Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

SOE unviels Star Wars: Clone Wars MMO

ChieftanChieftan Member UncommonPosts: 1,188

http://kotaku.com/5552522/free-realms-meets-star-wars-in-clones-wars-adventures

 

I'm a little surprised that Lucasarts would let SOE use the SW license again but I gotta say, this could put a dent in SWTOR.  At least the artists at SOE know how to draw a lightsaber.

My youtube MMO gaming channel



«1

Comments

  • eyeswideopeneyeswideopen Member Posts: 2,414

    -Letting Derek Smart work on your game is like letting Osama bin Laden work in the White House. Something will burn.-
    -And on the 8th day, man created God.-

  • DaywolfDaywolf Member Posts: 749

    Originally posted by Chieftan this could put a dent in SWTOR. 

    I don't think so. This seems to be more about mini-games and tournament gaming. Maybe mixed in some linear progression game modules or something, that you buy from their store like DDO. That’s the impression I get anyway.

    M59, UO, EQ1, WWIIOL, PS, EnB, SL, SWG. MoM, EQ2, AO, SB, CoH, LOTRO, WoW, DDO+ f2p's, Demo’s & indie alpha's.

  • ChieftanChieftan Member UncommonPosts: 1,188

    Originally posted by eyeswideopen

    Little behind the times, are we?

    http://www.mmorpg.com/discussion2.cfm/thread/280072/General-Star-Wars-Clone-Wars-Adventures-MMO-Announced-UPDATED.html

    I was out eating barbeque all day yesterday and worked a 10 hour shift today.

    So yeah.

    My youtube MMO gaming channel



  • IhmoteppIhmotepp Member Posts: 14,495

    It's free to play. Zero interest. 

    image

  • DaywolfDaywolf Member Posts: 749

    Originally posted by Ihmotepp

    It's free to play. Zero interest. 

    It's going to be dual marketing, I mean f2p and subs. That's why I mentioned DDO. But who knows...

    Tower battles sounds interesting, hope they mean PvP with good numbers. SOE.... probably not :(

     

    The SW IP needs a SW: Battlefront mmofps ;)

    M59, UO, EQ1, WWIIOL, PS, EnB, SL, SWG. MoM, EQ2, AO, SB, CoH, LOTRO, WoW, DDO+ f2p's, Demo’s & indie alpha's.

  • randomtrandomt Member UncommonPosts: 1,220

    Say what you will about swg, it's been going strong enough for sony to keep it alive after all this time.. Despite how vocal the oldschoolers are about how the old game was much better, many people enjoyed the new one, especially the wow generation types.

  • DaywolfDaywolf Member Posts: 749

    Originally posted by randomt

    Say what you will about swg, it's been going strong enough for sony to keep it alive after all this time.. Despite how vocal the oldschoolers are about how the old game was much better, many people enjoyed the new one, especially the wow generation types.

     

    So... the fist year after NGE released and SWG lost half it's subs... was a good thing. And now 9/10'ths of it's pre-NGE population is gone today and WoW players can rejoice? Did I get that right? uh-huh

     

    Thanks, SOE!

    :(

     

    Edit: actually looking at recent subs, SWG is near the same sub count as MXO was when SOE canceled it. I don't think SWG could even survive loosing subs to this clone wars game... which if is only WoW players left will probably happen. Good bye SWG, it's been real...

    M59, UO, EQ1, WWIIOL, PS, EnB, SL, SWG. MoM, EQ2, AO, SB, CoH, LOTRO, WoW, DDO+ f2p's, Demo’s & indie alpha's.

  • ReklawReklaw Member UncommonPosts: 6,495

    It's funny, even though I know the game is geared towards the younger crowed, it already seems slightly more fun then what I expect from SW:ToR, and I am not even found of Clone Wars. http://www.clonewarsadventures.com/about.html

  • warmaster670warmaster670 Member Posts: 1,384

    Originally posted by Chieftan

    http://kotaku.com/5552522/free-realms-meets-star-wars-in-clones-wars-adventures

     

    I'm a little surprised that Lucasarts would let SOE use the SW license again but I gotta say, this could put a dent in SWTOR.  At least the artists at SOE know how to draw a lightsaber.

     

    Lol, people still think LA had nothing to do with what happened to SWG...

    Apparently stating the truth in my sig is "trolling"
    Sig typo fixed thanks to an observant stragen001.

  • MiffyMiffy Member Posts: 244

    1. It looks shit

    2. It isn't an MMO but an Online RPG like GW or Diablo or PSO.

  • PurpleCliffPurpleCliff Member UncommonPosts: 156

    Trailer kinda made me excited, but then I saw how mini-game centered it is.

    Might work as a little bit of padding 'till TOR next year.

  • SlipscreenSlipscreen Member Posts: 21

    looks better, more fun and fluid than TOR LOL

  • just2duhjust2duh Member Posts: 1,290

     I kind of think the new SWToR characters look a bit like the Clone Wars style already.. they could slap the Clone Wars tag on it and I wouldn't argue, actually the art direction would make a little more sense to me then.

     But anyways, SOE and f2p? I highly doubt it will even seem remotely free, i'm expecting to see something like DDO but much-much more restrictive.

  • sephersepher Member Posts: 3,561

    Isn't this just based on the Clone Wars series from Cartoon Network, more specifically maybe Clone Wars Adventures the comic series based on that Cartoon Network show?

    Either way, I'm pretty sure its intentionally vasectomized of anything that'd warrant comparisons to what SWG and TOR are/were intended to be. Seems like a children's game to me. I wouldn't criticize it through any lens other than whether or not you'd play it with your child or younger sibling.

  • DerWotanDerWotan Member Posts: 1,012

    are you really surprised? I'm not I mean its Luc(raptic)as Arts they've destroyed SWG, a former scifi universe with episode 1 - 3 and will continue milking there own franchise sad but true.

    We need a MMORPG Cataclysm asap, finish the dark age of MMORPGS now!

    "Everything you're bitching about is wrong. People don't have the time to invest in corpse runs, impossible zones, or long winded quests. Sometimes, they just want to pop on and play."
    "Then maybe MMORPGs aren't for you."

  • firefly2003firefly2003 Member UncommonPosts: 2,527

    Originally posted by Chieftan

    http://kotaku.com/5552522/free-realms-meets-star-wars-in-clones-wars-adventures

     

    I'm a little surprised that Lucasarts would let SOE use the SW license again but I gotta say, this could put a dent in SWTOR.  At least the artists at SOE know how to draw a lightsaber.

    Oh goodie a kiddie Clone Wars MMO , nah thanks I'll pass on that, won't touch another game by $OE ever again, so when are they going to ,make a SW MMO for the adults ? Not counting TOR since that will be for kids and teens as well, and so far looks like a single player game.


  • ariestearieste Member UncommonPosts: 3,309

    I propose this:

    We delete this post and any associated mention of this new MMO from this site.

    We all pretend this never happened and hope it goes away.

    Who's with me?

    "I’d rather work on something with great potential than on fulfilling a promise of mediocrity."

    - Raph Koster

    Tried: AO,EQ,EQ2,DAoC,SWG,AA,SB,HZ,CoX,PS,GA,TR,IV,GnH,EVE, PP,DnL,WAR,MxO,SWG,FE,VG,AoC,DDO,LoTRO,Rift,TOR,Aion,Tera,TSW,GW2,DCUO,CO,STO
    Favourites: AO,SWG,EVE,TR,LoTRO,TSW,EQ2, Firefall
    Currently Playing: ESO

  • AriocArioc Member Posts: 299

    It's not an MMO, it's more of a casual games lobby with Flash and 3D minigames targeted twards short play sessions rather then a class based MMO like SW:TOR. I doubt you could compare the two on anything but art style.

    Arioc Murkwood
    Environment Artist
    Sad but true.


  • Originally posted by randomt

    Say what you will about swg, it's been going strong enough for sony to keep it alive after all this time.. Despite how vocal the oldschoolers are about how the old game was much better, many people enjoyed the new one, especially the wow generation types.

     

     Just because a game is "alive" doesn't mean it is successful or a huge money maker.  The initial investment is a sunk cost, so from a business perspective you simply compare the fixed and variable costs of keeping the game running versus the revenue.  It doesn't take all that terribly much to keep the game running when you've already got the infrastructure and the designed game in place.  They could probably get by with only 5-10k subs perpetually while making a slight profit.  But we all know that in comparison to the industry that kind of sub base is beyond sub-par.

  • DaywolfDaywolf Member Posts: 749

    Originally posted by zaxxon23

    Originally posted by randomt

    Say what you will about swg, it's been going strong enough for sony to keep it alive after all this time.. Despite how vocal the oldschoolers are about how the old game was much better, many people enjoyed the new one, especially the wow generation types.

     

     Just because a game is "alive" doesn't mean it is successful or a huge money maker.  The initial investment is a sunk cost, so from a business perspective you simply compare the fixed and variable costs of keeping the game running versus the revenue.  It doesn't take all that terribly much to keep the game running when you've already got the infrastructure and the designed game in place.  They could probably get by with only 5-10k subs perpetually while making a slight profit.  But we all know that in comparison to the industry that kind of sub base is beyond sub-par.

    Actually SWG was successful. It only started it's slide into failure when they dumbed it down with NGE. Check the charts. You see, the people that like the "alive" world also like difficulty, or depth. But yeah, if you make a game world that is "alive" or sand-box like, but make it really dumb, or change it to that, it appeals to only a few, and mostly as some side attraction at that. What happened then is an indie developer stepped in and offered an alternative, one that was more like SWG:JTLS, and so they traded subs. Of course I doubt SOE would ever let it float with 5-10k subs, they killed Matrix with even more.

    M59, UO, EQ1, WWIIOL, PS, EnB, SL, SWG. MoM, EQ2, AO, SB, CoH, LOTRO, WoW, DDO+ f2p's, Demo’s & indie alpha's.

  • ReklawReklaw Member UncommonPosts: 6,495

    Originally posted by Daywolf

    Originally posted by zaxxon23

    Originally posted by randomt

    Say what you will about swg, it's been going strong enough for sony to keep it alive after all this time.. Despite how vocal the oldschoolers are about how the old game was much better, many people enjoyed the new one, especially the wow generation types.

     

     Just because a game is "alive" doesn't mean it is successful or a huge money maker.  The initial investment is a sunk cost, so from a business perspective you simply compare the fixed and variable costs of keeping the game running versus the revenue.  It doesn't take all that terribly much to keep the game running when you've already got the infrastructure and the designed game in place.  They could probably get by with only 5-10k subs perpetually while making a slight profit.  But we all know that in comparison to the industry that kind of sub base is beyond sub-par.

    Actually SWG was successful. It only started it's slide into failure when they dumbed it down with NGE. Check the charts. You see, the people that like the "alive" world also like difficulty, or depth. But yeah, if you make a game world that is "alive" or sand-box like, but make it really dumb, or change it to that, it appeals to only a few, and mostly as some side attraction at that. What happened then is an indie developer stepped in and offered an alternative, one that was more like SWG:JTLS, and so they traded subs. Of course I doubt SOE would ever let it float with 5-10k subs, they killed Matrix with even more.

     I will never disagree that the NGE was indeed a bad thing to happen, but what most people seem to totally ignore is when a game has sold about 1.5 mil. boxes and only 300k at it's peak where playing it would tell a message something had to change to garner back those who bought the game.

    And yes no MMORPG has come close to the experiance I had with SWG mainly pre-cu, playing CB/OB and from release till a few weeks into the NGE and returned in 2007 for about 8 months, it's still my longest played MMORPG ever, even Meridian and UO didn't get that much time from me.

  • Moaky07Moaky07 Member Posts: 2,096

    Originally posted by Daywolf

    Originally posted by zaxxon23

    Originally posted by randomt

    Say what you will about swg, it's been going strong enough for sony to keep it alive after all this time.. Despite how vocal the oldschoolers are about how the old game was much better, many people enjoyed the new one, especially the wow generation types.

     

     Just because a game is "alive" doesn't mean it is successful or a huge money maker.  The initial investment is a sunk cost, so from a business perspective you simply compare the fixed and variable costs of keeping the game running versus the revenue.  It doesn't take all that terribly much to keep the game running when you've already got the infrastructure and the designed game in place.  They could probably get by with only 5-10k subs perpetually while making a slight profit.  But we all know that in comparison to the industry that kind of sub base is beyond sub-par.

    Actually SWG was successful. It only started it's slide into failure when they dumbed it down with NGE. Check the charts. You see, the people that like the "alive" world also like difficulty, or depth. But yeah, if you make a game world that is "alive" or sand-box like, but make it really dumb, or change it to that, it appeals to only a few, and mostly as some side attraction at that. What happened then is an indie developer stepped in and offered an alternative, one that was more like SWG:JTLS, and so they traded subs. Of course I doubt SOE would ever let it float with 5-10k subs, they killed Matrix with even more.

     No it wasnt.

     

    SWG at its peak was 300k....that is 150k less than EQ1 was holding steady. SWG dropped from that number down to around 200 to 250k before NGE ever hit. Did I mention those numbers dropped pretty fast after launch....the game wasnt growing.

     

    Lets not forget all the money dumped into it before launch, the subscriber income from beta(folks were charged during beta....heh launch was beta), not to mention paying royalties on the IP.

     

    SWG also only allowed 1 character per server per account....meaning of those 200 to 250k before NGE.....there were maybe....I repeat maybe 150k unique subs. The claims of up to 6, and even 10 accounts per person was common-place back then to allow for trader alt etc.

     

    IMO there were probably about 125k unique folks holding those subs....flat out pathetic for a SW IP based game.

     

    Had SWG launched as a themepark game on par with EQ, it would of soared past my native game into the number 1 slot for NA subs. Instead Koster delivered a virtual economy sim....with very little pew pew. While folks were canceling due to sitting around their bugged game, and telling stories at camp sites.....folks in EQ were constantly having new areas to fight in, and new expansions to keep the content flowing.

     

    You keep telling yourself how wonderfull SWG was....those of us that avoided it like the plague know the real story.

    Asking Devs to make AAA sandbox titles is like trying to get fine dining on a McDonalds dollar menu budget.

  • kegtapkegtap Member Posts: 261

    Originally posted by Moaky07

    Originally posted by Daywolf

    Originally posted by zaxxon23

    Originally posted by randomt

    Say what you will about swg, it's been going strong enough for sony to keep it alive after all this time.. Despite how vocal the oldschoolers are about how the old game was much better, many people enjoyed the new one, especially the wow generation types.

     

     Just because a game is "alive" doesn't mean it is successful or a huge money maker.  The initial investment is a sunk cost, so from a business perspective you simply compare the fixed and variable costs of keeping the game running versus the revenue.  It doesn't take all that terribly much to keep the game running when you've already got the infrastructure and the designed game in place.  They could probably get by with only 5-10k subs perpetually while making a slight profit.  But we all know that in comparison to the industry that kind of sub base is beyond sub-par.

    Actually SWG was successful. It only started it's slide into failure when they dumbed it down with NGE. Check the charts. You see, the people that like the "alive" world also like difficulty, or depth. But yeah, if you make a game world that is "alive" or sand-box like, but make it really dumb, or change it to that, it appeals to only a few, and mostly as some side attraction at that. What happened then is an indie developer stepped in and offered an alternative, one that was more like SWG:JTLS, and so they traded subs. Of course I doubt SOE would ever let it float with 5-10k subs, they killed Matrix with even more.

     No it wasnt.

     

    SWG at its peak was 300k....that is 150k less than EQ1 was holding steady. SWG dropped from that number down to around 200 to 250k before NGE ever hit. Did I mention those numbers dropped pretty fast after launch....the game wasnt growing.

     

    Lets not forget all the money dumped into it before launch, the subscriber income from beta(folks were charged during beta....heh launch was beta), not to mention paying royalties on the IP.

     

    SWG also only allowed 1 character per server per account....meaning of those 200 to 250k before NGE.....there were maybe....I repeat maybe 150k unique subs. The claims of up to 6, and even 10 accounts per person was common-place back then to allow for trader alt etc.

     

    IMO there were probably about 125k unique folks holding those subs....flat out pathetic for a SW IP based game.

     

    Had SWG launched as a themepark game on par with EQ, it would of soared past my native game into the number 1 slot for NA subs. Instead Koster delivered a virtual economy sim....with very little pew pew. While folks were canceling due to sitting around their bugged game, and telling stories at camp sites.....folks in EQ were constantly having new areas to fight in, and new expansions to keep the content flowing.

     

    You keep telling yourself how wonderfull SWG was....those of us that avoided it like the plague know the real story.

     I did not get charged for beta and my wife played a toon on my account when it was live so I am not sure what info you have. Maybe that came later? Unless you are just speaking of launch being beta. I can agree with that. It was a mess.

    I can feel your anger. This game is defenseless. Take your weapon. Strike this game down with all of your hatred, and your journey towards towards the Dark Side will be complete.

  • Moaky07Moaky07 Member Posts: 2,096

    Originally posted by kegtap

    Originally posted by Moaky07

    Originally posted by Daywolf

    Originally posted by zaxxon23

    Originally posted by randomt

    Say what you will about swg, it's been going strong enough for sony to keep it alive after all this time.. Despite how vocal the oldschoolers are about how the old game was much better, many people enjoyed the new one, especially the wow generation types.

     

     Just because a game is "alive" doesn't mean it is successful or a huge money maker.  The initial investment is a sunk cost, so from a business perspective you simply compare the fixed and variable costs of keeping the game running versus the revenue.  It doesn't take all that terribly much to keep the game running when you've already got the infrastructure and the designed game in place.  They could probably get by with only 5-10k subs perpetually while making a slight profit.  But we all know that in comparison to the industry that kind of sub base is beyond sub-par.

    Actually SWG was successful. It only started it's slide into failure when they dumbed it down with NGE. Check the charts. You see, the people that like the "alive" world also like difficulty, or depth. But yeah, if you make a game world that is "alive" or sand-box like, but make it really dumb, or change it to that, it appeals to only a few, and mostly as some side attraction at that. What happened then is an indie developer stepped in and offered an alternative, one that was more like SWG:JTLS, and so they traded subs. Of course I doubt SOE would ever let it float with 5-10k subs, they killed Matrix with even more.

     No it wasnt.

     

    SWG at its peak was 300k....that is 150k less than EQ1 was holding steady. SWG dropped from that number down to around 200 to 250k before NGE ever hit. Did I mention those numbers dropped pretty fast after launch....the game wasnt growing.

     

    Lets not forget all the money dumped into it before launch, the subscriber income from beta(folks were charged during beta....heh launch was beta), not to mention paying royalties on the IP.

     

    SWG also only allowed 1 character per server per account....meaning of those 200 to 250k before NGE.....there were maybe....I repeat maybe 150k unique subs. The claims of up to 6, and even 10 accounts per person was common-place back then to allow for trader alt etc.

     

    IMO there were probably about 125k unique folks holding those subs....flat out pathetic for a SW IP based game.

     

    Had SWG launched as a themepark game on par with EQ, it would of soared past my native game into the number 1 slot for NA subs. Instead Koster delivered a virtual economy sim....with very little pew pew. While folks were canceling due to sitting around their bugged game, and telling stories at camp sites.....folks in EQ were constantly having new areas to fight in, and new expansions to keep the content flowing.

     

    You keep telling yourself how wonderfull SWG was....those of us that avoided it like the plague know the real story.

     I did not get charged for beta and my wife played a toon on my account when it was live so I am not sure what info you have. Maybe that came later? Unless you are just speaking of launch being beta. I can agree with that. It was a mess.

     They charged folks for beta disks....it wasnt a free download.

    Asking Devs to make AAA sandbox titles is like trying to get fine dining on a McDonalds dollar menu budget.

  • DaywolfDaywolf Member Posts: 749

    SWG dropped 100,000+ subs at the launch of NGE. It was a crazy ass ghost town, as I was there for about another month as I waited for my sub to run out. Then it kept declining the following years. SWG was #3 in the West before NGE regarding subs.

     

    As for the amount of boxes sold, many were probably on station access. Just like SecondLife, the charts/reports are not accurate. SL has 1.5 million unique logins a month (only charted 100k), but only specific subs are reported, not those that use the cash shop. SOE has station access where you get to play all the games on one charge. That's what I had in fact, so I did not have an actual SWG sub for some time, and so probably was not recorded after I canceled or that I was even there that last year.

    M59, UO, EQ1, WWIIOL, PS, EnB, SL, SWG. MoM, EQ2, AO, SB, CoH, LOTRO, WoW, DDO+ f2p's, Demo’s & indie alpha's.

Sign In or Register to comment.