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12/05/12 6:14:29 PM#101
Star War Galaxies was a MMORPG - This was virtually a living breathing world where players made the HUGE difference and the content. Star Wars the Old Republic MMO - This is a Linear Themepark on the rails game. You character doesn't mean squat in this world unless your guild is counting on you to be there to complete the same dungeon for the 1000 time. You can throw this on any console and get a few kicks for a month or two. Jump into a BG, kick someones ass or get your ass kicked and log out. 2 entirely different mmo's. |
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12/05/12 6:36:38 PM#102
Originally posted by eddieg50 There were plenty of people who *never* did this. The point is that you could do what you wanted. Some people just used their housing for storage, while others painstakingly created some amazing places for others to visit. Players *added* content to the game that the devs had nothing to do with. I remember going to regularly hang out in a player's house that was converted to a Jedi Temple using nothing but game drops, and imagination. The same went for shops, hunting lodges, crafting malls, and just about anything else you can think of. Even if you weren't one of the creative types, you likely experienced and appreciated player made content on a regular basis. This was the magic in that game for me and many others. CHOICE. No, not the choice between a few classes and professions, but the choice and the tools to do all kinds of things the developers never even thought of when they built the game. The choice to be anything from a 100% social or crafting player, to 100% PvP or PvE, and that's to say nothing of the whole space combat game. These newer themepark games attract a very limited scope of people and personalities, and you can see it reflected in the type of community you end up with. That was part of the magic of SWG. The people mattered, and the people made the game what it was, despite flaws in the game's code. |
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12/05/12 6:39:44 PM#103
Originally posted by mmoDAD
^this. |
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12/05/12 6:40:16 PM#104
Originally posted by Blazer6992 Wrong. Release a game with a very large established fanbase from 10+ years of bnet history when the market was still emerging and the casual base had not yet been established, thus ripe for harvesting a momentious self perpetuating playerbase people never leave because they have X hours invested in their characters, and their friends and everyone else plays anyway. Not discounting Blizzard quality... but WoW's success is as much about perfect timing as it is quality, if not more so. - Derros |
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12/05/12 6:47:38 PM#105
Originally posted by grimal "A long time ago in a galaxy far, far away...." UO was out before. |
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12/05/12 7:05:25 PM#106
anyone else here beta SWG? If so remember the "hands on healing"? It was in in beta build 2 I think. In other words the medic 's toon had to be within realistic touching distance to heal a player in combat. Thank God that never made it to release, but it sure was a battle to convince the Dev team that the idea sucked in a major way I betaed ToR also but canceled my pre order a week before launch. Bought it in back in March and played a couple of months. BW screwed the pooch major with the roller coaster space combat. I made sure I trashed space combat daily from thefirst build it launched in and nothing would convince the Dev team that space combat on rails sucked and was just not fun |
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12/05/12 7:33:45 PM#107
Originally posted by grimal The problem with this is that i believe most of these are post-nge. I think most people here are missing pre-cu not so much the nge, and again you are off base when you compare the inital praise of SWG pre-cu to the inital praise of Swtor. Pre-cu lasted for a couple of years and was enjoyed greatly, people hated the nge and thats when they started to complain. SWTOR hasnt changed from its first two months till now. |
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12/05/12 7:37:04 PM#108
Originally posted by Jackdog Yep. I did beta 3. Was really looking forward to it. But very disappointed. Didn't end up getting the game initally. Release a game with a very large established fanbase from 10+ years of bnet history when the market was still emerging and the casual base had not yet been established, thus ripe for harvesting a momentious self perpetuating playerbase people never leave because they have X hours invested in their characters, and their friends and everyone else plays anyway. Not discounting Blizzard quality... but WoW's success is as much about perfect timing as it is quality, if not more so. - Derros |
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12/05/12 7:47:06 PM#109
Originally posted by Gribster48 Read my follow-up post. Only 2 years (25%) of SWG's life was during the pre-cu. This is the positive time you are referring to. The rest was post-cu and NGE. During the first two to three (17-25%) months of TOR's release, popular opinion for it was generally favorable. So I am taking roughly the same fraction of time for each game...the inital 1/4 of it's life. So I don't really think I'm too off base. Granted, I am ignoring small details like SWG was universally panned by critics while TOR was praised. Release a game with a very large established fanbase from 10+ years of bnet history when the market was still emerging and the casual base had not yet been established, thus ripe for harvesting a momentious self perpetuating playerbase people never leave because they have X hours invested in their characters, and their friends and everyone else plays anyway. Not discounting Blizzard quality... but WoW's success is as much about perfect timing as it is quality, if not more so. - Derros |
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12/05/12 7:47:58 PM#110
SWG because SWG was a virtual world.
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12/05/12 7:57:00 PM#111
Originally posted by Crucial So is Second Life.
Release a game with a very large established fanbase from 10+ years of bnet history when the market was still emerging and the casual base had not yet been established, thus ripe for harvesting a momentious self perpetuating playerbase people never leave because they have X hours invested in their characters, and their friends and everyone else plays anyway. Not discounting Blizzard quality... but WoW's success is as much about perfect timing as it is quality, if not more so. - Derros |
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12/05/12 8:00:03 PM#112
Originally posted by grimal Ok what im trying to say is pre-cu and nge were almost two fundamentally different games when it came to playstyle. What i think people are trying to say is that they miss the pre-cu swg not so much the nge. The fallout over SWG came from the nge, while SWTOR has remained the same game and had fallout because people realized that over the long term that SWTOR wasn't so great. |
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12/05/12 8:36:30 PM#113
Originally posted by grimal You can't really say first 2-3 mths of swtor is the "initial 1/4 of it's life" because it has not die yet (It may but it may also drag on for a few more years).
Your assumption is based on it ending now, which it is not.
It is not Tabula Rasa.
Also, positive time of SWG is not just pre-cu - it was rebounding after jump to lightspeed and the expansions. The unrecoverable negative only came AFTER nge.
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12/05/12 8:40:20 PM#114
Originally posted by grimal Second Life is exactly what the title of the game implies.... SWG was a virtual world but it was still a Game.. "In the immediate future, we have this one, and then we’ve got another one that is actually going to be – so we’re going to have, what we want to do, is in January, what we’re targeting to do, this may or may not happen, so you can’t hold me to it. But what we’re targeting to do, is have a fun anniversary to the Ilum shenanigans that happened. An alien race might invade, and they might crash into Ilum and there might be some new activities that happen on the planet." ~Gabe Amatangelo |
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12/05/12 10:21:08 PM#115
Originally posted by Arglebargle Thats not the point. Looking at: The Repopulation |
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12/06/12 12:59:10 AM#116
SWG...by far far away is the better MMO of the two for me. |
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12/06/12 3:13:08 AM#117
I rather have a decent story / lore / char so SWTOR for me. Wonder why there seems to be more haters on the internet? Read this by an actual marketing guy to find out why. |
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12/06/12 3:17:26 AM#118
Originally posted by Jackdog Yea, unlike TOR's Customer service where you wait for 5 hours and be told they can't help you when the website stated they could. Yea, that's friggin' awesome Customer Service.
I never had problems with SWG's customer service, except Virrago is a dick. |
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12/06/12 3:31:11 AM#119
Originally posted by Blazer6992 Nope. |
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12/06/12 3:35:10 AM#120
Originally posted by Jackdog What alway's amazes me is those silly comments about rose colored glasses. They make no sense. It's as if people can not understand that certain games can be allot of fun towards gamers. What people like Jackdog also seem to NOT understand is that everyone who enjoyed SWG (pre-cu) was well aware of all the bugs and issue's. Yet even with all the bugs and issue SWG to me still gave me the greatest MMORPG experiance of all MMO's played. And yes I played most of them, starting with Meridian59 which I wasn't even aware of it being a MMORPG at the time, same with UO, it was around the time of EQ1 that to me the name MMORPG started truly. I do play SWtOR and enjoy it as a singleplayer online-co-op action rpg, but it's so incredible limited in the things to do within the game it often makes me feel sad why this genre has become so combat oriented and limited. |
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