JFreeman wrote: I don't speak about SWG on my blog. I may speak about game design in general, or high level design concept sorts of things that aren't appropriate for discussion here. But to speak about SWG specifically: well I'd do that on these forums.
Certainly when I was a younger man, I was willing to devote a great deal of time to mastering arcane rules just to be able to play a game. But those days are long gone. SWG needed to be a lot more accessible. It also needed to be a lot more maintainable.
SWG needs depth and complexity too, but it can't be the thing that greets new players at the door. That complexity needs to be built on a solid foundation; and the game itself needed to be easier to get into and more directed.
Looking at server populations, that is a resounding success huh?
JFreeman wrote: I don't speak about SWG on my blog. I may speak about game design in general, or high level design concept sorts of things that aren't appropriate for discussion here. But to speak about SWG specifically: well I'd do that on these forums.
Certainly when I was a younger man, I was willing to devote a great deal of time to mastering arcane rules just to be able to play a game. But those days are long gone. SWG needed to be a lot more accessible. It also needed to be a lot more maintainable.
SWG needs depth and complexity too, but it can't be the thing that greets new players at the door. That complexity needs to be built on a solid foundation; and the game itself needed to be easier to get into and more directed.
*Insert rehashed argument here*
Its all been said before. Regardless, you are talking to the general public in your blog. There has been over the years limited if not non-exsistant communication here. It doesn't take a rocket scientist to realize when you neglict customers, we seek other sources of information.
JFreeman wrote: I don't speak about SWG on my blog. I may speak about game design in general, or high level design concept sorts of things that aren't appropriate for discussion here. But to speak about SWG specifically: well I'd do that on these forums.
Certainly when I was a younger man, I was willing to devote a great deal of time to mastering arcane rules just to be able to play a game. But those days are long gone. SWG needed to be a lot more accessible. It also needed to be a lot more maintainable.
SWG needs depth and complexity too, but it can't be the thing that greets new players at the door. That complexity needs to be built on a solid foundation; and the game itself needed to be easier to get into and more directed.
Well wasn't the NGE designed with a much younger target audience in mind than SWG had before???
--- Proud Member of the "small but vocal minority" --- All that was ever needed to fix the basics of pre-CU combat system:
1. Hard-cap armor at 60%. 2. Make mind healable. 3. Hard-cap Doc Buffs at additional 125% to your basic stats (like entertainer buffs). 4. Apply the 75% damage reduction in PvP to DoTs as well.
Don't. This game should have the devotion of them and their communication about where we are going. Seeing as they can't even produce a directional roadmap (even late as was promised), people go to outside sources for information.
It just happens this guy works on this game, posts his thoughts, and then wonders why people take him the wrong way when information is truly lacking here...on the home front.
JFreeman wrote: I don't speak about SWG on my blog. I may speak about game design in general, or high level design concept sorts of things that aren't appropriate for discussion here. But to speak about SWG specifically: well I'd do that on these forums.
Certainly when I was a younger man, I was willing to devote a great deal of time to mastering arcane rules just to be able to play a game. But those days are long gone. SWG needed to be a lot more accessible. It also needed to be a lot more maintainable.
SWG needs depth and complexity too, but it can't be the thing that greets new players at the door. That complexity needs to be built on a solid foundation; and the game itself needed to be easier to get into and more directed.
I came online the first time I played SWG and had fun within the first fifteen minutes.
I logged onto the NGE for the first time and could not complete a single quest.
I still can't.
Only before, I could change my profession at will if I decided something else would be fun to try for a day.
Now, it's virtually impossible because the quests are so sparse and only completable once for the most part.
I will just say this:
With the addition of spawn timers, lockouts, the reduction of fun choices, the prevalence of bugs throughout, the incredibly slow content delivery schedule, and the resistence towards any customization of the UI, the NGE is NOT accessible to me, and the eleven friends of mine who tried the Trial said the same exact thing.
Apparently, it's only accessible if you're the right sort of person.
You know, someone who doesn't like to enjoy story arcs, battlefields, or even a modicum of depth in character building.
レイラニ キル'リア Who decided every addition to SWG should be a rutabaga?
JFreeman wrote: I don't speak about SWG on my blog. I may speak about game design in general, or high level design concept sorts of things that aren't appropriate for discussion here. But to speak about SWG specifically: well I'd do that on these forums.
Certainly when I was a younger man, I was willing to devote a great deal of time to mastering arcane rules just to be able to play a game. But those days are long gone. SWG needed to be a lot more accessible. It also needed to be a lot more maintainable.
SWG needs depth and complexity too, but it can't be the thing that greets new players at the door. That complexity needs to be built on a solid foundation; and the game itself needed to be easier to get into and more directed.
DDO is managing to create a game on arcane rules and it is not the problem at all.....
SWG had engaging complexity, but where it hit a bumpy road, was with the lack of a GOOD new player tutorial to teach players and LACK of content (bugs to).
If you would have left the game similar to what it was and created a better tutorial for nubs and added content and fixed bugs, then the game would be in a much better place then in the death throws it's currently in.
JFreeman wrote: I don't speak about SWG on my blog. I may speak about game design in general, or high level design concept sorts of things that aren't appropriate for discussion here. But to speak about SWG specifically: well I'd do that on these forums.
Certainly when I was a younger man, I was willing to devote a great deal of time to mastering arcane rules just to be able to play a game. But those days are long gone. SWG needed to be a lot more accessible. It also needed to be a lot more maintainable.
SWG needs depth and complexity too, but it can't be the thing that greets new players at the door. That complexity needs to be built on a solid foundation; and the game itself needed to be easier to get into and more directed.
Any idea when building that depth and complexity will begin? There has been ZERO since 11/2005 so I'm just curious. While the depth and complexity may have been a barrier for some people pre-NGE - it was also by far one of the game's strongest attributes. You could truly be just about anything you wanted to be in a Star Wars universe...and now we're all just bland, generic copies of one another.
JFreeman wrote: I don't speak about SWG on my blog. I may speak about game design in general, or high level design concept sorts of things that aren't appropriate for discussion here. But to speak about SWG specifically: well I'd do that on these forums.
Certainly when I was a younger man, I was willing to devote a great deal of time to mastering arcane rules just to be able to play a game. But those days are long gone. SWG needed to be a lot more accessible. It also needed to be a lot more maintainable.
SWG needs depth and complexity too, but it can't be the thing that greets new players at the door. That complexity needs to be built on a solid foundation; and the game itself needed to be easier to get into and more directed.
I agree 100% with this! Keep up the good work!
--------------- Ulruk Odawn Elder Bounty Hunter --------- Current Template
DDO is managing to create a game on arcane rules and it is not the problem at all.....
SWG had engaging complexity, but where it hit a bumpy road, was with the lack of a GOOD new player tutorial to teach players and LACK of content (bugs to).
If you would have left the game similar to what it was and created a better tutorial for nubs and added content and fixed bugs, then the game would be in a much better place then in the death throws it's currently in.
AMEN!!
--- Proud Member of the "small but vocal minority" --- All that was ever needed to fix the basics of pre-CU combat system:
1. Hard-cap armor at 60%. 2. Make mind healable. 3. Hard-cap Doc Buffs at additional 125% to your basic stats (like entertainer buffs). 4. Apply the 75% damage reduction in PvP to DoTs as well.
JFreeman wrote: I don't speak about SWG on my blog. I may speak about game design in general, or high level design concept sorts of things that aren't appropriate for discussion here. But to speak about SWG specifically: well I'd do that on these forums.
Certainly when I was a younger man, I was willing to devote a great deal of time to mastering arcane rules just to be able to play a game. But those days are long gone. SWG needed to be a lot more accessible. It also needed to be a lot more maintainable.
SWG needs depth and complexity too, but it can't be the thing that greets new players at the door. That complexity needs to be built on a solid foundation; and the game itself needed to be easier to get into and more directed.
JFreeman wrote: I don't speak about SWG on my blog. I may speak about game design in general, or high level design concept sorts of things that aren't appropriate for discussion here. But to speak about SWG specifically: well I'd do that on these forums.
Certainly when I was a younger man, I was willing to devote a great deal of time to mastering arcane rules just to be able to play a game. But those days are long gone. SWG needed to be a lot more accessible. It also needed to be a lot more maintainable.
SWG needs depth and complexity too, but it can't be the thing that greets new players at the door. That complexity needs to be built on a solid foundation; and the game itself needed to be easier to get into and more directed.
Sir,
Several hundred thousand cancelled subscriptions disagree with you.
Catering to those with short attention spans will only result in short term interest in the game.
I'm sorry, but the NGE alienated your ideal customer: intelligent, mature gamers with disposable income.
DDO is managing to create a game on arcane rules and it is not the problem at all.....
SWG had engaging complexity, but where it hit a bumpy road, was with the lack of a GOOD new player tutorial to teach players and LACK of content (bugs to).
If you would have left the game similar to what it was and created a better tutorial for nubs and added content and fixed bugs, then the game would be in a much better place then in the death throws it's currently in.
JFreeman wrote: I don't speak about SWG on my blog. I may speak about game design in general, or high level design concept sorts of things that aren't appropriate for discussion here. But to speak about SWG specifically: well I'd do that on these forums.
Certainly when I was a younger man, I was willing to devote a great deal of time to mastering arcane rules just to be able to play a game. But those days are long gone. SWG needed to be a lot more accessible. It also needed to be a lot more maintainable.
SWG needs depth and complexity too, but it can't be the thing that greets new players at the door. That complexity needs to be built on a solid foundation; and the game itself needed to be easier to get into and more directed.
Sir,
Several hundred thousand cancelled subscriptions disagree with you.
Catering to those with short attention spans will only result in short term interest in the game.
I'm sorry, but the NGE alienated your ideal customer: intelligent, mature gamers with disposable income.
JFreeman wrote: I don't speak about SWG on my blog. I may speak about game design in general, or high level design concept sorts of things that aren't appropriate for discussion here. But to speak about SWG specifically: well I'd do that on these forums.
Certainly when I was a younger man, I was willing to devote a great deal of time to mastering arcane rules just to be able to play a game. But those days are long gone. SWG needed to be a lot more accessible. It also needed to be a lot more maintainable.
SWG needs depth and complexity too, but it can't be the thing that greets new players at the door. That complexity needs to be built on a solid foundation; and the game itself needed to be easier to get into and more directed.
Sir,
Several hundred thousand cancelled subscriptions disagree with you.
Catering to those with short attention spans will only result in short term interest in the game.
I'm sorry, but the NGE alienated your ideal customer: intelligent, mature gamers with disposable income.
Best of luck.
Guess we are not the target anymore....
Yeah, judging by your name there obviously they are targeting you eh?