<
>

Page 7 of 10

1

2

3

4

5

6

7

8

9

10

All Posts by Dundee - 186 found

2/18/07 12:42 PM
Viewed 6500, Replies 130

Originally posted by Nasedoo

check this out and see what you think of this red guy has to say about SWG.... they didn't make NGE happen!!! LOL LMAO!

ChrisCao
 The types of tumultuous changes brought about by the NGE, of which Thomas and Kai were not a part, will not happen again. 



What is the disconnect here? You guys and gals blame Kai and Thomas for the NGE?

2/18/07 12:31 PM
Viewed 930, Replies 25

Originally posted by FikusOfAhazi

Why does the EMU team seem to have LA's blessing?

Heck if I know... guilt?

 Because there is no money being made? Couldnt SOE get around it the same way. NO profit....

Another one? Heehee. Oh man, I kill me.

I mean... I doubt it. Worst case for the emu team is they get a nasty letter for "emulating server code", the way Compaq and AMD were forced to shut down. Oh wait....

There'd be a whipping for a company like SOE to do it.

2/18/07 12:20 PM
Viewed 3062, Replies 73

Originally posted by Obee
The folks labeled "SWG Community Team" (yeah, they're the forum mods, but they need to be distinguished from the swgmod00x sockpuppets) are the ones who seem to be the most hostile, probably because they interact more than the devs do.

Sometimes popping-in, re-introducing oneself for the umpty-jillionth time, describing the dawn of a a whole new era of openness and communication, only to be disappeared within months and come off looking like a dick again can make a dev mighty shy.

 The only two developers (Chris Cao and Helios) who were generally hostile towards any part of the community have been promoted off of the SWG project.  Chris Cao got promoted to Creative Director of the entire Austin studio shortly after his post that you did not comment on in you blog,

Minor correction: Cao has been the Studio Creative Director the whole time he's been there, dual-wielding as SWG's CD 'cause it needed one.

and Helios is now Lead Designer 3 or 4 for the DC Comics game (having a large turnover of devs due to management interference doesn't bode well for that game).

Cynical!

2/18/07 3:23 AM
Viewed 6500, Replies 130

Originally posted by J.Burton

Hi Jeff

  Thanks for answering these questions.  i have just one for ya. we have all heard who didnt have anything to do with the NGE. but want i would like to know is who was the orginal person who pitched the idea? who was the guy that said we are going to do this.  that is the persons name i want to know. if you cant tell me that then maybe you can say was it someone at SOE or LA. thanks for your time. Jack Burton. Nashville, TN.


I can't say anything that isn't already public info.

The thing you have to understand though, is that "the NGE" is a whole bunch of changes.

Originally we called it the NPE, for New Player Experience. It was going to be the experience which new players had. Whomever pitched the idea originally didn't have anything in mind but a new player running the game for the first time, and being thrilled and amazed by a much better initial experience than any SWG player had ever had during character creation before.


2/18/07 1:47 AM
Viewed 6500, Replies 130

Originally posted by severius
So, Jeff.... who was it that pulled Torres and Smedley into the office and said "wow this is cool, wow this is fun".  Who was it that said "I was the one that had to sit there and convince everyone else that we could do it, we should do it, this is too cool we have to do it."

As I've explained in a couple or three different threads already,
I think you have misunderstood what I was trying to say in the blog post you are referring to here, or else one of my many fans misrepresented it to you.

 I never spoke to either of them about any bit of the NGE.  Nor emailed, either.


You say here "These changes didn't happen because I just up and decided one day to change everything. Changes weren't made because a designer suddenly wants to play a new game." However, last year someone was saying that that is exactly what happened.  Along with the other lies that were being thrown around by people at SOE and LA we were led to believe that there was a small group of you on your own that started running with this bs idea and then went around fighting tooth and nail to make it happen.  And then through your abilities at persuasion you got them to buy into the bs that the NGE was a fun replacement for what had been there and been going for years beforehand, and before wow, was considered, albeit buggy and incomplete, one of the better mmo's on the market.

I do wish I had the personality to pull of that sort of "Follow me, men!" type of deal. If you knew me, you'd realize the above is pretty laughable.

Also, "some changes" (which would be called "the NGE" no matter what they turned out to be), were going to happen, no matter what. If the New tutorial, had been the only new thing, then it'd have been called "the NGE".

So no one ran around trying to sell "the NGE". You're talking about a whole bunch of changes in those two words.

Seriously. It just doesn't happen like that.

2/17/07 7:39 PM
Viewed 3062, Replies 73

Originally posted by Obee
The Starter Kit listings were worded exactly the same as they were after it was announced (ie., they listed the whole "9 Iconic Professions" as one of the features).  They already knew they were removing Rangers and Creature Handlers (among others) yet they continued working (or at least giving the appearance of it) on the Ranger revamp until well after they claimed the Starter Kit was not a real product.  Either they continued to work on things they knew were going to be removed, or they were purposely lying to their cutomers that they were doing so to hide the fact that the NGE was on its way.

Ah... Nah, there was a decision to present new players with those nine options, long before the decision to go class based.


I don't think I can talk about how we imagined that might have worked.

The game had its own 'personality',

But it doesn't matter, if there's no - let's call it a Creative Director - to what they call "hold the vision". That person knows the game has it's own personality, what that personality is, and ensures design and development proceeds accordingly. That person ensures the rest of the team understands the game. And even if some emergency thing derails the careful plans that had been made, he ensures the response is appropriate to that game.

 but WoW had more customers so they decided that personality was less of a concern than trying to draw people away from WoW with a poorly implemented knock off.  John Smedley said that both the CU and the NGE were the result of looking to attract customers from WoW.

Maybe a Creative Director would have been railroaded off-course, into doing WoW-things for a game that wasn't WoW... but we'll never know, because there wasn't one.

Many developers make that mistake, even though all existing evidence points towards PvP appealing to a small percentage of MMO players.

What was it, 20%? That's not extremely small. Assuming the other 80% have PvE content, then a single system that many people want isn't a bad thing to pursue at all... especially if there are ancillary activities fueled by the PvP interaction.

Also there are "systems designers" and "content designers": It's not like a designer is taken off making quests to work on PvP, or vice versa.


Though a GCW system not strictly PvP might be a more appropriate system...

John Smedley posted that the NGE was a business decision.

Na... Haven't you heard? A designer talked him into it! 

 He believed the NGE would retain most of the, at the time, current players and attract the WoW crowd.  It was a very poor business decision considering both of those things failed to happen.  It wasn't a lack of creative direction that caused the NGE, it was the failure of the game to attract a large enough audience.

But I think a creative direction post launch would have improved SWGs retention dramatically.

The number of subs and the rate at which that number was dropping made that a much less risky gamble.


 Well, that and the fact that WoW changed the parameters of how success is quantified.  Mr. Smedley admitted that WoW played a big part in the NGE, or at least its success did.

Yeh, and I'll give you that's not a creative direction issue.

That last point is the reason I no longer subscribe (nor will I until it is corrected to my satisfaction) to any SOE products, even though EQ2 is the only MMO that has held my attention for more than a month since I left SWG.  The NGE, while a slap in face, wouldn't have prevented me from playing other SOE products I found fun.  The persistant blaming of the customers, open hostility, and unprofessionalism by the SWG 'community team' will.

They must be getting terribly frustrated.

By community team, you mean forum moderators? Or has Thunderheart some kind of posse now? Or you just mean devs in general, talking to players on the forums?

2/17/07 5:29 PM
Viewed 3062, Replies 73

Originally posted by Obee

By mismanagement, I mean that a lot of development time was wasted working on fixing things that weren't broken and things that the folks in charge knew were not going to make it into the game.

I think a Creative Director would have had a better plan. So resources (meaning "people") would be assigned to do A, B, and C so that D, E and F could roll out in time for G, H and I... rather than scatter-shot revisions, revamps, and so on, getting stomped somewhere between design and deployment: that sounds like an easter egg hunt for things to fix.

 The profession revamps being worked on prior to the NGE is a good example of mismanagement.  Once the decision to implement the NGE was made, all development should have focused on it.  It wasn't until around a month before the NGE went live that the developers stopped discussing the Ranger revamp (along with the other profession revamp that was supposed to happen at the same time).  The info about the NGE was leaked and denied about two months before that (along with the Starter Kit showing up and disappearing from online retail sites).

Keep in mind, the NGE was a lot of changes, with a lot of decisions about what would be implemented, made at different times. They knew there'd be a starter kit with something in it long before they knew what.


 The entire CURB development time was wasted because someone (I'm assuming it was a management decision) decided to implement the more WoW like CU, even though what was known to the playerbase about the CURB was responded to very positively.

Could go either way there: Management decision to do it, but there should have been a clear and consistent creative direction to say this is what we need to do with combat for this game.

It's having no personality of one's own that makes a person look around for someone popular to emulate.


More recently, an entire year worth of development time has been spent working on PvP related things when only around a fifth of the current playerbase has any desire to engage in it.  That would fall more into creative direction, but the fact that most of the current playerbase wanted more PvE content came as a surprise to the president of the company (along with what he posted around this time last year) indicates that the folks in charge of the company wanted that to be the direction of the game.

Based on forum feedback: it's all complaints about the gut-shot systems, very little there from people saying they just want more to do. So that is a little surprising. Honestly!

In spite of the fact SWG has been content-starved all of its life - at any other time that'd have to be a duh, more content! - just after the NGE cauterized so many systems it's unexpected that content is still up there.

Otherwise, SWG has also always struggled with delivering a sense of the Galactic Civil War, and NGE removed some of the system there too, I think. PvP is seen as an endless-content system...  I dunno, easy to make that mistake..

I do think what was implemented as the NGE was an extremely poor business decision.

I put that solely in the realm of creative direction: 'cause it never should have come to that, and even if it did come to something like it, maintaining the creative integrity would have meant building from the existing game rather than replacing it.

 I also think the way it was inflicted on the customers (announced a few days after releasing an expansion and only giving two weeks notice) was a major breach of trust.

I agree, that was shitty.

I was ashamed of myself for a while there. My sympathy for the players wouldn't have changed anything - I still would have done my job, etc. But I still found myself  conscience-stricken at having been so impenitent.

 The whole situation has damaged SOE's reputation and their reaction to the hostility from the customers is to be openly hostile and unprofessional back.

Oh, I understand.

2/17/07 4:43 PM
Viewed 1006, Replies 32

Originally posted by iskareot

As for Helios... well, he is not freelancing.  He is under contract from what I understand and there was some differences on the SWG staff.   However, if people find out he is working on the DC project and he is one of the master minds behind the biggest MMO blunder EVER then I tend to think less people will trust that product as well.

As stated elsewhere: Blaming Helios or BlixTev for any part of the NGE is, seriously, just really, really wrong.

That's what Cao meant by "The types of tumultuous changes brought about by the NGE, of which Thomas(BlixTev)  and Kai (Helios) were not a part, will not happen again."

2/17/07 4:38 PM
Viewed 6500, Replies 130

Originally posted by Genwa
I think you misunderstand. A push to acquire and retain new players was needed. Call it "The plan".

It's a good thing to do, this plan.

Plan A is to give all existing players herpes.

Plan B does not.

If the implementation is A, then even though the plan is a good thing to do, the implementation is bad. Should have been plan B.

And NGE could retain new players?

Not the herpes version.

2/17/07 4:27 PM
Viewed 586, Replies 18

Google can. :)

2/17/07 4:04 PM
Viewed 364, Replies 13

Originally posted by Shari
Hi there, I was a vet of swg and I know they have changed crafting again now in chapter 5, does this mean they can craft the best items in game now? thnx for replys

This might not be the best forum in which to ask. 

2/17/07 2:29 PM
Viewed 3062, Replies 73

Originally posted by Obee I disagree, The idea to radically redesign everything WAS the problem.  The game was mismanaged and many problems were ignored, or at the very least put at so low a priority as to never get fixed, while development was focused on making 1 on 1 PvP 'balanced'.  The solution to that wasn't a revamp, it was to listen to what the community wanted, which from the begining was more directed content, and work on that.  Unfortunatly for all involved, the folks in charge decided the path to victory was revamps and making Jedi more accessible.  Prior to the NGE, the game was fixable and had many things you can't find in other games on the market.  Now the game is another in a long line of WoW knockoffs with a crappy pseudo FPS combat system.  Had it not been a Star Wars game, I don't think the game would still be around after the NGE.


From launch, the game followed a course which eventually took it to the NGE. You're saying something else should have happened at that point.

I'm saying it never should have come to that point at all.


It was mismanagement more than inconsistant creative direction.  It is still the case to this day.  I agree WoW is fun, but for people who want to play a WoW type game, why play a bug ridden, empty, unfun version of WoW, when you have the option of playing WoW?  Everything that made SWG's gameplay different than every other game on the market was removed. 


We may be talking about the same thing... What do you mean by mismanagement? At what level and how so and etc.?

To my mind, changing a game completely from one thing to another is an issue of creative direction.

Working on one thing when the game needs another, likewise. As it indicates a misconception as to what the game really is.
 

2/17/07 1:47 PM
Viewed 6500, Replies 130

Originally posted by severius

Had you done those things mentioned, along with addressing the bugs that were promised to be addressed during the Combat Revamp (which never occured), added in a rudimentary physics system etc SWG could still be a viable platform today.


To clarify: all those things mentioned could have been the implementation of "the NGE".


 Instead, I believe it was Smedley that said it, you all decided that the people that had been there from the start and made SWG a successful mmo (for its time) were no longer who you all wanted in the game.


Oh, I can't believe he'd ever say that.

2/17/07 1:42 PM
Viewed 6500, Replies 130

Originally posted by plong

I know. You're right. The first post that I made here was to apologize for that post. Not to apologize for liking clicky combat more than CU, but for posting about any part of the NGE so gleefully, without thinking how that was just salting your wounds. People who didn't even care about the combat changes, creature handlers rather more upset their game was gone for example, were pissed to read that post, rightfully so. That was terribly insensitive.

As for the design itself: Lord Pall was the lead designer then, doing what game designers are supposed to do: design a game system within given parameters. That is, we're tasked with things, like "redesign combat". And given some direction, like "make it so these people will like it". Or sometimes, "those people."

I don't care that  you posted that Jeff, I care that you had that opinion as a game developer.  Anyone in business knows you got to give the customer what they want.  Ford doesn't offer only 4 shades of blue as the color for the mustang because it is Bill Ford's favorite color.

As I said somewhere, another thread I think, the NGE was a subset of the game to fit on a single CD, distributed in a magazine.

That's not for me, I had the whole game.

It was a new space station tutorial and free-trial area, with quests and loot and lots of "how to play" direction.

Again not for me, I already had a character and I knew how to play.

It was an easier to learn character progression system, the classes rather than skills.

I didn't need that. My character was just fine.

The combat system was more "fast action" and intuitive (you click on what you want to shoot!"

Even though I do like it more,  that's just a coincidence.

I get you're upset because Baskin Robins 31 flavors went down to just chocolate, but don't hate me for liking chocolate. These changes didn't happen because I just up and decided one day to change everything. Changes weren't made because a designer suddenly wants to play a new game.

This is really as much as I can say: You're tasked with things, like "redesign combat". You don't just come in one morning, look at all the forum-talk about every system other than combat, and decide, "Screw em! I'm redesigning combat.".

So if you're working on combat it is because you were assigned that task.

And youre given parameters within which you have to work. Some are technical limitations, others are seeds of a design needing... design.

Given the parameter, "Make it the way A would like it, even if that means B will hate it.", then you do that.

And you also try to make it as fun as you can. That means you will probably find it fun - it's hard to make a thing you hate, "fun" for other people.

Just don't tell B you find it fun. He'll say you changed it just because you like it.

  The whole concept of the NGE should have been a second game, and you as a developer should know that on a base level.  I don't play counter strike because I don't like FPS, yet if the developers of that game released a patch that made it into The Sims, they should expect to lose all their current customers.  The fact that they don't is what I mean by "you should have known better".


How do you know we didn't?

Er... now I'm doing it. Many developers, many different opinions. How do you know even a majority of them didn't know better?

2/17/07 12:54 PM
Viewed 6500, Replies 130

Originally posted by Genwa
It wasn't good idea, it was far from being good.

People, like you caused, it. Sorry, but you can't give excuses. As an MMO developer, you do know these are more than game for your customers. You were part of  "How to make customers more mad" team. You did well.

Same again, people like you "still" can say NGE was good idea bla bla. We, as customers, paid your money. It wasn't for you to make what you like to play, it was for ourselves.

I had a veteran character, believe me. A revamped newbie tutorial, quests for newbies, and a subset of the game to fit on a single magazine's CD,  is not "for me".


You, any devs, ALL SOE know NGE was a big mistake. We can't expect them to come here and say "Yes, we sucked". Instead of saying that, they only say "Delivering was wrong". Can you tell me that; Would SWG be still online if you told people that NGE was coming in 3 months? I don't think so...

I think you misunderstand. A push to acquire and retain new players was needed. Call it "The plan".

It's a good thing to do, this plan.

Plan A is to give all existing players herpes.

Plan B does not.

If the implementation is A, then even though the plan is a good thing to do, the implementation is bad. Should have been plan B.

2/17/07 12:40 PM
Viewed 3062, Replies 73

Originally posted by Obee
Originally posted by Dundee
The combat system we shipped with did have some issues.  I thought them more related to ancillary systems interacting poorly with the main combat system (healing, buffs, weapons, armor... dots, maybe). My preference was to fix those issues rather than revamping the whole thing, but that wasn't my decision to make. I went right to working on JtL, then right to RotW aftter that, so I wasn't even in the loop on what decisions were being made, let alone why.

The point of Dvol's post was that the CURB, which was ditched for the CU, was supposed to address the players' complaints of the combat system.  The developers working on it communicated pretty well with the players on the forums, up until the CU was announced.  The CU brought a bunch of changes that nobody asked for, nor wanted.  Sadly, it didn't decimate the subscription base like the NGE did, or we likely wouldn't have had the NGE.  The CU, while a radicle change, against the community's wants, didn't make the game unrecognisable, which the NGE did.

The NGE wasn't the summation of a string of victories and consistent creative direction.  Any direction would be ok, if it's consistent.

By the time you get around to thinking, "Ya know what we ought to do?" and what comes next is a radical redesign of everything... that is not the problem. The problem is everything that brought you there.

We'll never know if the CURB might have done what the CU and NGE was intended to do.  It would have been a major change, with the consent and input of the community.  Unfortunatly, certian WoW