Smuggler Archive
Thread: Thought You Guys & Girls Might LIke To See This
The SWG Mystery
Message Edited by Mystique2000uk on 09-11-2005 01:16 PM
Not saying I don't agree on some of the points, but it's interesting to see such an apocalyptic view-point so early into the game's lifespan.
Mind you, he was right about AC2
korvass wrote:
Wow, that is a pretty epic whine, is it not? Paragraphs and paragraphs of speculative crap, with a few big words thrown in to try and give it weight.
Funny, one mans while is another mans elemental truth.![]()
PS: And he's right about SWG too.![]()
korvass wrote:
Wow, that is a pretty epic whine, is it not? Paragraphs and paragraphs of speculative crap, with a few big words thrown in to try and give it weight.
Not saying I don't agree on some of the points, but it's interesting to see such an apocalyptic view-point so early into the game's lifespan.
Mind you, he was right about AC2
Hah! He is absolutely right! SWG has MAYBE 250,000 subscriptions right now, this game has become an even BIGGERdeparture from what makes Star Wars special, and the game developers at the time had NO CLUE as to what makes a game fun to play: they didn't give us the proper tools as players to INVENT our own content. He probably wrote that "whine" 1.5 years ago, and he was DEAD ON in his last sentence: we aren't going to see this game truly be Star Wars in a long, long time, and even then it won't even be close. He is DEAD ON. We have Jedi armies, no GCW, no smugglers, and the only Star Warsy content we have is from Episode III, which IS far away from what the content SHOULD be.
Smuggling was one such tool that HAD to be put into the game in order for people to relive and invent their own Star Wars experiences surrounding the Han Solo and the huge criminal aspect of the stories.
Raph Koster and the early devs thought that players could survive in a bare room with nothing in it to play with while we "imagined" we had something to do. Mind you, I'm a strong believer that players make their own content and are responsible for their own perceptions and experiences, but you need to give players tools for content that center around the kinds of experiences that we expect to occur in the Star Wars universe like smuggling, BH'ing (luckythem), true involvement in the GCW, and quests where you develop a true sense of comraderie with those you are helping (usually by fighting with or for them, but all we get are unpersonal terminal missions with two lines of text and no soul.)
Ternque01 wrote:
korvass wrote:
Wow, that is a pretty epic whine, is it not? Paragraphs and paragraphs of speculative crap, with a few big words thrown in to try and give it weight.
Not saying I don't agree on some of the points, but it's interesting to see such an apocalyptic view-point so early into the game's lifespan.
Mind you, he was right about AC2
Hah! He is absolutely right! SWG has MAYBE 250,000 subscriptions right now, this game has become an even BIGGERdeparture from what makes Star Wars special, and the game developers at the time had NO CLUE as to what makes a game fun to play: they didn't give us the proper tools as players to INVENT our own content. He probably wrote that "whine" 1.5 years ago, and he was DEAD ON in his last sentence: we aren't going to see this game truly be Star Wars in a long, long time, and even then it won't even be close. He is DEAD ON. We have Jedi armies, no GCW, no smugglers, and the only Star Warsy content we have is from Episode III, which IS far away from what the content SHOULD be.
Smuggling was one such tool that HAD to be put into the game in order for people to relive and invent their own Star Wars experiences surrounding the Han Solo and the huge criminal aspect of the stories.
Raph Koster and the early devs thought that players could survive in a bare room with nothing in it to play with while we "imagined" we had something to do. Mind you, I'm a strong believer that players make their own content and are responsible for their own perceptions and experiences, but you need to give players tools for content that center around the kinds of experiences that we expect to occur in the Star Wars universe like smuggling, BH'ing (luckythem), true involvement in the GCW, and quests where you develop a true sense of comraderie with those you are helping (usually by fighting with or for them, but all we get are unpersonal terminal missions with two lines of text and no soul.)
QFE man!
Message Edited by WillburWright on 09-11-2005 12:47 PM
Ternque01 wrote:
korvass wrote:
Wow, that is a pretty epic whine, is it not? Paragraphs and paragraphs of speculative crap, with a few big words thrown in to try and give it weight.
Not saying I don't agree on some of the points, but it's interesting to see such an apocalyptic view-point so early into the game's lifespan.
Mind you, he was right about AC2
Hah! He is absolutely right! SWG has MAYBE 250,000 subscriptions right now, this game has become an even BIGGERdeparture from what makes Star Wars special, and the game developers at the time had NO CLUE as to what makes a game fun to play: they didn't give us the proper tools as players to INVENT our own content. He probably wrote that "whine" 1.5 years ago, and he was DEAD ON in his last sentence: we aren't going to see this game truly be Star Wars in a long, long time, and even then it won't even be close. He is DEAD ON. We have Jedi armies, no GCW, no smugglers, and the only Star Warsy content we have is from Episode III, which IS far away from what the content SHOULD be.
Smuggling was one such tool that HAD to be put into the game in order for people to relive and invent their own Star Wars experiences surrounding the Han Solo and the huge criminal aspect of the stories.
Raph Koster and the early devs thought that players could survive in a bare room with nothing in it to play with while we "imagined" we had something to do. Mind you, I'm a strong believer that players make their own content and are responsible for their own perceptions and experiences, but you need to give players tools for content that center around the kinds of experiences that we expect to occur in the Star Wars universe like smuggling, BH'ing (luckythem), true involvement in the GCW, and quests where you develop a true sense of comraderie with those you are helping (usually by fighting with or for them, but all we get are unpersonal terminal missions with two lines of text and no soul.)
QFE!
Ternque01 wrote:
korvass wrote:
Wow, that is a pretty epic whine, is it not? Paragraphs and paragraphs of speculative crap, with a few big words thrown in to try and give it weight.
Not saying I don't agree on some of the points, but it's interesting to see such an apocalyptic view-point so early into the game's lifespan.
Mind you, he was right about AC2
Hah! He is absolutely right! SWG has MAYBE 250,000 subscriptions right now, this game has become an even BIGGER departure from what makes Star Wars special, and the game developers at the time had NO CLUE as to what makes a game fun to play: they didn't give us the proper tools as players to INVENT our own content. He probably wrote that "whine" 1.5 years ago, and he was DEAD ON in his last sentence: we aren't going to see this game truly be Star Wars in a long, long time, and even then it won't even be close. He is DEAD ON. We have Jedi armies, no GCW, no smugglers, and the only Star Warsy content we have is from Episode III, which IS far away from what the content SHOULD be.Smuggling was one such tool that HAD to be put into the game in order for people to relive and invent their own Star Wars experiences surrounding the Han Solo and the huge criminal aspect of the stories.
Raph Koster and the early devs thought that players could survive in a bare room with nothing in it to play with while we "imagined" we had something to do. Mind you, I'm a strong believer that players make their own content and are responsible for their own perceptions and experiences, but you need to give players tools for content that center around the kinds of experiences that we expect to occur in the Star Wars universe like smuggling, BH'ing (lucky them), true involvement in the GCW, and quests where you develop a true sense of comraderie with those you are helping (usually by fighting with or for them, but all we get are unpersonal terminal missions with two lines of text and no soul.)
I don't normally do this, but
QFE
Stawei_Idow wrote:
This is the kind of thing that the Community Relations people are supposed to bring to the attention of the Producers/BigWigs/etc.
Lol nice one... Oh sorry thought you were joking.
Message Edited by SBRD0C on 09-12-2005 08:30 PM