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What is PRE-CU SWG and how did they screw it up?

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Comments

  • in4sitin4sit Member Posts: 130

    Better question:

    How did they make it better?  Because when more than half of your player base leaves,...  they think thats better.  

    Been there done that:
    Asherons Call,SWG,AOC,D&D,COH,Anarchy Online,DAOC,EVE,Guild Wars,LOTRO,POTBS,WAR,WW2, and Rift

  • mo0rbidmo0rbid Member Posts: 363

    I have not played SWG pre-cu myself. But after reading this thread I can really feel why you all praise this game as much as you do. It seems so very fun and limitless. Like a big sandbox mmo full of fun. Why didnt I play SWG?! I knew that it existed but I didnt know jack about it :( damn I regret not playing it. From what all of you are describing it seems like you never have had more fun in a game before. It seems truly epic and grand alltough filled with bugs and balance issues it still seems to capture that magical thing thats so hard to find.

    image

  • shirlntshirlnt Member UncommonPosts: 351

    Lorechaser....Shyy'rissk....Teqas by any chance?  CRUE? Your name sounds familiar and I noticed you were on Flurry.

  • BushMonkeyBushMonkey Member Posts: 1,406
    Originally posted by mo0rbid


    I have not played SWG pre-cu myself. But after reading this thread I can really feel why you all praise this game as much as you do. It seems so very fun and limitless. Like a big sandbox mmo full of fun. Why didnt I play SWG?! I knew that it existed but I didnt know jack about it :( damn I regret not playing it. From what all of you are describing it seems like you never have had more fun in a game before. It seems truly epic and grand alltough filled with bugs and balance issues it still seems to capture that magical thing thats so hard to find.



    Heh after a while you played the game as an extension of yourself. and it was more than an automatic reflex conditioned by time in the game.

      oh no you literally thought of yourself as being part of your toon or your toon being part of yourself. Like your toon was your hand or arm.   Its hard to explain or quantify as you say "that magical thing thats so hard to find" it was a highly immersive and addictive virtual world  bugs and all.

      And yes i have never more fun in a game before or since.

  • wolfmannwolfmann Member Posts: 1,159

    Originally posted by BushMonkey

    Originally posted by mo0rbid


    I have not played SWG pre-cu myself. But after reading this thread I can really feel why you all praise this game as much as you do. It seems so very fun and limitless. Like a big sandbox mmo full of fun. Why didnt I play SWG?! I knew that it existed but I didnt know jack about it :( damn I regret not playing it. From what all of you are describing it seems like you never have had more fun in a game before. It seems truly epic and grand alltough filled with bugs and balance issues it still seems to capture that magical thing thats so hard to find.



    Heh after a while you played the game as an extension of yourself. and it was more than an automatic reflex conditioned by time in the game.

      oh no you literally thought of yourself as being part of your toon or your toon being part of yourself. Like your toon was your hand or arm.   Its hard to explain or quantify as you say "that magical thing thats so hard to find" it was a highly immersive and addictive virtual world  bugs and all.

      And yes i have never more fun in a game before or since.


    Personally, I think I still bear some of RK-31 inside me...at least people say I'm as grumpy as he was nowadays...

    Heh, ya know, I got a screenshot of RK-31 enhanced into something like a painting and it's on my wall here. Thats how close I got to my character, because he wasnt "just a tank" or "just a healer" or "just another hero"... He was a person living in that galaxy far far away.

    imageThe last of the Trackers

  • zipitzipit Member Posts: 487

    Originally posted by Dinaja


     
    Originally posted by zipit


     
     
     
        Also makes me think of the LFG system in other MMOs. If you put together a party in WoW for example, you do it because you need them for a mission/quest. You use them or they use you as a tool and when it's finished people go their seperate ways hunting for that ever elusive next item or level.
         It wasn't like that PRE-CU. People actually cared. I can't remember how many times I saw complete strangers rushing into a battle to defend somebody they didn't even know. When I started, I kept getting amazed at how friendly people were, they poured their knowledge and credits/items over you like it was x-mas.
     
     Btw, Han DID shoot first, otherwise he wouldn't be Han Solo, now would he?
     
         SOE we fight, lest beasts we become...
    Well thats not entirely true. Prior to doc buffs and armor people did group with strangers to do missions on dath/dant/lok. How many times I remember seeing, "Ok everybody get a mission to the SW for 12k rancors" or "Everybody get a mission for Nyms to the North"

     

    As for people caring, I agree for the majority of people I met throughout my time in SWG. Eventhough they were strangers they were kind, thoughtful, and generous. What goes around came around, I was nice and generous in turn to people I didnt know, and what is best- nice people werent taken advantage of.

     

         Well, yes and no. You're absolutely right about the early days, but I was also referring to the general atmosphere of the game compared to other MMOs currently available.

  • zipitzipit Member Posts: 487

    Originally posted by BushMonkey

    Originally posted by mo0rbid


    I have not played SWG pre-cu myself. But after reading this thread I can really feel why you all praise this game as much as you do. It seems so very fun and limitless. Like a big sandbox mmo full of fun. Why didnt I play SWG?! I knew that it existed but I didnt know jack about it :( damn I regret not playing it. From what all of you are describing it seems like you never have had more fun in a game before. It seems truly epic and grand alltough filled with bugs and balance issues it still seems to capture that magical thing thats so hard to find.



    Heh after a while you played the game as an extension of yourself. and it was more than an automatic reflex conditioned by time in the game.

      oh no you literally thought of yourself as being part of your toon or your toon being part of yourself. Like your toon was your hand or arm.
       Its hard to explain or quantify as you say "that magical thing thats so hard to find" it was a highly immersive and addictive virtual world  bugs and all.

      And yes i have never more fun in a game before or since.

     

         Exactly!!!!   Only vets will stop their daily chores, look up and know exactly what you're talking about. Speaking about that feeling of immersion, there are actually some theories out there about this subject, one of them using the theory of  "the third place".

  • raihiryuraihiryu Member Posts: 14

    I agree. It was my first MMO, and it accually made me get into the Star Wars universe. I wasn't really into anything Star Wars, nor could I understand why people dressed up as Stormtroopers at conventions. That was until I got my own Stormtrooper suit in-game. Then Star Wars took over my on-line life, as well as much of my attention off-line. I got the SWG artbook, and the pins and... man... it was sad when they changed it. *bitter* Oh, well. I just remember the times... *sigh*... and get back to the useless grindfest that is WoW. To all my peoples back on Bloodfin.... Daoba Guerfel Zealots 4-Lyfe!!! -Well, at least until CU-

  • matraquematraque Member Posts: 1,431

    Koster did a great job on paper... but it did not translate well in the game.  Most of the systems in place were only 1st passes and almost had no QA directions...

     

    If it's a SW MMO, you can be sure Bioware will go for systems that works... No place for experiementations this time.

    eqnext.wikia.com

  • BushMonkeyBushMonkey Member Posts: 1,406
    Originally posted by wolfmann


     
    Originally posted by BushMonkey

    Originally posted by mo0rbid


    I have not played SWG pre-cu myself. But after reading this thread I can really feel why you all praise this game as much as you do. It seems so very fun and limitless. Like a big sandbox mmo full of fun. Why didnt I play SWG?! I knew that it existed but I didnt know jack about it :( damn I regret not playing it. From what all of you are describing it seems like you never have had more fun in a game before. It seems truly epic and grand alltough filled with bugs and balance issues it still seems to capture that magical thing thats so hard to find.



    Heh after a while you played the game as an extension of yourself. and it was more than an automatic reflex conditioned by time in the game.

      oh no you literally thought of yourself as being part of your toon or your toon being part of yourself. Like your toon was your hand or arm.   Its hard to explain or quantify as you say "that magical thing thats so hard to find" it was a highly immersive and addictive virtual world  bugs and all.

      And yes i have never more fun in a game before or since.


    Personally, I think I still bear some of RK-31 inside me...at least people say I'm as grumpy as he was nowadays...

     

    Heh, ya know, I got a screenshot of RK-31 enhanced into something like a painting and it's on my wall here. Thats how close I got to my character, because he wasnt "just a tank" or "just a healer" or "just another hero"... He was a person living in that galaxy far far away.



     He was a person=yourself, living in that galaxy far far away. 

      My feelings exactly 

     And what happened when SOE pulled the CUNGE?   They injured part of you . And that is a reason why the vets carry on 2years + and counting, because it became personal.

  • VagelispVagelisp Member UncommonPosts: 448

    http://www.nytimes.com/2005/12/10/arts/10star.html?_r=1&oref=slogin

    "We really just needed to make the game a lot more accessible to a much broader player base," said Nancy MacIntyre, the game's senior director at LucasArts. "There was lots of reading, much too much, in the game. There was a lot of wandering around learning about different abilities. We really needed to give people the experience of being Han Solo or Luke Skywalker rather than being Uncle Owen, the moisture farmer. We wanted more instant gratification: kill, get treasure, repeat. We needed to give people more of an opportunity to be a part of what they have seen in the movies rather than something they had created themselves."

    Creating something yourself is against the rules of modern mmo gaming ("kill, get treasure, repeat"). That saith Nancy MacIntyre instead of delivering pizzas.

    Nevermind ...

  • LinnaLinna Member Posts: 387

    Originally posted by Vagelisp


    http://www.nytimes.com/2005/12/10/arts/10star.html?_r=1&oref=slogin
    "We really just needed to make the game a lot more accessible to a much broader player base," said Nancy MacIntyre, the game's senior director at LucasArts. "There was lots of reading, much too much, in the game. There was a lot of wandering around learning about different abilities. We really needed to give people the experience of being Han Solo or Luke Skywalker rather than being Uncle Owen, the moisture farmer. We wanted more instant gratification: kill, get treasure, repeat. We needed to give people more of an opportunity to be a part of what they have seen in the movies rather than something they had created themselves."
    Creating something yourself is against the rules of modern mmo gaming ("kill, get treasure, repeat"). That saith Nancy MacIntyre instead of delivering pizzas.
    Nevermind ...
    I rather liked being Linna , the architect turned freedom fighter (specialised in blowing up bases... somehow appropriate), Sita, the sister who went imperial in order to spy for the rebellion, Akeno, the bio-engineer, Enka, the crafting doc/pvp-ing swordswoman, and Aheh, the entertainer. I never felt a need to be a Luke Skywalker clone, and instant gratification bores me to death. Dumbing down ftl.

    Linna

  • hubertgrovehubertgrove Member Posts: 1,141

    Originally posted by mo0rbid


    I have not played SWG pre-cu myself. But after reading this thread I can really feel why you all praise this game as much as you do. It seems so very fun and limitless. Like a big sandbox mmo full of fun. Why didnt I play SWG?! I knew that it existed but I didnt know jack about it :( damn I regret not playing it. From what all of you are describing it seems like you never have had more fun in a game before. It seems truly epic and grand alltough filled with bugs and balance issues it still seems to capture that magical thing thats so hard to find.

    You put your finger on one of the - many - problems with SOE's management of SWG.

    You didn't play because you didn't know about the game and that was because SOE was always pumping money into overblown and, with the exception of JTL (an expansion that was originally supposed to be shipped as an integral part of the game itself, unnecessary expansions - rather than spending money on fixing the game and, above all, marketing the game.

    SOE was always crazy for expansions because that meant they had another $50-60 unit they could sell to an already captive audience, even if that audience was growing increasingly resentful of having to pay more for a game it was already churning out $15 a month ot play anyway.

    Strange to consider that SWG has had three paid expansions while WoW has had only one. How many has SOE's EQ2 had? Even more than SWG, I believe.

  • hubertgrovehubertgrove Member Posts: 1,141
    Originally posted by Linna


     
    Originally posted by Vagelisp


    http://www.nytimes.com/2005/12/10/arts/10star.html?_r=1&oref=slogin
    "We really just needed to make the game a lot more accessible to a much broader player base," said Nancy MacIntyre, the game's senior director at LucasArts. "There was lots of reading, much too much, in the game. There was a lot of wandering around learning about different abilities. We really needed to give people the experience of being Han Solo or Luke Skywalker rather than being Uncle Owen, the moisture farmer. We wanted more instant gratification: kill, get treasure, repeat. We needed to give people more of an opportunity to be a part of what they have seen in the movies rather than something they had created themselves."
    Creating something yourself is against the rules of modern mmo gaming ("kill, get treasure, repeat"). That saith Nancy MacIntyre instead of delivering pizzas.
    Nevermind ...
    I rather liked being Linna , the architect turned freedom fighter (specialised in blowing up bases... somehow appropriate), Sita, the sister who went imperial in order to spy for the rebellion, Akeno, the bio-engineer, Enka, the crafting doc/pvp-ing swordswoman, and Aheh, the entertainer. I never felt a need to be a Luke Skywalker clone, and instant gratification bores me to death. Dumbing down ftl.

     

    Linna

    Me, I liked being Redyrd, Gentleman Jedi, Freelance Acer in my red jumpsuit and white hat and boots while also being, at the same time, an Imperial Colonel with an AT&T.

  • LinnaLinna Member Posts: 387

     

    Originally posted by hubertgrove

    Originally posted by Linna


     
    Originally posted by Vagelisp


    http://www.nytimes.com/2005/12/10/arts/10star.html?_r=1&oref=slogin
    "We really just needed to make the game a lot more accessible to a much broader player base," said Nancy MacIntyre, the game's senior director at LucasArts. "There was lots of reading, much too much, in the game. There was a lot of wandering around learning about different abilities. We really needed to give people the experience of being Han Solo or Luke Skywalker rather than being Uncle Owen, the moisture farmer. We wanted more instant gratification: kill, get treasure, repeat. We needed to give people more of an opportunity to be a part of what they have seen in the movies rather than something they had created themselves."
    Creating something yourself is against the rules of modern mmo gaming ("kill, get treasure, repeat"). That saith Nancy MacIntyre instead of delivering pizzas.
    Nevermind ...
    I rather liked being Linna , the architect turned freedom fighter (specialised in blowing up bases... somehow appropriate), Sita, the sister who went imperial in order to spy for the rebellion, Akeno, the bio-engineer, Enka, the crafting doc/pvp-ing swordswoman, and Aheh, the entertainer. I never felt a need to be a Luke Skywalker clone, and instant gratification bores me to death. Dumbing down ftl.

     

    Linna

    Me, I liked being Redyrd, Gentleman Jedi, Freelance Acer in my red jumpsuit and white hat and boots while also being, at the same time, an Imperial Colonel with an AT&T.

    I logged in a few months back (free trial period) to give the last of my stuff away. It was a bit upsetting to see my hard-earned rebel and imperial ranks gone. Colonel no more. I hadn't thought there was anything else they could take away, but I guess I was wrong.

     

    Linna

  • SioBabbleSioBabble Member Posts: 2,803

    Originally posted by Vagelisp


    http://www.nytimes.com/2005/12/10/arts/10star.html?_r=1&oref=slogin
    "We really just needed to make the game a lot more accessible to a much broader player base," said Nancy MacIntyre, the game's senior director at LucasArts. "There was lots of reading, much too much, in the game. There was a lot of wandering around learning about different abilities. We really needed to give people the experience of being Han Solo or Luke Skywalker rather than being Uncle Owen, the moisture farmer. We wanted more instant gratification: kill, get treasure, repeat. We needed to give people more of an opportunity to be a part of what they have seen in the movies rather than something they had created themselves."
    Creating something yourself is against the rules of modern mmo gaming ("kill, get treasure, repeat"). That saith Nancy MacIntyre instead of delivering pizzas.
    Nevermind ...

    It's amazing how making "the game more accessible" completely failed to improve the subscription numbers.  In fact, making "the game more accessible" did the exact opposite.

    Nancy McIntyre, sooper genious!

    CH, Jedi, Commando, Smuggler, BH, Scout, Doctor, Chef, BE...yeah, lots of SWG time invested.

    Once a denizen of Ahazi

  • VagelispVagelisp Member UncommonPosts: 448
    Originally posted by SioBabble


     
    Originally posted by Vagelisp


    http://www.nytimes.com/2005/12/10/arts/10star.html?_r=1&oref=slogin
    "We really just needed to make the game a lot more accessible to a much broader player base," said Nancy MacIntyre, the game's senior director at LucasArts. "There was lots of reading, much too much, in the game. There was a lot of wandering around learning about different abilities. We really needed to give people the experience of being Han Solo or Luke Skywalker rather than being Uncle Owen, the moisture farmer. We wanted more instant gratification: kill, get treasure, repeat. We needed to give people more of an opportunity to be a part of what they have seen in the movies rather than something they had created themselves."
    Creating something yourself is against the rules of modern mmo gaming ("kill, get treasure, repeat"). That saith Nancy MacIntyre instead of delivering pizzas.
    Nevermind ...

     

    It's amazing how making "the game more accessible" completely failed to improve the subscription numbers.  In fact, making "the game more accessible" did the exact opposite.

    Nancy McIntyre, sooper genious!

     

     

    Yes. It's funny that people who decided about the future of SWG thought that it would be better to make everyone a han solo or a luke skywalker. Especially when they believed that most people want to resemble characters from movies and not to express themselves in a different way.

    Indeed, SWG was neither balanced nor perfect but i think that there might be better ways to fix these problems instead of turning the whole game into something that was not approved by its  "small" (financially speaking) player base. 

    Even if there are plans to rollback the servers i will not agree. There are people who enjoy the game in its current state and i have no right to spoil their fun using the same way; as they did to me.

    I would prefer a "new" pre cu (called sandbox) server, (with limited, or no support at all). This (in my opinion) will keep both sides happy and may the "best" model win.

    P.S: SWG pre cu is not dead. Its community is still here, alive, waiting.

  • zipitzipit Member Posts: 487

    Originally posted by Vagelisp

    Originally posted by SioBabble


     
    Originally posted by Vagelisp


    http://www.nytimes.com/2005/12/10/arts/10star.html?_r=1&oref=slogin
    "We really just needed to make the game a lot more accessible to a much broader player base," said Nancy MacIntyre, the game's senior director at LucasArts. "There was lots of reading, much too much, in the game. There was a lot of wandering around learning about different abilities. We really needed to give people the experience of being Han Solo or Luke Skywalker rather than being Uncle Owen, the moisture farmer. We wanted more instant gratification: kill, get treasure, repeat. We needed to give people more of an opportunity to be a part of what they have seen in the movies rather than something they had created themselves."
    Creating something yourself is against the rules of modern mmo gaming ("kill, get treasure, repeat"). That saith Nancy MacIntyre instead of delivering pizzas.
    Nevermind ...

     

    It's amazing how making "the game more accessible" completely failed to improve the subscription numbers.  In fact, making "the game more accessible" did the exact opposite.

    Nancy McIntyre, sooper genious!

     

     

    Yes. It's funny that people who decided about the future of SWG thought that it would be better to make everyone a han solo or a luke skywalker. Especially when they believed that most people want to resemble characters from movies and not to express themselves in a different way.

    Indeed, SWG was neither balanced nor perfect but i think that there might be better ways to fix these problems instead of turning the whole game into something that was not approved by its  "small" (financially speaking) player base. 

    Even if there are plans to rollback the servers i will not agree. There are people who enjoy the game in its current state and i have no right to spoil their fun using the same way; as they did to me.

    I would prefer a "new" pre cu (called sandbox) server, (with limited, or no support at all). This (in my opinion) will keep both sides happy and may the "best" model win.

    P.S: SWG pre cu is not dead. Its community is still here, alive, waiting.

     

       Amen brother !!!

     

         SOE we fight lest beasts we become...

  • ThaosThaos Member Posts: 3

     

    Originally posted by Vagelisp


    http://www.nytimes.com/2005/12/10/arts/10star.html?_r=1&oref=slogin
    "We really just needed to make the game a lot more accessible to a much broader player base," said Nancy MacIntyre, the game's senior director at LucasArts. "There was lots of reading, much too much, in the game. There was a lot of wandering around learning about different abilities. We really needed to give people the experience of being Han Solo or Luke Skywalker rather than being Uncle Owen, the moisture farmer. We wanted more instant gratification: kill, get treasure, repeat. We needed to give people more of an opportunity to be a part of what they have seen in the movies rather than something they had created themselves."
    Creating something yourself is against the rules of modern mmo gaming ("kill, get treasure, repeat"). That saith Nancy MacIntyre instead of delivering pizzas.
    Nevermind ...

    That's the second time I've seen that quote. It is born of pure ignorance. Neither Lucas Arts nor SOE seem to realize that the "something that they created themselves" in that virtual world built around the movies was precisely what gave the former SWG the magic 'It' factor sought after by every MMORPG ever made; and/or ever will be made.

    In my humble opinion every MMO company has failed to realize that there is a demand and 'fanbase' for that kind of "sandbox" creativity which when emplemented endears the game to those who are allowed the freedom to 'co-create' within it. The industry as a whole has failed in this regard which is why one cannot find anything that comes close to being comparable. Personally it seems that I just keep running into games that are filled with dead 'processes' allowing you to traverse from point 'A' to point 'B' in one's game experience. It's a closed system the industry calls "treadmiling".

    But with all of those (30+) professions in the former SWG, which could be intermingled, and that wicked crafting system the "treadmilling" aspect was long gone and full out personal creativity was the order of the day. That aspect made the game belong to the players because 'WE' 'created' the content. Untill the industry as a whole, or at least a few companies understand this to some degree we will continue to see what we are seeing... more "treadmilling" i.e games filled with rank processes. Lucas Arts and SOE fell right into the mode of the status quo and stripped every aspect that provided the sense of player co-creativity out of the game. A monumental mistake that will forever echo through the halls of MMO gaming. There is no gaming forum that you can find wherein someone(s) frrom those the glory days who had this SWG experience is not present. Nowhere.

    It still stuns me; what they did.

    The Nightwind

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