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Re: SWG and the lack of consistency

I for one really appreciated the lack of a "jump" in SWG as it made bunny hoppers almost non-existant which just made the world seem more real to me. Yes you couldn't jump over a rock, but then again, you could go around it, or blast it in some cases. How often do you see people jumping in real life? How would the huge battles in movies like Braveheart look if everyone was hopping around? How about the big fights in the newer Star Wars movies?

I wish you could explain this thought of consistancy a bit more, because the way I am understanding your arguement is that people found the randomness of the world unsettling, that they expect to see the same stormtrooper camp in the same spot every day for the life of the game. By having this be randomly generated, the world didn't feel real? If this is your arguement, then I would have to say I disagree with you as I found the random nature of spawns to be more realistic than having the same thing in the same place every day that permeates most other mmogs.

I do think inconsistancy played a big part in what is/was wrong with SWG, but it would be a inconsistancy with the world as portrayed in the original trilogy. Just a quick rundown on inconsistancies between game and the movies...........

No person ran around with 3 rancors/AT-ST in the movies
No person spent 98% of their time killing animals in the movies
No person became 3 times as powerful by getting a shot in the movies
People died in one shot in the movies, not several hundred as SWG has you believe
Other than the force lightning the emperor shoots Luke with, jedi don't have visual effects swirling around them.
Doctors/medics didn't use magic to heal, and they didn't have special effects going off when they did

I'm sure anyone who played more than a few days could easily add to this list, and I feel these issues were more of a reason for the games problems than having no jump and a randomly generated wilderness.

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