Wednesday, February 3, 2010

How the NGE Saved SWG

Massively multiplayer online games have a long and storied history of colossal errors. But of them all, the greatest epic fail to have stained the industry is the New Game Experience, or NGE, inflicted upon Star Wars Galaxies. Conceived as a means of opening a closed community, providing a game experience easy to grasp and play, the NGE was supposed to bring an influx of new players.

Since Sony Online Entertainment has a policy of not discussing subscription numbers, we the gamers have no evidence that it didn't. But really, is that the point? What it did was completely rewrite the rules of game play, significantly "dumbing down" the game mechanics and diluting the experience we had all come to know as SWG. What had once been a deep and rich environment thick with hidden knowledge waiting to be explored became, in essence, "WoW in Space."

I don't mean to be dismissive of World of Warcraft. It is a legitimate gaming phenomenon. But its structure is almost the polar opposite of what was Star Wars Galaxies. Where once you could mix and match skillsets from any number of skill trees, developing a truly unique character with unique abilities, the NGE distilled everything into nine cookie-cutter professions with no differentiation between one and the other. Even racial traits became merely decorative. The flavor, the essence was gone, and both SOE and Lucas Arts seemed to be telling the community, "Deal with it."

But something funny happened on the way to gaming obscurity. SOE began a series of slow but meaningful advances to the SWG system. Racial differentiation, expertise skill trees, collections, the Storyteller system, loads of new buildings, props, instant transport vehicles, content... In short, SWG has become in its twilight years a damn fine game.

But like many of the old guard of pre-NGE players, I had a nostalgia for how it had been in those long-lost days of yore. So I decided to go back.

No, I didn't invent a time machine, and I may not be telling you anything you don't already know. A dedicated band of fans have "revived" the pre-NGE game and is testing it in a prolonged beta process. The project is called SWGEmu (for Star Wars Galaxies Emulator), and is being done on a strictly volunteer basis. As its beta status might suggest, it is a work in progress. The last time I was there there were few mobs to be found. Many of the systems are not yet functional, but some of the old ones (like slicing) were active.

I confess to having savored the experience, something like that last glass of wine. It was heady, nostalgic and full of fond memories. And yet (and here I freely admit to this being solely my own opinion) I missed all of the recent improvements more than I missed the pre-NGE game.

I know, I know. The moment this is posted I will be KOS to every decent human being (not to mention Twi'lek, Zabrak, Sullustan or Bothan) in the galaxy. I speak heresy, and I do it fluently.

It is, however, the truth. Take away one thing -- say, the new Chronicler system -- and it dramatically reduces the experience. Chronicler allows the players to add content as in-game quests, configurable to thousands of different combinations. Not only does it unlock the richness for the author of the quests, but also the players.

And that, really, is the big difference between old and new. Greater accessibility and character interactivity at the cost of some character diversity. And, let's face it, a steep learning curve. I will always be a fan of the Old Way in SWG, don't get me wrong. And those of us who went through the transition were screwed. Overnight we went from complex, three-dimensional characters with an interesting array of carefully-selected skills to stock, cut-out two-dimensional character templates. And if we assume that the game has not progressed since that day, I'd agree with the scathing dismissals offered by gamers about post-NGE SWG.

But it has progressed. You could say that individually, none of the improvements are worth the price of admission. I suppose that's a matter of opinion, although I suspect there are many who would deny it merely on principle, thus justifying their view that SOE actively hates gamers and seeks to do them harm. Personally, there are quite a few I really like. The Storyteller and Chronicler systems are particular favorites of mine, if you couldn't tell. While you can find similar systems in other games, it's very unusual to see both in one. And together, these two form an immensely flexible toolbox for players to devise and add content on demand.

None of this is to say that SWG is somehow without its flaws. Of course it has flaws. Since the NGE anyone and everyone can be Jedi. The SWG universe was meant to be set between Episodes 4 and 5 in the Star Wars storyline. There are Jedi canonically, but very, very, very rare. Obi-Wan is dead, Yoda not yet discovered and Luke is not yet a full Jedi himself. But of course, just drop by Theed or Mos Eisley these days and it's a virtual lightsaber-fest. Yep, out there in full daylight, flaunting their cool Jedi robes in front of the strangely impassive NPC or PC Stormtroopers.

Weirdness.

Still, no game is perfect, and we play them not because we are there to honor the devotion of the art department for all the "accuracy", nor because we are devotees of the art of game balance. We are there to have fun.

And that is what Star Wars Galaxies is to me.

Thanks for reading.

5 comments:

Troy Christensen said...

I am one of the old grognards of the pre-NGE Star War days, when I used to dual box a set of characters that owned factories, restaurants, and a massive trading empire. It was the greatest MMO that I have ever played. From the cool mining and harvesting options, to the uniquely created player made items -- it was light years ahead of games even today.

I recently tried to return, but I couldn't get passed the mind numbing, follow the numbers, noob quest. One thing I loved about the old game was the complete sandbox approach. It never forced you to do anything -- today game designers think every player is a short witted 12 year old that has to literally walk the yellow brick road through the game.

I will say I could never understand the NGE servers without vehicles -- something like have a Wild West MMO without horses! I only hope someone will make a Star Wars MMO as fun as the old servers, but with vehicles.

Troy
www.emeraldtablet.wordpress.com

Fishermage said...

While I agree there have definitely been improvements since the debacle known as the NGE, in my opinion the game is still a wreck.

Destroying the targeting system and speeding up combat in and of themselves made the game cumbersome, clunky and klugey.

Even after adding back in some form of autotarget, the game still requires completely redoing the keymap to even be worth playing, and even after doing that it's not as smooth as other games.

Also, they never fixed critical bugs, like things shooting through walls.

Had they just improved the pre-CU (or even the CU) game, the game would be better than it is today by several orders of magnitude.

Speculating that they needed to do the NGE in order to add the things they have added is just that -- speculation -- and that speculation is based upon the testimony of known liars.

Tony Prescesky said...

I think "How The NGE Saved SWG" is not an entirely appropriate title for your post. It should have read "How The NGE Totally Obliterated A Functioning And Healthy Game Community, And Then A Series Of Decent Updates Made The Game Playable Again, Sans Community".

You mention that SOE doesn't talk sub numbers, but it's plain to see that (relative to Pre-CU numbers) there's NOBODY playing. 1 strong server does not a healthy game make.
Yes the game has improved since being utterly destroyed, I'm playing SWG, and it's enjoyable. But if SOE had added these improvements without destroying the community, things would be quite different now for the better.
The NGE did not save SWG. SWG has not been saved. Anyone who logs into any server but StarSider can plainly see it.

PsycoJuggalo said...

Just play the EMU test center. Sure it is missing player housing, but it has a lot of what we miss for SWG.


Seriously if you are a SWG vet who like me has not found anything to replace SWG, then play the EMU. It is not perfect, but you still get that Pre-CU SWG rush. (and they have tons of MOBs now)

There is no reason to play the NGE when you can basically play Pre-CU SWG for FREE.

RedDelorean said...

At the time, I adored the original incarnation of SWG, despite it's obvious flaws. In fact - due in no small part to nostagia - I still prefer that flawed system to what's on live today. It brought me as close to truly being a part of the original Star Wars universe as I can ever reasonably hope to be.

But separated by time, I eventually came to realize that I had mostly loved Pre-CU (I'm one of those who didn't find the CU an acceptable compromise) not so much for what it was, but rather, for what it had the potential to be; which brings me to my real point.

There's simply no reason to believe that Pre-CU wouldn't have continued to be ehnanced and improved - in fact all evidence points to the contrary. There's simply nothing about the NGE that uniquely positioned it to bring real improvement to SWG, and quite a bit about the NGE that hindered it. But I'm not responding to your blog just to rehash that. I'm sure you know full well how much this torrid story has been retraced and finely examined by us in the SWG veteran community.

Thanks for sharing your thoughts Troy.