SWG's Betrayal

 

2005/11/21

 

In the best of the single-player FPS games based on the Star Wars license, Dark Forces II: Jedi Knight, there's a level in which you must find a way to escape from a starship that is plummeting toward the ground.

 

It's terrifying fun: klaxons are howling; the deck pitches and cants at crazy angles causing objects to fall past you and explode; a wrong step sends you falling to your doom; it's hard to get your bearings; and through all of this there is a timer inexorably counting down the seconds until the ship crashes and you must restart the level.

 

That's how I feel about SWG. Except it's not as much fun. And I’m not seeing any reason to restart.

 


 

I came to SWG about a year before it launched because it sounded so good. For one thing, I'm a fan of the films. (I was quoted in my hometown newspaper for having seen the original film seven times.) The idea of playing a MMOG based on the movies that would let me "live the saga" sounded like a lot of fun.

 

For another thing, I'm a student of game design, and like Timothy Burke I'm interested in "world-y" designs in particular. What I saw and heard from LucasArts and SOE suggested that SWG would indeed be a complex and dynamic world, and that excited me as well.

 

So when SWG launched, I signed off of EQ and started playing SWG. I also participated frequently and constructively on the official forum. I've both praised and criticized LEC/SOE developers, but I always tried to pay for my criticisms with specific suggestions for correcting what I thought were problems, and I stuck around through all the changes. All told, I think it's fair to say I've been one of the "loyalists."

 

All of which is to highlight the sense of betrayal I have increasingly felt, both as a player of SWG and as someone who thinks that good design and implementation matter. I don't use a word like "betrayal" lightly, as I'm not a dramatic person; it's simply the most accurate word to describe my reaction to the actions taken by SWG's developers since SWG launched, and most especially regarding the recent "New Gaming Experience."

 

I basically subscribe to everything Tim said (and said well), starting with his praise of LEC/SOE for being willing to make broad changes to an existing game. First, they admitted the obvious -- SWG wasn't delivering a "Star Wars-y" experience. And then they proved ready to significantly alter the game to achieve that goal. LEC producer Julio Torres and the other leads deserve credit for these things.

 

But this by itself doesn't solve the whole problem. Seeing a problem and doing something about it aren't enough -- you have to do the right things.

 

Where LEC/SOE have repeatedly gone wrong IMO is the specific design and implementation of the changes made to SWG's original design. The NGE is only the latest example of two and a half years of increasingly bad design and scheduling decisions. By itself, the NGE isn't enough to make me (a loyalist, remember) give up on SWG. It's the fact that the NGE is the last and most destructive wrecking ball applied to the remarkable original design of SWG.

 

I don't feel "betrayed" just by the NGE -- I feel betrayed by the NGE on top of two+ years of similar decisions that have consistently ignored, corrupted, or outright eliminated the aspects of this game that I cared the most about:

 

 

 

 

 

 

I don't feel any personal animosity toward any of the responsible folks at LEC or SOE. They mostly seem like nice people, and I'm sure that most if not all of them want to make a fun game and truly believe that their decisions are the right way to achieve that goal.

 

The problem is with the definition of "fun" that SWG's post-launch development team seemed to have. The original design of SWG promised depth and drama, things I care about in a game, but since SWG launched it has been repeatedly stripped of those things in favor of simpleminded combat. This doesn't mean that SWG has become a bad game, or that it couldn't once again become a popular game. It just makes SWG a game that I can no longer enjoy.

 

Will Vanguard or D&D Online or Lord of the Rings Online or Star Trek Online be the game that proves that "deep" and "popular" aren't mutually exclusive? Will any of them offer emotionally engaging entertainment and retain that focus over time? Can LotRO or STO deliver fun gameplay while remaining true to the spirit of their licenses (and satisfying their licensors)?

 

I hope so. I just don't know yet if, after SWG, I'll be able to trust any MMOG developer enough to try them out. That's perhaps not a purely academic viewpoint, but I'm saying all this with my gamer’s hat on. I submit this as an isolated sample of how one person can respond when significant changes are made to an existing game.