Dancer Archive
Thread: A look into Social Gaming inside of SWG
Many in the industry argue that MMOGs won't become a breakout success until they can bring in a substantial number of women into the audience, and the Galaxies team says they have accounted for that.
"We're definitely including elements that will appeal to women," says Blackman, pointing in particular to the many ways players can customize the social interactivity aspects (like stylized chat text), and a far more granular selection of female character body types. (In previous MMORPGs, women often complained that the options for their online alter ego were restricted to thin and busty -- or, well, curvy and busty.) You can also customize appearance to an infinite degree-- every facial feature can be subtly altered with a slider control, as can skin tone -- to create a persona that's truly unique. Of the 700 or so learnable skills available, only a third are combat-related, with a number designed to appeal to women -- or at any rate to those less interested in a life of galactic swashbuckling. "I'm kind of embarrassed to mention this," says Blackman, "but we have a hairdressing skill tree."
This attentiveness will also be evident in the game's handling of the griefer problem, which anecdotal evidence suggests plagues female players disproportionately. The anti-griefer policy hasn't been totally enumerated yet, Blackman says, but will operate on a basic principle: "Anything that loses revenue is bad." So bad, the game will include a hot key for instant harassment reporting. (It also transmits a snapshot of the victim's last five minutes of conversation with the accused, allowing the company moderator to make a fair deliberation between them.) Still, of the 250,000 people registered on the Galaxies community site, LucasArts staffers estimate that only 10 to 15 percent are women.
Message Edited by Panthu on 08-08-2005 05:00 PM
Very good find and good reading Panthu, thank you for posting it. Too bad in the end all those ideas sold out for copy-cat of any other two-bit game on the market. But I think there still may be hope.
On a side note,…. for some strange reason I now have an image stucked in my head of a roomful of nerds who’s last date was a deluxe blowup doll trying to figure out what appeals to real women ![]()
Petronela wrote:
On a side note,…. for some strange reason I now have an image stucked in my head of a roomful of nerds who’s last date was a deluxe blowup doll trying to figure out what appeals to real women
The devs arent that bad....although female toons and hips seriously need some reworking.
Petronela wrote:
Very good find and good reading Panthu, thank you for posting it. Too bad in the end all those ideas sold out for copy-cat of any other two-bit game on the market. But I think there still may be hope.
On a side note,…. for some strange reason I now have an image stucked in my head of a roomful of nerds who’s last date was a deluxe blowup doll trying to figure out what appeals to real women
hmm, what features does the deluxe model have? i spent 99.95 for my standard model
It's funny reading this article. I beta'd The Sims Online. That's actually where I heard about SWG. A bunch of the guys also in TSO's beta had applications to get into SWG's beta. So, of course, Star Wars was WAY better than playing house, so I was all over it. I continued to play TSO once it went live...but as always, the turds and griefers showed up. I started playing beta 3 of SWG and loved it. Didn't know what the heck I was doing and had a blast.
Panthu wrote:
Why should these additions to the game ever have to be compromised to suit players that they were not even intended for in the first place?
The answer is actually in the snippet of the article you posted:
The anti-griefer policy hasn't been totally enumerated yet, Blackman says, but will operate on a basic principle: "Anything that loses revenue is bad."
SOE has merely taken this concept to its extreme. They have decided that social players are a minority and that most players are only in it for the combat, and further, that most of THESE players want to get Jedi. Therefore they are doing what to them shows the most promise for maximising their short-term revenue (and it should be pretty obvious by now that long-term health of the game is not a priority): concentrate all their efforts on Jedi (and consequently also on BH), and ignore the rest, apart from some token effort to keep those players that are not in their target audience paying for a bit longer.
And specifically, working on entertainers just isn't an efficient use of their time, given how few social players are left. Not when this time can be spent implementing a new FRS or giving the BH's new content.
A cynical interpretation of Blackman's quote? Well, yeah. But given the experiences of the past (and especially the last few months), I think also a reasonable one.
Gothywench wrote:
Panthu...OMG. I may have downloaded things from you way back in The Day. ::grin::
Panthu wrote:
It was clear to me that Entertainer was made with people like me in mind. I was psyched. I just don't understand why the ball has been dropped so much on this section of the game. Crafting was for casual gamers who wanted to be able to compete even if they were offline. Entertainer was for main-stream females and players that shared their interests (social players). This made total sense to me then and it still does now.
It's quite simple Panth. The current crop of devs simply does not understand at all what holocron, Q, and the original guys were attempting to accomplish with the original design. Neeno, an occasional poster to the musician forums and in-game friend of mine, said it was quite clear from the Indy dev breakfast that other than "our" dev (whichever one that is) the others have no clue what players of entertainers want, or even why anyone would BOTHER to play an entertainer instead of a "real" class. When Neeno told them "Combat is the side game for me -- the main game is entertaining and crafting," their jaws hit the floor. They don't GET us AT ALL. It's quite clear from all the dev decisions that have been made since long before the CU. They get combat, and they get uber-hardcore-gamers -- that's it. And that's why the game has gone from one of interactive, modern-style capitalism, to one of kill-loot-trade medievalism. And it'll stay that way, until they get some new devs who DO get what Holo et al. were trying (maybe not succeeding, but at least trying) to accomplish.
C