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Re: SWG and the lack of consistency

yeah "consistency" or "coherence", I've felt that for awhile. The real problem was not so much the individual designs, the mini-games etc., it was

1) no feeling of connection between the narrative of SW and its civil war in the path of any player. Solution: make the GCW matter

2) bad execution, bugs, such that quests didn't work or couldn't connect. Like the planned Jedi advancement/rare-unlocking system was impossible near launch. Solution: better people, better planning

3) bad functional testing (#2 above) but bad usability testing, such that combat was unbalanced and filled with exploits from launch (shoot through walls). Solution: longer beta (seems impossible given how long it actually was), better testing, better people, better planning...

4) no narrative paths. In a sandbox game, I think you still some overarching narrative for players to rely on when they want. When they want the option to inscribe themselves in an external (working narrative). Solution: key advancement paths in the game world for every profession. What was the point of Creature Handlers or Smugglers? None of the professions had "profession quests." Having things like armor quests etc. actually help I think justify having a profession for players, even if players only wanted a few skill boxes

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