SOE forum, thoughts?
PostedFri Nov 18, 2005 11:11 pm
found this on gameplay, I found it somewhat thought out. It was pleasant compared to all the flames:
Greetings SWG community,
I am a day one veteran player who watched and waited for this game before its release Jun 27th 2003. Many many changes have taken place since the first months when the pioneers of this magical and awesome new game started to fill and help mold the galaxies we have now. Early on most of the changes were great, and any new additions to the game content were anxiously awaited by all the players. Anyone who was here when player mounts were released will remember that feeling of relief of not having to run everywhere anymore!! Then player cities and shuttles, then player vehicles....and so on. There was always a cycle back then too....new changes came with a small cost of a new list of small bugs that had to be worked out over time. The bugs sucked but it was a small price to pay for the enhancements we recieved most of which were as good as we imagined they would be. This cycle would continue throughout the life of the game until the present.
Imagination being the one thing this game fed into its player community on a regular basis and created a loyalty in players to think they may never leave the game. Conversations of playing SWG as senior citizens was a joke passed around more than one guildchat channel I'm sure!. The one thing that always sparked any players imagination was the idea that one day they might become a Jedi and have a chance to live out the fantasy of being special and to stand out from the crowd even if its just in a virtual world. Little did we know back then that Jedi would be the greatest and worst thing about SWG.
Everyone keeps asking why......why did they change it?.....why no warning?.....why did I lose my game?.....why am I out all this work?.....why would they alienate so many of us? The plain fact of why is money. They simply didnt bring in and keep as many players as they had hoped they would to be able in their eyes call this a successful game. Especially when other games have nearly 2million active accounts compared to at the hieghest point SWG held 300,000 active accounts. Out of those you have to figure about 1/3 to 1/2 are alternate character accounts on average. SWG may have sold 1million copies but in the past months its declined to about 250,000 active accounts.
Having a clear picture of past events and changes in SWG, and then getting to see the actual numbers(here www.mmorpgchart.com) it helped me understand the 'WHY' of it all. Here is what I came up with.....
June 27th 2003 Launches with an unpolished unfinished system with many missing elements from the "final vision"
July 2003 SWG hits 300,000 accounts despite the bugs and races to implement fixes every update twice or more a week
Aug 2003 2 months into the game the playerbase started to dwindle....combat other than leveling is sparce and if you aren't in an active role in a crafting profession and no idea of how to "Get jedi" you might get bored and leave.
Sept 2003 to Dec 2003Even with the implementation of many new activities, enhancements, player cities, vehicles, the playerbase was declining. Servers started seeing their first jedi. In this timeframe the path to jedi was revealed the secret to unlocking a second character jedi and holocrons were given as a holiday gift to help players get into the jedi system. In hopes to keep them around and try to find their SECRET 5th profession.
Jan 2004 Despite the path to jedi being revealed player accounts continued to drop, more than likely because of the incredible amount of time and effort needed to obtain what was now the ultimate goal for most of the playerbase.
Dropping to its lowest point since the launch, at 275,000 active accounts
Feb 2004 Enter the Village....A new path to jedi has been revealed and with the Secret Profession out of the way players have a clear path to obtaining a jedi to live their fantasy with. New and old players that had left come back to the game with a new vigor. still never passing 300,000 active accounts.
Aug 2004 Up until this point the game has held steady with its playerbase, Player cities had Flourished and PvP had increased to its hieghest point despite major imbalances in combat professions and lack of content with the GCW.
Sept 2004 to
Nov 2004 SWG has not met its goals as far as active accounts and is staring at the launches of MAJOR competition with the likes of WoW and SOE's own EQ2. Fickle gamers swarm to the shiney new games like a bees to honey.
SWG is hit hard as players give up their dreams of being a jedi hero or anti-hero and move on to the other games.
Talk of a Combat Upgrade is revealed in hopes to quell the leak in the dwindling number of active accounts.
Dec 2004 JTL is launched in hopes of keeping or bringing back players giving new content and more of a starwars feel. The expansion is bought by mainly existing players and only for those characters that really needed it. It didnt do as well as was hoped it would.
Jan 2005 to Gradutates from the Force Sensitive Village start to pour into the community the once rare jedi are now common place among PVE and making a large dent in the PVP playstyles. Large numbers of jedi grinding in solitude for months begin to finish templates and move into the mainstream.
May 2005 Although the decline of active accounts has slowed it continues to drop to its lowest at 250,000 accounts even with its promised improvements to many ingame systems and professions including the GCW enhancements.
April 2005 RoTW is released with the CURB giving players a new system of combat to learn and much needed new "ground game" content. Despite the changes and new content the playerbase stays relatively the same....some leave others take their place leaving it a loss in a business sense and a no harm no foul for the player community.
Leaving us at 250,000 active accounts and staring at a game like WoW with a 2million active account base and climbing.
June 2005 Player accounts increase slightly but no significant change. Game content and loot systems and continuing "nerfs" and balances make no change on the numbers.
Jul 2005 to
Nov 2005 The active account data hasnt been released but I can only assume it dropped slightly since July. Even if it continued to go up since then it would never exceed the 300,000 it was at in its hieght. Time for changes in the form of BIG CHANGES. The old game is scuttled for a whole new system of gameplay in hopes to make the game a success.
So there it is my friends and enemies. I'll leave it at that as I promised I would attempt to be unbiased in my post to the moderaters.(didnt want to waste my time on this...lol) As always in the trade forums the Market will decide the price and the fate of a sale and for SOE's sake I hope the cost was worth it.
May the Force be with you...always!
Greetings SWG community,
I am a day one veteran player who watched and waited for this game before its release Jun 27th 2003. Many many changes have taken place since the first months when the pioneers of this magical and awesome new game started to fill and help mold the galaxies we have now. Early on most of the changes were great, and any new additions to the game content were anxiously awaited by all the players. Anyone who was here when player mounts were released will remember that feeling of relief of not having to run everywhere anymore!! Then player cities and shuttles, then player vehicles....and so on. There was always a cycle back then too....new changes came with a small cost of a new list of small bugs that had to be worked out over time. The bugs sucked but it was a small price to pay for the enhancements we recieved most of which were as good as we imagined they would be. This cycle would continue throughout the life of the game until the present.
Imagination being the one thing this game fed into its player community on a regular basis and created a loyalty in players to think they may never leave the game. Conversations of playing SWG as senior citizens was a joke passed around more than one guildchat channel I'm sure!. The one thing that always sparked any players imagination was the idea that one day they might become a Jedi and have a chance to live out the fantasy of being special and to stand out from the crowd even if its just in a virtual world. Little did we know back then that Jedi would be the greatest and worst thing about SWG.
Everyone keeps asking why......why did they change it?.....why no warning?.....why did I lose my game?.....why am I out all this work?.....why would they alienate so many of us? The plain fact of why is money. They simply didnt bring in and keep as many players as they had hoped they would to be able in their eyes call this a successful game. Especially when other games have nearly 2million active accounts compared to at the hieghest point SWG held 300,000 active accounts. Out of those you have to figure about 1/3 to 1/2 are alternate character accounts on average. SWG may have sold 1million copies but in the past months its declined to about 250,000 active accounts.
Having a clear picture of past events and changes in SWG, and then getting to see the actual numbers(here www.mmorpgchart.com) it helped me understand the 'WHY' of it all. Here is what I came up with.....
June 27th 2003 Launches with an unpolished unfinished system with many missing elements from the "final vision"
July 2003 SWG hits 300,000 accounts despite the bugs and races to implement fixes every update twice or more a week
Aug 2003 2 months into the game the playerbase started to dwindle....combat other than leveling is sparce and if you aren't in an active role in a crafting profession and no idea of how to "Get jedi" you might get bored and leave.
Sept 2003 to Dec 2003Even with the implementation of many new activities, enhancements, player cities, vehicles, the playerbase was declining. Servers started seeing their first jedi. In this timeframe the path to jedi was revealed the secret to unlocking a second character jedi and holocrons were given as a holiday gift to help players get into the jedi system. In hopes to keep them around and try to find their SECRET 5th profession.
Jan 2004 Despite the path to jedi being revealed player accounts continued to drop, more than likely because of the incredible amount of time and effort needed to obtain what was now the ultimate goal for most of the playerbase.
Dropping to its lowest point since the launch, at 275,000 active accounts
Feb 2004 Enter the Village....A new path to jedi has been revealed and with the Secret Profession out of the way players have a clear path to obtaining a jedi to live their fantasy with. New and old players that had left come back to the game with a new vigor. still never passing 300,000 active accounts.
Aug 2004 Up until this point the game has held steady with its playerbase, Player cities had Flourished and PvP had increased to its hieghest point despite major imbalances in combat professions and lack of content with the GCW.
Sept 2004 to
Nov 2004 SWG has not met its goals as far as active accounts and is staring at the launches of MAJOR competition with the likes of WoW and SOE's own EQ2. Fickle gamers swarm to the shiney new games like a bees to honey.
SWG is hit hard as players give up their dreams of being a jedi hero or anti-hero and move on to the other games.
Talk of a Combat Upgrade is revealed in hopes to quell the leak in the dwindling number of active accounts.
Dec 2004 JTL is launched in hopes of keeping or bringing back players giving new content and more of a starwars feel. The expansion is bought by mainly existing players and only for those characters that really needed it. It didnt do as well as was hoped it would.
Jan 2005 to Gradutates from the Force Sensitive Village start to pour into the community the once rare jedi are now common place among PVE and making a large dent in the PVP playstyles. Large numbers of jedi grinding in solitude for months begin to finish templates and move into the mainstream.
May 2005 Although the decline of active accounts has slowed it continues to drop to its lowest at 250,000 accounts even with its promised improvements to many ingame systems and professions including the GCW enhancements.
April 2005 RoTW is released with the CURB giving players a new system of combat to learn and much needed new "ground game" content. Despite the changes and new content the playerbase stays relatively the same....some leave others take their place leaving it a loss in a business sense and a no harm no foul for the player community.
Leaving us at 250,000 active accounts and staring at a game like WoW with a 2million active account base and climbing.
June 2005 Player accounts increase slightly but no significant change. Game content and loot systems and continuing "nerfs" and balances make no change on the numbers.
Jul 2005 to
Nov 2005 The active account data hasnt been released but I can only assume it dropped slightly since July. Even if it continued to go up since then it would never exceed the 300,000 it was at in its hieght. Time for changes in the form of BIG CHANGES. The old game is scuttled for a whole new system of gameplay in hopes to make the game a success.
So there it is my friends and enemies. I'll leave it at that as I promised I would attempt to be unbiased in my post to the moderaters.(didnt want to waste my time on this...lol) As always in the trade forums the Market will decide the price and the fate of a sale and for SOE's sake I hope the cost was worth it.
May the Force be with you...always!