wars movies ? It's because everyone carries blasters, and because laser guns are a superior weapon to a homemade shank with a vibrator taped to it. The only group using melee weapons are Jedi and Force Sensitive, and that is justified because of rule of cool, plot armor and supernatural spiritual/mystical superpowers that allow them to not get shot in the face.
Seeing professions such as brawlers, Fencer and MTKA would work as secondary utility skills but not as a main battlefield-viable way to fight.
Finally, both games suffered from a shared problem : expectations. Both are based on a very popular franchise with a very dedicated fan base who has its own expectations about what the Star Wars universe is. And the only advantage of MMOs compared to other game structures is that they allow players to dive in an feel the world of the game with the ability to share their fantasy with like-minded people (otherwise SRPGs like Skyrim do the trick).
When you base a title off an IP, players expect adherence and coherence between that title and the rules of the universe after suspension of disbelief. Neither SWG nor SWTOR managed to do that and I don't blame them for that because the expectations from the fans were too high compared because of how developped the franchise was.
What made WoW a very succesful game (aside from the game design which was appreciated by many players) was that they had a fairly well know IP and brand but the world was barely developped at all in terms of lore (compared to the SW universe at the time that had 25 years of movies, games, fan fictions and EU materials). So, they could flesh out the world with its own rules without going over players expectations (which were mostly limited to having both Alliance and Horde duking it out while fighting against the Burning Legion and other threats of the world). So, becuse they had full creative license unhindered by customer expectations.
I'm not trying to dis both SW games and promote WoW (which I haven't played past a trial account because I just didn't like it). Just adding some fuel to the fire
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
Hope ''The Repopulation'' be like that.
SWTOR, perfect animations, very very good graphics and thats all.
I enjoy TOR as a game.....but not as Star Wars.
Sorry, but I don't feel like a Jedi when I'm grinding out a pr of 224 gear set boots.
SWG was a great idea, implemented badly
SW:TOR was a bad idea, implemented averagely
The goal of SWG was fantastic, to create a living, breathing star wars universe that gamers could populate and live in. Massive freedom and variety, huge worlds to explore and tons of social stuff. In many respects it succeeded and those that got into it have remained fans years / decades later. However, it was an experiment, so not everything worked - it was not friendly to newbies, the combat could be clunky, the meta-game was massively complicated as well as the usual bugs / balance issues.
SW:TOR, on the other hand, was a terrible idea. Not only did the market not need another themepark, it didn't need one so bland. It lacks the star wars feel and the game in general is very shallow. Its a hit-it-and-quit it game, designed for short playsessions, minimal retention and separating customers from money. It didn't even do that very well with most players quitting within 6 months of launch and 2 rounds of server merges within the first year. Even the story lines were bland, but apparently voice acting is enough to fool players.
If SW:TOR released in 2003 (with SWG's budget), it would fail hard because, gameplay wise, it is worse than the other themeparks that were around back then. If SWG released in 2012 (with tor's budget) it would be massive success because there has never been a AAA sandbox MMORPG, it would blow the minds of the average MMO gamer and give them depth and satisfaction unmatched by modern MMORPGs.
I am not talking about a perfect experience here, but a SW game could at least have the spirit of the movies and I feel that both games lack that. You don't need holodecks to keep the spirit of the movies in your game, it might look better in VR but that doesn't matter if you miss the soul of the movies.
That said, I do think SWG did some things really well but the extense crafting didn't have particularly much to do with the movies.
Both systems feel to me at least like they invented some cool mechanics (well, in TORs case they borrowed them from Wow and KOTOR) and slapped the SW IP on top of it instead of trying to make a game that feels like the movies. Neither is a bad game but they don't feel like SW.
SWG was and currently is the best Star wars game for so many reasons. A lot of SWG did not just come from the movies it also came from the 100s of novels and comics that were approved by lucas as cannon before they were allowed to be published. The lore and authenticity of SWG went so far beyond anything that people who don't read or aren't serious fans will ever appreciate. Just saying .
The GCW aspect of SWG was amazing if you were actually trying to be part of it. There were nights were rebels would sack a planet with an army of 100s to have the imperial guard arrive, with legions of At-St to repell them in their awesome sauce storm trooper costumes (although not the most efficient armor)
Why not both? Or why not neither?
If I like apples, why do I have to hate oranges?
Hang on... I don't hate oranges. I like oranges.
/divide by zero error
Original - http://forums.somethingawful.com/showthread.php?threadid=3748466&userid=0&perpage=40&pagenumber=4551#post462019951 (paywall)
http://www.eurogamer.net/articles/2016-07-15-through-gritted-teeth-star-citizen-developer-gives-player-whopping-usd2500-refund
CIG is sued by Crytek
https://www.polygon.com/2017/12/14/16776300/crytek-star-citizen-lawsuit-cig-rsi
EX-Backer StreetRoller sues Chris Roberts
https://www.youtube.com/watch?v=ojx7VcbowYQ
Then again, people do discuss which fruit they like best at times... But noone said you can't enjoy both (I am pretty sure you aren't allowed to think that ep 1 is the best movie or that Jar Jar is the best SW character though for obvious reasons).
Take SWTOR and add SWG skill system, crafting and housing.
TBH I'd love to see a SW version of Middle Earth: Shadow of Mordor. The nemesis system seems ideal for it.
I didn't think ep1 was THAT bad. But that's because I saw ep2 and ep3 first.
Original - http://forums.somethingawful.com/showthread.php?threadid=3748466&userid=0&perpage=40&pagenumber=4551#post462019951 (paywall)
http://www.eurogamer.net/articles/2016-07-15-through-gritted-teeth-star-citizen-developer-gives-player-whopping-usd2500-refund
CIG is sued by Crytek
https://www.polygon.com/2017/12/14/16776300/crytek-star-citizen-lawsuit-cig-rsi
EX-Backer StreetRoller sues Chris Roberts
https://www.youtube.com/watch?v=ojx7VcbowYQ