Galaxies was not friendly to newcomers. In most massively multiplayer online games, you choose a discrete role. Warriors swing swords, mages throw fireballs, clerics heal the warriors and the mages. Identities, once chosen, are set in stone.
In Star Wars Galaxies,
you could be a Scout/Entertainer/Medic/Squad Leader, and then change your mind a week later and become a Brawler/Marksman/Pistoleer/Politician. Without a veteran Galaxies player to guide them, fresh players could easily get lost and lose interest in the game.
In 2005, LucasArts, the video game arm of Lucasfilm and the company from which Sony Online Entertainment (SOE) licensed the Star Wars intellectual property,
wasn’t happy with the subscriber numbers for Star Wars Galaxies. Speaking to the New York Times in December 2005, Nancy MacIntyre, then-senior director of Star Wars Galaxies at LucasArts, said Galaxies was bleeding players more quickly than most online games. By then, World of Warcraft had launched; designed to reach the largest possible audience, its runaway success would ultimately cement the “theme park” template Raph Koster had tried to avoid.
“We really needed to give people the experience of being Han Solo or Luke Skywalker rather than being Uncle Owen, the moisture farmer,” MacIntyre told the New York Times. “We wanted more instant gratification: kill, get treasure, repeat. We needed to give people more of an opportunity to be a part of what they have seen in the movies rather than something they had created themselves.”
“We wanted more instant gratification: kill, get treasure, repeat.”
LucasArts and SOE implemented two major sets of changes to Galaxies in 2005. The first set of changes, called the Combat Upgrade, landed in April. It substantially simplified the game’s combat system, which set off a cascade of other related changes. Weapons and armor were different; items that were previously valuable became worthless. Players focused on item crafting had to update their entire stock of goods.
The Combat Upgrade forced some veteran Galaxies players, like Doug Rush, to abandon the game. “Things had changed quite drastically on the surface. It played differently,” he said. “On the surface, they reduced it down to common denominators that just removed a lot of the complexity from the combat side. I didn’t like it. I left.”
The second set of changes, the New Game Experience (NGE), was implemented in November 2005 and was far more sweeping. The entire professions system, with all its complexity and freedom it granted players in customizing their play styles, was wiped out overnight.
“They reduced it down to common denominators that just removed a lot of the complexity from the combat side. I didn’t like it. I left.”
Post-NGE,
Galaxies players chose from one of a limited number of cookie-cutter character types like Smuggler and Jedi, which mimicked the way players chose roles in games like World of Warcraft. Disgust from veteran Galaxies players flooded the official forums, and a mass exodus from the game began.
Mention of the NGE in online communities dedicated to MMOs still rankles former players of Galaxies. The game limped along for six years,
a shadow of its former self, until it was shut down on Dec. 15, 2011.- See more at:
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