Death of a galaxy?

star_wars_galaxiesStar Wars Galaxies – have you heard of it?

I’d be surprised if you haven’t, considering you’re here on this site reading material related to the forthcoming MMO Star Wars: The Old Republic.

Galaxies was the first attempt at an MMO based on the world of George Lucas’ Star Wars, originally developed by Sony Online Entertainment on the Windows platform and published by LucasArts, and only released in Australia in 2006 (after having been first released back in 2003 elsewhere). I’d like to bring attention to this older Star Wars themed MMO, primarily because I believe its future fate hangs in the balance with the forthcoming release of the new (and improved) offering from Bioware.

The question is, will the masses of people (if masses there are), switch their loyalty over to the newer game? Galaxies has a somewhat chequered past, and it’s well known that the development team made some changes that didn’t sit well with the community at large. Details can be easily uncovered with the aid of some simple Google searching, but what I’m trying to get at is the question of whether Bioware and LucasArts will take note and not repeat the same mistakes made in the past by LucasArts’ former partnership with Sony Online Entertainment.

Star Wars Galaxies opened up with the idealistic goal of engaging the community, providing a game that had some unique and innovative options. Somewhere along the way, they lost touch, and decisions were made to change the game in a dramatic fashion, which on the whole didn’t seem to please the community.

In fact, the changes were so dramatic that an open source movement grew up to try and “free” the server technology and provide a pre-CU (Combat Upgrade – the infamous first major update) emulated server SWGEmu. It looks like the community is well on the way to returning to what a large section of the population believe is the height of the Galaxies game.

This does leave a lot of room to ponder the future implications and responsibility that lies on the shoulders of Bioware and LucasArts to deliver a game that stands up to the hype and delivers on their promises – it wouldn’t be the first time a community that has felt betrayed has taken it upon themselves to rectify the situation.

It would be a shame to see history repeating itself, and I’d hate to see SWTOR go through rapid growth, only to have the population halved (as in the case where Galaxies shut down almost half of their active servers) due to mismanagement and choosing to ignore the players and community that are the bedrock of MMO games.

That said, having been a part of the SWTOR community so far, I’m sure that the Star Wars Universe could not be in a better pair of hands than those of Bioware and LucasArts.

As to what will happen with Star Wars Galaxies – currently they still have 13 active servers, and I’d be guessing that a lot of players that have invested a significant amount of time would be loathe to part ways. Galaxies is walking a fine line however, and I don’t think they have the luxury any longer of foisting new half baked experiments onto the community as alternatives will soon exist in the form of SWTOR and emulated servers using the SWGEmu application, which opens up a whole new galaxy to those players seeking some stability and respect for their gaming dollar.

SWTOR’s combat system: an initial review

coruscant Self-proclaimed SWTOR newcomer Phillip has a close look at SWTOR’s combat system:

Bounty Hunter Class
UI looks pretty straight forward. UI appears to be hidden during “cutscenes”. Dialog Interface during cutscenes to decide on conversation path seems intuitive, reminds me somewhat of the Sims dialogue widget. Action bar sitting along the bottom along with character hp bar sitting slightly above. Mini-map sitting along the bottom, the majority of the screen apart from the bottom is free of distractions. Point and click based combat similar to WoW with use of skills from the action bar. Very little use of cover or tactics it appears, target appears on the other side of the UI action bar.

Smuggler Class
Represents Han Solo fantasy, once again makes use of a basic blaster. Disappointing that the cover zones are specified, would have been nice to have cover accounted for simply by being obstructed. Why don’t other classes have access to cover facilities? They keep talking about “Heroic” combat, I don’t see all that much heroic about hiding behind a rock.

Korriban Planet Review: Sith Warrior Class
Sith learn their training on this planet. Appears to be melee based class, and has what appears to be a rage style bar. The light sabre effects look good, will be curious to see what kind of system demands are placed on PCs and Macs. The scenery from all demos looks fantastic, plenty of spaces to take cover it looks (not sure if they are cover zones). Enemies make use of cover, the demo doesn’t really detail the AI capabilities.

Flashpoint: High Level Bounty Hunter and High Level Sith Warrior
UI in the cutscene shows two of the character portraits in the lower left hand corner. Can’t work out what the numbers are being shown in the portrait icon. Interactive system and it appears different group members have an opportunity to participate. Force Charge used, force bar seems to charge through melee attacks. Nice fire effect from the Bounty Hunter. Looks like decisions will affect “Dark Points” accrued, I’m assuming Jedi’s accrue “Light Points”? Storm Troopers armed with Melee weapons? Why wouldn’t they be equipped with range weaponry? Especially going up against Sith or Jedi. Sith Warrior has crowd control abilities. Jet Pack, Death from Above ability, no player control it appears, an action bar ability. Bounty Hunter has lockpick type abilities, explodes the locked door. The combat on the whole does feel epic watching it from the point of view of the Sith Warrior, not so sure it has the same feel while playing ranged. Bounty Hunter has Sleep Dart. Jedi Padawan takes on the Sith Warrior. Not very acrobatic combat or relying on the use of the Force much apart from a Force Choke. Combat against the Jedi Knight appears to be very stationary, would have been nice to see more acrobatics and movement rather than so much toe-to-toe combat. The UI appears to be very slick, will be curious to see whether or not 3rd party addons will be allowed and to what extent they can have effect on the UI customisation. Inventory system is more compressed and doesn’t waste screen real estate with the characters avatar shown. First ever multi voice dialogue system.

The Sum Up

Wow. Exciting. Visually compelling.

How else to describe the video delights Bioware is releasing currently to those of us impatiently awaiting every tidbit of news they dangle before us. Having spent some time watching the developer walk-through, it had me thinking about combat and what we’ve seen so far in the demo. Overall I’m fairly impressed, but it’s not so impressive to leave me speechless and in awe (on the flip-side the environments and atmosphere did impress me – a lot).

There was just something a little off in the way combat appeared to pan out during the walk-through, if I had to pick a word to describe it, I would probably say it’s a little ‘wooden’. Now what do I mean by that I hear you ask? Movements and actions just seemed too orchestrated, there just didn’t appear to be any kind of “flow”. Most of the classes just stood exchanging blaster fire or melee blows which didn’t equate to anything “heroic” in my book.

Every time you read through or watch a Bioware interview they always talk about how “heroic” their combat is going to be along with all the “heroic” action. I think the story is heroic, but as for the combat shown, it’s not so heroic. I’ll break it down and go through some of the issues I feel need to be addressed.

The smuggler, a great class idea, and it’s use of a cover system is exciting, but I’d really like to know why they are the only class to have access to “cover”. Shouldn’t every class be able to make use of objects or obstructions as refuge from persistent laser blasts? Last time I watched the films I vividly recall that all of the heroes at least spent some time huddled away behind doors, or cargo boxes exchanging blaster fire, even the mighty Jedi weren’t averse to ducking out of the way every now and then. As a game mechanic it’s great, but yes, I don’t see why it’s a unique class perk, just seems a little silly to me, when you see a smuggler taking cover while his Trooper buddy stands out in the open taking the heat – I really think if he had a little common sense he’d be jumping for cover as well!

There has been a lot of excitement in the forums surrounding the Bounty Hunter’s jet pack, a lot of people are speculating as to whether or not it will be possible to use it to fly around the zones. It looks like that will not be the case, although I could be proven wrong as higher level details haven’t been released at this stage. From what was released in the walk-through, it will be leveraged in some of the abilities available to the Bounty Hunter, but just being able to quickly shoot into the air a few feet and rain down some damage seems a little understated. At least have the Hunter drop a nuke or something worthwhile – a few puny blaster shots does not constitute “death from above”.

The Sith Warrior was exciting to watch, there’s something about seeing light sabres flash and skewering people effortlessly that is so visually thrilling. It’s eyeball candy, very hypnotising. There was even the occasional use of force choke thrown in for good measure. There wasn’t much to not like about the Sith Warrior, it definitely looked to be a more immersive style of play and the flow of combat between the Sith Warrior and the Jedi Knight near the end brought back memories of the epic light-show dance of death you see in the films. I’m looking forward to what they’ll have to offer with the Jedi (when they officially release the class info).

The environments shown look rich and intricate, a lot of thought and effort has been put into the design of the game world. I’m very curious to see how it will turn out in terms of scale, as we are dealing with Planets in the Star Wars mythos, not simply cities or continents. I’d expect some areas will be richer than others, and I’m really looking forward to combat in varied atmospheres against different species!