Lizard said:I enjoyed it until they added the holocrons and the entire complex economic and social community which painfully evolved in the buggy mess collapsed as everyone tried to macro their way to Jedi. I had my pistoleer/gunsmith who could do either crafting or killing as the need required, my beachhouse on Naboo, my gun business, then everything fell apart as they tried to constantly redesign the game to appeal to a player base which wasn't there, alienating those who liked it as it was and not attracting any new people to replace them.
Very clearly, those who "liked it as it was" also preferred to play heroes, else you wouldn't have had everyone gunning for Jedi.
In keeping this w/the current dicussion, the SW MMORPG didn't force you to be a janitor -- it gave you the *option* to be.
And spent who knows how many development hours and dollars in support of that.
You could also spend your time hunting rancors, killing tusken raiders, or burning ewok villages to the ground. The designers, to the extent possible in an MMORPG, didn't say "This is how you should play, period". They gave you an open system which let you play as anything you liked, from a dancer to a mercenary -- or both at the same time, with a classless, skill-based system. When they "fixed" the game with the "New Game Experience", removing the skill trees and freedom and creating nine "archetypes" with much more limited and focused roles, the game collapsed utterly, because they'd attracted, and kept, one kind of player, then abandoned their current base to pursue what marketing told them people wanted.
Precisely. If they'd designed it correctly, they wouldn't have had to change things in an effort to rescue the game.
If the game had rebounded with huge numbers, that would have been an interesting thing, but in fact, most of the existing players left and the servers are currently depressing ghost towns.
Which is why 4E is not changing directions mid-stream, and is instead going for PCs-as-heroes from the outset.