So I made a comment about SWG moving away from being mostly a world simulation towards being more of a game. As there may have been some misunderstanding, I'll take a minute to clarify.
In any simulation the point is to model the real thing as close as possible in an effort to bring the experience to life. This generally only works well if the simulation is extremely accurate. A world simulation is one of the most complex kind of simulations you could think of building, involving literally billions of variables, knobs and switches that all interconnect in some harmonious manner.
Of course, an extremely accurate world simulation is not only beyond the capacity of a team of game developers to create but is also beyond the processing power of any computers available on the free market today. As such, when game developers create world "simulations" they already have to allow for a large number of inconsistencies (light sabers in SWG have never carried the danger of chopping off a limb, for instance).
World simulations are difficult to maintain because of their inherent lack of precision - there are no truly self governing systems. In addition, while extremely accurate world simulations may not be feasible with today's technology, world simulations with a dizzying number of rules, causes and effects certainly are. Such world simulation games typically suffer from an extreme learning curve and tend to foster unnatural and repetitive game play. I'm not saying that such undesireable gameplay is the result of the world simulation itself - no - it is instead a direct result of our inability to create extremely accurate world simulations. Everything computers do has a pattern to it, and humans have an innate ability to master patterns in the most efficient way possible. Only nature itself is truly random.
As you make more and more provisions for the lack of accuracy in your simulation you naturally gravitate towards a more pliable and "game-y" environment. A "simulation" and a "game" are in essence the same thing, only with varying degrees of accuracy.
This shift away from "simulation" and towards "game" can happen "orderly" as part of a conscious decision making process or it can happen "chaotically" as a side-effect of making provisions for an inaccurate simulation.
That being said, while we may have made a conscious decision to put more "game" into SWG, we are still endeavoring to provide an exciting Star Wars fantasy set in a persistent state world. Persistent state worlds do not necessarily imply "simulation", but they do imply things like community, a virtual society, an economy and other such things we gave grown to enjoy about SWG.
So I made a comment about SWG moving away from being mostly a world simulation towards being more of a game. As there may have been some misunderstanding, I'll take a minute to clarify.
In any simulation the point is to model the real thing as close as possible in an effort to bring the experience to life. This generally only works well if the simulation is extremely accurate. A world simulation is one of the most complex kind of simulations you could think of building, involving literally billions of variables, knobs and switches that all interconnect in some harmonious manner.
Of course, an extremely accurate world simulation is not only beyond the capacity of a team of game developers to create but is also beyond the processing power of any computers available on the free market today. As such, when game developers create world "simulations" they already have to allow for a large number of inconsistencies (light sabers in SWG have never carried the danger of chopping off a limb, for instance).
World simulations are difficult to maintain because of their inherent lack of precision - there are no truly self governing systems. In addition, while extremely accurate world simulations may not be feasible with today's technology, world simulations with a dizzying number of rules, causes and effects certainly are. Such world simulation games typically suffer from an extreme learning curve and tend to foster unnatural and repetitive game play. I'm not saying that such undesireable gameplay is the result of the world simulation itself - no - it is instead a direct result of our inability to create extremely accurate world simulations. Everything computers do has a pattern to it, and humans have an innate ability to master patterns in the most efficient way possible. Only nature itself is truly random.
As you make more and more provisions for the lack of accuracy in your simulation you naturally gravitate towards a more pliable and "game-y" environment. A "simulation" and a "game" are in essence the same thing, only with varying degrees of accuracy.
This shift away from "simulation" and towards "game" can happen "orderly" as part of a conscious decision making process or it can happen "chaotically" as a side-effect of making provisions for an inaccurate simulation.
That being said, while we may have made a conscious decision to put more "game" into SWG, we are still endeavoring to provide an exciting Star Wars fantasy set in a persistent state world. Persistent state worlds do not necessarily imply "simulation", but they do imply things like community, a virtual society, an economy and other such things we gave grown to enjoy about SWG.
thanks for the insight, i honestly never looked at SWG in a real-world view... i just like a challenging games that takes skill and techinique, doesnt have to be completely relistic. The nge turned this game from chess... into tic-tac-toe....
So I made a comment about SWG moving away from being mostly a world simulation towards being more of a game. As there may have been some misunderstanding, I'll take a minute to clarify.
In any simulation the point is to model the real thing as close as possible in an effort to bring the experience to life. This generally only works well if the simulation is extremely accurate. A world simulation is one of the most complex kind of simulations you could think of building, involving literally billions of variables, knobs and switches that all interconnect in some harmonious manner.
Of course, an extremely accurate world simulation is not only beyond the capacity of a team of game developers to create but is also beyond the processing power of any computers available on the free market today. As such, when game developers create world "simulations" they already have to allow for a large number of inconsistencies (light sabers in SWG have never carried the danger of chopping off a limb, for instance).
World simulations are difficult to maintain because of their inherent lack of precision - there are no truly self governing systems. In addition, while extremely accurate world simulations may not be feasible with today's technology, world simulations with a dizzying number of rules, causes and effects certainly are. Such world simulation games typically suffer from an extreme learning curve and tend to foster unnatural and repetitive game play. I'm not saying that such undesireable gameplay is the result of the world simulation itself - no - it is instead a direct result of our inability to create extremely accurate world simulations. Everything computers do has a pattern to it, and humans have an innate ability to master patterns in the most efficient way possible. Only nature itself is truly random.
As you make more and more provisions for the lack of accuracy in your simulation you naturally gravitate towards a more pliable and "game-y" environment. A "simulation" and a "game" are in essence the same thing, only with varying degrees of accuracy.
This shift away from "simulation" and towards "game" can happen "orderly" as part of a conscious decision making process or it can happen "chaotically" as a side-effect of making provisions for an inaccurate simulation.
That being said, while we may have made a conscious decision to put more "game" into SWG, we are still endeavoring to provide an exciting Star Wars fantasy set in a persistent state world. Persistent state worlds do not necessarily imply "simulation", but they do imply things like community, a virtual society, an economy and other such things we gave grown to enjoy about SWG.
LOL I was working on a thread for tomorrow called this.
the only thing that concerns me is "GAME" without a definition applied it could mean anything. This "GREY" use of the word might (probable will ) cause rumors and speculation to cover the front page of these forums.
So I made a comment about SWG moving away from being mostly a world simulation towards being more of a game. As there may have been some misunderstanding, I'll take a minute to clarify.
In any simulation the point is to model the real thing as close as possible in an effort to bring the experience to life. This generally only works well if the simulation is extremely accurate. A world simulation is one of the most complex kind of simulations you could think of building, involving literally billions of variables, knobs and switches that all interconnect in some harmonious manner.
Of course, an extremely accurate world simulation is not only beyond the capacity of a team of game developers to create but is also beyond the processing power of any computers available on the free market today. As such, when game developers create world "simulations" they already have to allow for a large number of inconsistencies (light sabers in SWG have never carried the danger of chopping off a limb, for instance).
World simulations are difficult to maintain because of their inherent lack of precision - there are no truly self governing systems. In addition, while extremely accurate world simulations may not be feasible with today's technology, world simulations with a dizzying number of rules, causes and effects certainly are. Such world simulation games typically suffer from an extreme learning curve and tend to foster unnatural and repetitive game play. I'm not saying that such undesireable gameplay is the result of the world simulation itself - no - it is instead a direct result of our inability to create extremely accurate world simulations. Everything computers do has a pattern to it, and humans have an innate ability to master patterns in the most efficient way possible. Only nature itself is truly random.
As you make more and more provisions for the lack of accuracy in your simulation you naturally gravitate towards a more pliable and "game-y" environment. A "simulation" and a "game" are in essence the same thing, only with varying degrees of accuracy.
This shift away from "simulation" and towards "game" can happen "orderly" as part of a conscious decision making process or it can happen "chaotically" as a side-effect of making provisions for an inaccurate simulation.
That being said, while we may have made a conscious decision to put more "game" into SWG, we are still endeavoring to provide an exciting Star Wars fantasy set in a persistent state world. Persistent state worlds do not necessarily imply "simulation", but they do imply things like community, a virtual society, an economy and other such things we gave grown to enjoy about SWG.
This is basicly the train of thought that ruined the game for the pro pre-cu camp.
SWG has no risk no reward and very little thought required to play. There is no real learning curve to join in and play. Why don't you just make it so you start out lvl 90 with only 4-5 weapons to choose from for each class. If you are going to take the realism out of the mmorpg and just make it a game just go all the way.
Those of us that are looking for a MMORPG with depth that require thought and time to reach the endgame content will find another game soon enough.
I really feel that there could and should be some sort of compromise here. I thik the quests for advancement was a step in the right direction from a certain point of view, but the utter demise of everything that made th game interesting from a social and economical standpoint is just wrong.
I think I can speak for a majority when I say that we do not need bells and whistles as much as we need a myriad of reasons for people to play something other than Bounty Hunter and Jedi. Medics need a purpose, and that purpose is to heal..........not fight. Entertainers need a purpose, and that purpose is to inspire and entertain.......not fight. Crafters need a purpose, and that purpose is to create useful products for the other classes.............not sell loot.
The quicker the steps are made into making this a better game on the social and economic standpoint, the quicker the game may begin seeing a resurgence in numbers.
Oh and bring back target lock and double row toolbars!!
................... = Rups Kcocemag = ................... =Clubbing baby Ewoks since 1985= ................... If you can read this, then you don't need glasses.
The only thing we need is for you (SOE) guys to listen to us! Just open your eyes and read what we have been posting since day one of CU .. Im not even gonna say it because I know ill get banned but you guys KNOW what we want why not just deliver
So I made a comment about SWG moving away from being mostly a world simulation towards being more of a game. As there may have been some misunderstanding, I'll take a minute to clarify.
In any simulation the point is to model the real thing as close as possible in an effort to bring the experience to life. This generally only works well if the simulation is extremely accurate. A world simulation is one of the most complex kind of simulations you could think of building, involving literally billions of variables, knobs and switches that all interconnect in some harmonious manner.
Of course, an extremely accurate world simulation is not only beyond the capacity of a team of game developers to create but is also beyond the processing power of any computers available on the free market today. As such, when game developers create world "simulations" they already have to allow for a large number of inconsistencies (light sabers in SWG have never carried the danger of chopping off a limb, for instance).
World simulations are difficult to maintain because of their inherent lack of precision - there are no truly self governing systems. In addition, while extremely accurate world simulations may not be feasible with today's technology, world simulations with a dizzying number of rules, causes and effects certainly are. Such world simulation games typically suffer from an extreme learning curve and tend to foster unnatural and repetitive game play. I'm not saying that such undesireable gameplay is the result of the world simulation itself - no - it is instead a direct result of our inability to create extremely accurate world simulations. Everything computers do has a pattern to it, and humans have an innate ability to master patterns in the most efficient way possible. Only nature itself is truly random.
As you make more and more provisions for the lack of accuracy in your simulation you naturally gravitate towards a more pliable and "game-y" environment. A "simulation" and a "game" are in essence the same thing, only with varying degrees of accuracy.
This shift away from "simulation" and towards "game" can happen "orderly" as part of a conscious decision making process or it can happen "chaotically" as a side-effect of making provisions for an inaccurate simulation.
That being said, while we may have made a conscious decision to put more "game" into SWG, we are still endeavoring to provide an exciting Star Wars fantasy set in a persistent state world. Persistent state worlds do not necessarily imply "simulation", but they do imply things like community, a virtual society, an economy and other such things we gave grown to enjoy about SWG.
of course if you are talking absolutes, but we are not. Obviously a 100% accurate would sim is not feasible. However, the orginal game came as close to it as possible while still having a good combat system and a direction for the game. What many of us are stating, is that the NGE has pruposly removed most of what we felt was immersive, decay, BF, Wounds, meaningful crating system, profession interdepence, downtown, etc.
It is clear that you have mearly skimmed what people are tlaking about, instead of activly looking though each post and understanding what we are saying. If there are to mnay of them, then don't post and let someone more qualified answer these directly tomorrow.
It really doesn't matter what you or your fellow devs say now anyway. You have all lost all credibility and show that you either devised this course from the beginning (meaning you lied to us) or you are susceptible to sudden redirection in your path with the game. (meaning you are unpredictable and not a constant dependable)
Either way I don't like any of the possible answers. I wont react to words now. I want to see actions.
It really doesn't matter what you or your fellow devs say now anyway. You have all lost all credibility and show that you either devised this course from the beginning (meaning you lied to us) or you are susceptible to sudden redirection in your path with the game. (meaning you are unpredictable and not a constant dependable)
Either way I don't like any of the possible answers. I wont react to words now. I want to see actions.
Well Smed fired off his "Fix The Game" move, but it glitched and didn't active and now he's waiting down it's three year cooldown timer.
- As an award winning filmmaker, I supported nudity!