Gleefully Touching Third Rails

Latest article for MMORPG.com is up, where I wallow in failure.

In a player-vs-player game that focused on getting as many people as possible to fight massive battles, if too many people were in one place, the game would crash with a cryptic “SB.EXE error”. Other causes of SB.EXE errors included network instability, server instability, general instability, phases of the moon, and something you did you know what you did don’t lie.

  • Dain Kistner

    Your inline links got a little borked somewhere along the line in that article. Otherwise, a good and enjoyable read, as always.

  • Caya

    You got a link for the EQ disaster up in the UO disaster area; otherwise, great article, made me smile and remember the “good” ole’ days :)

  • http://www.thefatalguild.com/ Marshal Dunnik

    Great article! You have a very entertaining and witty style, combined with some cutting analysis.

    I also enjoyed your article about Star Trek online, it’s very close to my overall impressions of the game, but it still makes me nervous when you say this article about failed MMO’s that Hellgate London’s mgmt team is over at Cryptic.

    Looking forward to your follow up article. It’s amazing the lack of reflection in the industy, dev’s seem to keep making the same basic mistakes and never learning from them. Then again, that’s not a symptom of the MMO industry in particular: a failed pizza parlor is replaced by a burger joint, which fails and is replaced by a fine-dining establishment, which in turn fails and is replaced by, etc. Each new restaurateur thinks that he can do it better by offering something slightly different, when really it doesn’t matter what kind of restaurant it is, the location and area can’t support one.

  • http://dsob.wordpress.com geldonyetich

    There’s probably no one better qualified to outline a history of MMORPG disaster than LTM.

    MMORPG.com, on the other hand, amuses me by the third reply this article got:

    What’s this article doing here? It makes far too much sense for this site.

  • Ibn

    Re: AC2… you should replace “engineers” with “Microsoft executives”. Turbine’s folks absolutely did not want to use MS’ chat servers but were forced to by the publisher.

  • srand

    I don’t know whether to be happy or insulted that AC1 didn’t make the list.

    (Hi, Ibn! *grin* Figured I’d find you here.)

  • http://syncaine.wordpress.com Syncaine

    Is it at all possible that UO slow growth and the release of Trammel are not related? I mean back than every year more and more people had access to a proper internet connection and decent gaming hardware, so the overall pool of players was increasing. I think this also explains EQ1′s growth as well, it’s not just that it was a great game, but simply that each year more and more people could actually, you know, play it.

    Rather than going with Trammel, it’s entirely possible that UO could have continued, refined some of the rules a bit (thinking EVE Empire space), and flourished rather than becoming a 2d EQ1 that slipped into irrelevance.

  • http://tagn.wordpress.com/ wilhelm2451

    A great review of aspects of MMOs that emotionally scarred so many people. Of course, “And How To Fix All Of This Mess” as next week’s topic is really setting yourself up for… something.

  • http://blessingofkings.blogspot.com Rohan

    Syncaine, I think Scott was being sarcastic. The phrase “subscriber numbers held steady in its wake” implies that Trammel wasn’t a mistake (at least compared to what happened to Galaxies).

    But on the other hand, if Trammel wasn’t a mistake, including it in the article just confuses the issue.

  • http://dsob.wordpress.com geldonyetich

    The thing you need to consider about MMORPGs is that they’re trying to go against the typical game pattern that players buy the game, play it, get bored of it, and drop it like a rock. If your MMO is “holding steady,” that’s a very good thing.

    That Ultima Online has released some 10 expansions (give or take) since Trammel indicates it was not a mistake… just a decision that may have held back MMORPG evolution in the name of keeping subscribers.

  • Cedia

    So funny, and so true. Thank you for this!

  • Freakazoid

    This is a good history lesson for the kids.

  • Tremayne

    Rohan :Syncaine, I think Scott was being sarcastic. The phrase “subscriber numbers held steady in its wake” implies that Trammel wasn’t a mistake (at least compared to what happened to Galaxies).
    But on the other hand, if Trammel wasn’t a mistake, including it in the article just confuses the issue.

    I think the point that Scott was making was that NOT having Trammel from the start was the mistake. UO in its original incarnation was the game that showed everyone that “complete player freedom” translated into “complete freedom to be asshats” to other players. Not that everyone is an asshat – just enough to spoil things for way too many of the others.

  • http://dsob.wordpress.com geldonyetich

    The pre-Trammel Ultima Online days were bitter, but not without a bit of sweetness to them as well.

    Yes, it was a mess when every player would drive the next three players away simply because they could and it was the most entertaining thing to do, I certainly didn’t enjoy it and wouldn’t want to play a game like that…

    … but if that kind of freedom could be harnessed, truly harnessed in such as way that I would enjoy it, then that would be rather interesting. These MMORPGs we play today would be but pale toys in comparison.

  • http://cnn.com ubvman

    geldonyetich :

    … but if that kind of freedom could be harnessed, truly harnessed in such as way that I would enjoy it, then that would be rather interesting. These MMORPGs we play today would be but pale toys in comparison.

    There may be enough masochist sheep out there to feed the wolves to make this profitable… You never know!

  • Avatar

    geldonyetich :
    The pre-Trammel Ultima Online days were bitter, but not without a bit of sweetness to them as well.
    Yes, it was a mess when every player would drive the next three players away simply because they could and it was the most entertaining thing to do, I certainly didn’t enjoy it and wouldn’t want to play a game like that…
    … but if that kind of freedom could be harnessed, truly harnessed in such as way that I would enjoy it, then that would be rather interesting. These MMORPGs we play today would be but pale toys in comparison.

    Nothing is impossible.

  • http://dsob.wordpress.com geldonyetich

    There may be enough masochist sheep out there to feed the wolves to make this profitable… You never know!

    What I’m trying to say is it would be harnessed in such a way that you don’t need to be a masochistic sheep or wolf to enjoy it.

  • Vandermint

    Highly enjoyable–reminded me of the old LtM more than anything I’ve read in a long time. (I mean, when you think about, maybe UO allowing players to get chopped into bits was a bit much.)

    However. and I know Raph comments here, but the NGE IMO isn’t quite the colossal failure of SWG itself. Has there ever been a dumber character class in any game than “image designer”? No playable jedi at launch nor vehicles of any sort, but there would be player cities and mining? Until the player base on the old dev boards went hoarse, the devs were insistent that the game not be about the galactic civil war between the Empire and the Rebels but instead just about life in the Star Wars universe.

    To me, SWG represents the tyranny of the developer, maybe more than any other MMO. The dev team went into it wanting to make a “world” and to them the whole Star Wars thing was really more of a hindrance to the vision rather than an asset.

  • http://syncaine.wordpress.com Syncaine

    Tremayne :

    Rohan :Syncaine, I think Scott was being sarcastic. The phrase “subscriber numbers held steady in its wake” implies that Trammel wasn’t a mistake (at least compared to what happened to Galaxies).
    But on the other hand, if Trammel wasn’t a mistake, including it in the article just confuses the issue.

    I think the point that Scott was making was that NOT having Trammel from the start was the mistake. UO in its original incarnation was the game that showed everyone that “complete player freedom” translated into “complete freedom to be asshats” to other players. Not that everyone is an asshat – just enough to spoil things for way too many of the others.

    And my point is that rather than going 180 and adding Trammel, Origins could have attempted to fix things a bit more naturally while still retaining what made UO so great. Turning UO into a poor-mans EQ clone might have allowed them to keep 100-200k subs back then and slowly fade, but perhaps fine tuning the real UO might have lead them to still be relevant today. If EVE can be at it’s peak 5 years after release, why can’t the same be said for UO after 10?

  • Guy

    What does EVE peaking at 5 years have to do with UO potentially peaking at 10? You’ve chosen two different games and two different time lengths. What if 10 years is too long for any MMO to constantly grow?

    A lot more can change in 10 years than 5. For example, I can imagine people still using a 5 year old computer. But, a 10 year old computer? A lot harder to imagine. Same goes for playing the same game. It’s possible for a small portion to do this, but counting on a constant rise throughout the 10 years?

    And I still have to wonder how much of EVE’s number are from dual/triple accounts. I’m not saying it accounts for the growth, but I’d like to know the numbers. (And I probably never will…) Plus the fact that EVE seems to be an outlier in this, which weakens the case for other MMOs peaking at 5 years (and makes barely any case at all for them peaking at 10).

  • JuJutsu

    “Has there ever been a dumber character class in any game than “image designer”?”

    I loved my image designer. It may not have been to your taste but your post suggests you you don’t have any.

  • Vandermint

    Well, I didn’t pay $50 plus $13 a month (or whatever) to be a space hair dresser, so you’ve got me there.

  • Peter S.

    Trammel could well have been called “Ultima: Exodus II”, given that for all of the talk of PvP being core to the experience, 97% (or some figure in the upper 90s) migrated to the new non-ganking section of the game when it went live. At least, if memory serves. It’s easy to say from here (armchair + hindsight) that UO “might still be relevant” if they didn’t put Trammel in, but the more likely scenario is that UO *wouldn’t exist anymore at all* if they didn’t give that 97% what they wanted.

    UO, EVE and the original SWG are the only mainstream examples I can think of of MMO games that really strived to be worlds rather than theme parks (excepting explicitly social constructs like SL, of course). It *is* a shame the market moved away from worlds and toward theme parks, in my opinion, but moving out of gankytown is generally a good thing.

  • JuJutsu

    Vandermint :Well, I didn’t pay $50 plus $13 a month (or whatever) to be a space hair dresser, so you’ve got me there.

    What did you pay $50 plus $13 a month to be? You run around shooting people with blasters or swinging a light saber and then sneer about what someone else does in a game? This should be informative.

  • Jediblues

    I think one of the main problems with pre Trammel UO was teleportation.

    There were those of us that were devoted counter gankers, but that is hard to accomplish when the pkers you were hunting could dissapear to the other side of the world anytime something vaguely resembling a fair fight showed up.

    The teleportation abilities basically made it next to impossible for those with the power and desire to police their realm to do so.

  • Cedia

    JuJutsu :

    Vandermint :Well, I didn’t pay $50 plus $13 a month (or whatever) to be a space hair dresser, so you’ve got me there.

    What did you pay $50 plus $13 a month to be? You run around shooting people with blasters or swinging a light saber and then sneer about what someone else does in a game? This should be informative.

    <3

  • Vandermint

    JuJutsu :

    Vandermint :Well, I didn’t pay $50 plus $13 a month (or whatever) to be a space hair dresser, so you’ve got me there.

    What did you pay $50 plus $13 a month to be? You run around shooting people with blasters or swinging a light saber and then sneer about what someone else does in a game? This should be informative.

    I’m not sure why you’re so hostile. I’m glad you enjoyed your experience as an image designer. It was certainly a very MUD kind of profession. However, that design approach to a Star Wars game (making a “world” game and fitting the Star Wars universe around, whether it made any sense or not) is IMO the chief reason SWG was a failure. In a setting where they have space stations that can blow up planets, you had to be careful not to be eaten by space bears and space boars just outside the cities. It was just a terribly silly use of a license, and one always had the feeling Raph and co. just wanted to make their world game and the SW stuff just got in the way. IMO, the colossal stupidity of the NGE has served to whitewash many of SWG’s flaws.

  • JuJutsu

    “I’m not sure why you’re so hostile.”

    Then let me explain my hostility. It’s possible to discuss sandbox games and themepark games without demonizing the type of game that you don’t prefer. Tastes can vary widely. You weren’t able to do that. When you say ‘chocolate ice cream is dumb’ instead of “I prefer vanilla ice cream” afficiandos of chocolate ice cream may react with hostility.

  • Caya

    Can we at least agree that, as much as some of you prefer worlds to theme parks, Star Wars (which is as space opera-tic as a setting can get) wasn’t the best choice for one? To react surprised that most people buying a Star Wars box wanted to wield lightsabers, not scissors, wasn’t one of the brightest moments in MMO history.

  • http://dsob.wordpress.com geldonyetich

    @Caya

    Partially, yes.

    SWG’s trouble was that it started inappropriate that it was more virtual worldly than action adventure for an action adventure license, but the story doesn’t end there.

    The important moral behind SWG was that SOE pulled a correct 180 at an incorrect time: after the only players left playing the game were largely the ones that liked virtual worlds.

    Which is why the “never ever do that ever” that future MMORPG developer teachers will be referring to is the later and not the former, even though they both bear mentioning.

    Of course, if you really want a virtual world, you’re not really in the lurch. A Tale In The Desert is nothing but that. If you’re not playing ATITD, maybe you want more than that.

  • Vetarnias

    @Guy

    A 10-year-old computer? Only good for the dump. I remember that the one I bought in 1999 had a 10 GB hard drive, which was then quite average, with maybe 20 GB being top of the line.

    I also remember some of the games of the time I used to play (and continued to play for some time thereafter: Baldur’s Gate I and II, Icewind Dale, Arcanum, and so on). Today, they look rather outdated, to the extent that I sometimes ask myself how I could ever have enjoyed them, while games from 2003 are still fresh. MMO’s might be works in progress, but how much improvement can you bring to an old isometric game like UO? Might as well tear it down and start over.

    I can’t remember where I read it, probably Wikipedia, but it said UO is now being played mostly in foreign countries without high-speed internet access. Certainly would make sense.

    Also, I know the improvements to World of Warcraft prevent it from providing a particularly enlightening example, but it does date from 2004, and I faintly remember something to the effect that it is still popular today, albeit mildly.

    @Geldon

    ATITD: Tried it briefly, for 24 hours. It might have been an interesting game to play, but I was getting the impression that the game was on its way down. I saw no other players in-game, the last news on the website dated to March (and that was last December), and the unofficial forums seemed half-dead. Also, there seemed to be a little too much collaboration between established players, for example having waiting lists to build obelisks (which had to be taller than their predecessor to get whatever benefit). I chose not to subscribe because of all that; it didn’t seem to be worth $15/month, but I would definitely like to see a more accomplished game on the same model.

    Also in the news recently: Pirates of the Burning Sea is going from 5 to 2 servers. I wonder if Scott’s second part to his article will discuss this, and other games still in business that don’t happen to involve NCSoft.

  • Iconic

    Caya :
    Can we at least agree that, as much as some of you prefer worlds to theme parks, Star Wars (which is as space opera-tic as a setting can get) wasn’t the best choice for one? To react surprised that most people buying a Star Wars box wanted to wield lightsabers, not scissors, wasn’t one of the brightest moments in MMO history.

    I grew up with Star Wars, had all the toys as a kid, etc. I would have loved for Star Wars to be about Jedi and space ships and all the cool stuff that got added almost like an after thought rather than as part of the core experience.

    Even so, I played SWG for several months, and ultimately the reason I left was not because I didn’t enjoy the sand box feel, the crafting, etc, but because the game was bug ridden and lacking in content.

    If SWG had more time to develop, and more resources, it might have been all things to all people. Or maybe it would have been just as buggy and lacking in content, but the crafting system would have been even more intricate and amazing.

    Either way, SWG was, by any standard except WoW, a very successful game until the decision to blow it up and turn it into WoW in space. That was an incredibly gutsy and moronic move that destroyed a successful franchise. Any time I feel the slightest bit of desire to buy an SOE game, I will always think back to the utter betrayal of hundreds of thousands of paying customers and say “Nah.”

  • sinij

    SB.exe killed SB star?

    You are losing your touch Lum. Where is firebrand “PvP won’t work in mmorpgs” preachings we all grew to expect out of you?

    Tell us how SB failed because it had PKs in it. Please? One more time for nostalgia sake.

  • Guy

    @Vetarnias: Exactly.

  • JuJutsu

    @Geldon

    Your premise seems to be that action & adventure settings are suitable for themepark games but not virtual worlds/sandbox games. I don’t buy it. I would argue that the only necessary component for action & adventure is combat; you have to be able to kill stuff.

    As for SWG in particular, Iconic said it better than I could: “Either way, SWG was, by any standard except WoW, a very successful game until the decision to blow it up and turn it into WoW in space.”

    I will make the obligatory nod to the inaccuracies possible in charting subscription numbers but they are at least as good as anec-data about populations. Look at either MMO Data or MMOGChart; numbers were pretty stable till the end of 2005. There doesn’t appear to be any ‘arterial’ bleeding of customers till the you-know-what…

  • http://dsob.wordpress.com geldonyetich

    Your premise seems to be that action & adventure settings are suitable for themepark games but not virtual worlds/sandbox games. I don’t buy it. I would argue that the only necessary component for action & adventure is combat; you have to be able to kill stuff.

    As for SWG in particular, Iconic said it better than I could: “Either way, SWG was, by any standard except WoW, a very successful game until the decision to blow it up and turn it into WoW in space.”

    Well, if you define “very successful” at about the range of 300,000 players, then sure it was.

    However, what SOE was doing was looking at the fact that the Star Wars IP was huge and found it a bit bothersome that they had less subscribers than EverQuest was pulling.

    So, based on where they put their bar of “successful,” it would seem that SWG was not, and the angle of attack they chose was specifically swapping out the sandbox/virtual world for a level-based adventure game.

    And my previous post (as well as Lum’s post to MMORPG.com) goes into the details of why that was a bad idea.

  • JuJutsu

    “Well, if you define “very successful” at about the range of 300,000 players, then sure it was.”

    I’m comfortable with that definition. The only 2 games with substantially bigger numbers were Lineage 1 & 2. EQ and Final Fantasy XI had bigger numbers but were in the same ballpark. I don’t doubt that they made a comparison to EQ, it was their game.

    But the point I’d make [like Iconic] is that by any reasonable standard of success, it was a success…and a sandbox. I don’t see it supporting the story that action & adventure can’t be done with a sandbox format.

    I wouldn’t go so far as to claim that if SWG had started as the NGE it would’ve crashed and burned with the same numbers as the NGE got after the switcheroo. But, on the other hand, I don’t see anything to support the claim that it would’ve been a resounding million+ launch either.

  • http://dsob.wordpress.com geldonyetich

    A license such as Star Wars should pull in higher-than-usual numbers. If you’re only getting relatively-standard numbers then you screwed up in leveraging it. That’s fairly obvious, no?

  • Tremayne

    geldonyetich :A license such as Star Wars should pull in higher-than-usual numbers. If you’re only getting relatively-standard numbers then you screwed up in leveraging it. That’s fairly obvious, no?

    Except that, so far, no licenced IP has brought in massively higher numbers than the leading (non-WoW) non-licenced games. LOTRO figures are estimated to be in the !00K-300K region. Age of Conan – initial subs about the same ballpark as Warhammer (a licence, but not a huge one outside the gaming community) and Aion, Star Trek – too soon to call.
    The take away may be that getting a big name licence DOESN’T boost your numbers significantly, whether you do it well or not. In which case, spending that money for the licence isn’t a great move…

  • Guy

    Playing devil’s advocate here: screwing up in leveraging the IP is not the only reason SWG might not have batted it out of the park. There might not have been enough of an *MMO* player base to support an additional major MMO in the field. Given the long-term commitment building a character can be, especially in Everquest (as it was back then, not sure if updates made it easier), then there is a certain amount of stickiness to the product. Sony may have been hoping to create new MMO players in the same way WoW went on to do, but that’s hope, a gamble, rather than reasonable expectation. A solid IP can increase the odds, but if it fails to happen, how the IP was handled doesn’t necessarily take all or even most of the blame.

  • Caya

    Well, good thing then the control group’s MMO is launching next year … and Bioware’s take on Star Wars seems as theme-parky as you can get. Will be interesting to compare the figures.

  • Vetarnias

    Perhaps talking in cliches here (considering I’m not a fan of Star Wars, and did not play SWG), but I would have thought there were enough Star Wars fans who also happened to be computer nerds to make SWG successful.

    I also vaguely remember the existence of something called Earth & Beyond, which also happened to be a SF MMO, yet it folded in two years. Perhaps the Star Wars franchise did ensure it would be successful, or at least more successful than something like EVE, which mostly became popular through word of mouth.

    It’s an interesting question: How useful is it to have a known franchise to base an MMO on? We’ll see about SF generally with Star Trek Online and KOTOR, if they don’t end up cancelling each other. But so far, MMO franchises (based on non-game franchises, that is, so that rules out World of Warcraft) haven’t exactly been stellar. Matrix Online? What started out as an interesting franchise was run into the ground by the Wachowskis themselves with their sequels, ensuring everyone was sick of it before long. Age of Conan? Was there anything significant contributed to this franchise after Arnold? Star Wars? Pretty much indestructible; if it survived the prequels, it will survive anything. Star Trek? Had it not been for the recent film, I would have thought the franchise to have fallen into self-parody. LOTRO? To be honest, I just don’t know about that one, though it seems to be doing well.

    The only reason why I tend to stay away from franchise MMO’s is not only that game adaptations of such in general have a terrible name, but that I have more or less given up on MMO’s made by major companies, the only ones capable of affording the rights to a franchise in the first place.

    By the way, what is it with those “learn to get ripped” banner ads? Especially one with a before-and-after comparison where the guy turned from a toothpick into a muscle machine, yet claims to have lost 25lbs on top of it?

  • http://www.stormhammer.org Naladini

    IP seems great from the standpoint of creating a world, having known places, actors, and items, cool stuff to see and visit.

    When an IP is based upon a heroic storyline, I think its tough to balance that out in the MMO world. There are so many people that have played SW games where you get to be the hero … the perception seemed to be that was what was missing in SWG.

    Original SWG, like many MMO’s, seems to follow the line from a different movie: Well, the world needs ditch-diggers too.

  • G Smith

    Peter S. :
    Trammel could well have been called “Ultima: Exodus II”, given that for all of the talk of PvP being core to the experience, 97% (or some figure in the upper 90s) migrated to the new non-ganking section of the game when it went live. At least, if memory serves. It’s easy to say from here (armchair + hindsight) that UO “might still be relevant” if they didn’t put Trammel in, but the more likely scenario is that UO *wouldn’t exist anymore at all* if they didn’t give that 97% what they wanted.
    UO, EVE and the original SWG are the only mainstream examples I can think of of MMO games that really strived to be worlds rather than theme parks (excepting explicitly social constructs like SL, of course). It *is* a shame the market moved away from worlds and toward theme parks, in my opinion, but moving out of gankytown is generally a good thing.

    Everyone seems to forget that the main reason a huge amount of players moved to trammel was not to avoid evil pks, but for some damn housing space. When malas was introduced, everyone abandoned trammel as well. I guess everyone was trying to escape from the evil bank sitters!

  • http://dsob.wordpress.com geldonyetich

    I don’t think there’s any doubt that SOE had more than enough reason to believe that being forced into the role of a ditch-digger is why they didn’t retain a whole lot more players.

    The reason why? Because their cancellation surveys told them this. Millions of them. That’s hard data which is difficult to ignore (although you might argue easy to interpret when the data came from a survey that said “check this if you didn’t’ think it was Star-Warsy enough.”).

    I don’t have anything against virtual worlds, I certainly prefer innovation to more Diku-mud clones, but the writing is on the wall: in SWG’s case, it was a bad IP match.

    Even so, you can’t just swap out the game half-way through. The number of players you’ll entice back to the game who have already left is just a drop in the bucket compared to the number who will try a game because it’s newly released.

    Knowing this, you’ve no choice but to focus more on pleasing your existing playerbase than trying to suck in a playerbase who won’t even give you the time of day anymore. Water under the bridge now, of course.

  • G Smith

    I hit submit a little too early. To expand on my first post: It’s true most people will chose not to randomly die over being able to randomly die but dieing was never that big of a deal. You learned to deal with it if you played for any amount of time.

    What divided the population so much was that by separating the facets, it became just too much work to go back to fel. Oh first you gotta have some silly stone, oh you need different runes, oh you can’t recall back and forth and so on. It was a huge pain and when given the choice to stay where you are OR go waaaay out of your way to introduce a bunch of negatives… why bother?

    This division could of been avoided with planned city/town areas in guard zones or instanced areas (green acres anyone?) but nope. Make everyone who wants a house go to the non-pvp world and then make it extremely tedious to go back to felucca…

  • JuJutsu

    Caya :Well, good thing then the control group’s MMO is launching next year … and Bioware’s take on Star Wars seems as theme-parky as you can get. Will be interesting to compare the figures.

    Without going to far into star-wars-geek mode, the big mistake SOE made was time period for the setting…a mistake Bioware avoided. Sure everyone wants the be a Jedi. But how many were there during the period of the original trilogy? If you allow everyone and their sister to be a Jedi against canon then massive nerdrage ensues on the part of the population that you’re trying to entice into the game. Bioware has a time period where you can have half the population playing Jedi [and the other half playing Sith] without the nerdrage.

    I hope Bioware does MASSIVE numbers. I’ll do my part. The next best thing compared to a star wars sandbox is a star wars themepark.

  • http://dsob.wordpress.com geldonyetich

    I hope Bioware does MASSIVE numbers. I’ll do my part. The next best thing compared to a star wars sandbox is a star wars themepark.

    From everything I’ve heard so far, I’m not sure “theme park” is a good term for Old Republic. It sounds a lot like it’ll be be KOTOR III with an online component. It’ll probably have more in common with Phantasy Star Online than EverQuest.

  • Slyfeind

    Vetarnias :
    ATITD: Tried it briefly, for 24 hours. It might have been an interesting game to play, but I was getting the impression that the game was on its way down. I saw no other players in-game, the last news on the website dated to March (and that was last December), and the unofficial forums seemed half-dead. Also, there seemed to be a little too much collaboration between established players, for example having waiting lists to build obelisks (which had to be taller than their predecessor to get whatever benefit). I chose not to subscribe because of all that; it didn’t seem to be worth $15/month, but I would definitely like to see a more accomplished game on the same model.

    Yeah, ATITD seems to have done a much smaller-scale SWG thing. It threw out a lot of its virtual worldiness and replaced it with quests and levels. So it alienated a lot of its original users in favor of nonexistent ones.

  • Iconic

    geldonyetich :

    I hope Bioware does MASSIVE numbers. I’ll do my part. The next best thing compared to a star wars sandbox is a star wars themepark.

    From everything I’ve heard so far, I’m not sure “theme park” is a good term for Old Republic. It sounds a lot like it’ll be be KOTOR III with an online component. It’ll probably have more in common with Phantasy Star Online than EverQuest.

    Sounds like the general definition of “Theme Park” to me. It’s a structured experience shared among thousands of players.