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A history of how Jedi's killed Star Wars Galaxied

Posted on 4/18/15 at 6:02 pm
Posted by burgeman
Member since Jun 2008
10360 posts
Posted on 4/18/15 at 6:02 pm
Pretty interesting article by Raph Koster, creative director behind Star Wars Galaxies. Explains how a series of bad decisions ruined Star Wars Galaxies.

LINK

Posted by burgeman
Member since Jun 2008
10360 posts
Posted on 4/18/15 at 6:03 pm to
My first thought was, “make them NPC only.” After all, at the mandated time period in the films, there weren’t any around. If you read into the Expanded Universe, there’s all sorts of them in hiding, for the reasons given above. But evn all of those weren’t viable solutions for us. We were mandated to fall between the destruction of the Death Star and the Battle of Hoth. That’s a pretty narrow little sliver: the official timeline has it around 2 1/2 to three years. The number of of Force sensitives is small enough that Darth Vader is running around with a Death Squadron trying to find just the one who did the trench run. Allowing tens of thousands of players to be Jedi would surely be a bit jarring.

It also would have destroyed any semblance of grouping, much less the larger scale interdependence that we were already thinking about for the game. Given a choice between Jedi and, well, any other combat role, you’d pick Jedi. We’d probably have non-combatant types around… but maybe less of them, if everyone wanted to be a Jedi instead.

I think the general reaction even among the team, though, was horror. “A Star Wars game and you can’t be a Jedi??”

The second thought was, “make them not powerful.” This was in fact the approach that original design had taken, and pretty much what happened after the NGE as well. As one class out of several, Jedi simply don’t have the powers they do in the films. Oh, they look like they do, but in practice their force lightning is just a blaster bolt and they are balanced to match the other classes. No Starkiller here.

The problem here, of course, is that the fantasy is shattered. Not only would there be Jedi all over the place, but they wouldn’t be special on any axis. And in this time period, Jedi were special. Oh, we’d had seen them be rather non-special, in The Phantom Menace; the film came out the year before this early development phase, and in it we saw Jedi as more like government diplomats, on the level of a trade attache or something. (We also learned that it was because they had won a genetic lottery, but that’s beside the point).

But the idea of Jedi as rare and powerful was pretty ingrained. So the idea of making them common and not that special didn’t sit well at all.

There was a third option that came up, and I pitched it to LucasArts in a casual conversation with Haden Blackman, who was our producer there (today he’s known for some pretty kick-arse comics writing). It survived about thirty seconds.

“Just change the time period,” I said. This would have allowed us to have way more Jedi, because in the Expanded Universe we have a Jedi Academy during this time period. It would have cost us Darth Vader and Palpatine, Jabba the Hutt and… well, not that much else. Even Boba Fett climbed out of the Sarlaac. The Empire was still quite strong, according to the Timothy Zahn books; we had all sorts of new enemies popping up, and there was even a good reason why new Jedi might be weaker than those in the past, given that there were literally no trained Jedi Masters who could teach them.

There were probably a pile of logistical reasons why this couldn’t happen. I shudder to think of the approval process that might have been required, especially to go back and amend an existing deal. The fact that the game development process was being rebooted was a touchy subject in itself; early chats with Haden were marked by a lot of “and what about X, is that staying?” All in all, even though it was probably the cleanest solution, it never had a chance for reasons that had little to do with game design.

Posted by burgeman
Member since Jun 2008
10360 posts
Posted on 4/18/15 at 6:04 pm to
bullet

We’re out of time
Star_Wars_Galaxies_Box_ArtWe never got to it on the schedule. SWG’s development was hurried. The whole game was made between September of 2000 and June of 2003, which is an insanely abbreviated development time. For comparison, World of Warcraft was announced in 2001 and launched after probably five years of development. In SWG’s case, sure, there had been a bunch of time invested in the game with the earlier team, but there was virtually nothing we were using. Effectively, we had started over from scratch. The originally announced availability date was in 2001, which was already impossible. As a result, we were already insanely behind by the time we hit the alpha date. It was September of 2002 or thereabouts and so little was working that we did what eventually turned out to be an incredibly valuable testing process: we inveted only 150 people in, and we focus tested each feature as it was ready.

Yeah, that means we tested chat for the first time in September of 2002. And launched less than a year later. Combat came online in November or something. And content tools came online… never.

Well, no, not never. Just hardly ever, if that makes sense. SWG hit its “code complete” drop dead date around February. What you think of as “the game” was mostly built between August and February. We had building tools and the like, and we had a rich set of game systems, because sandbox and simulation-heavy games can be made much much faster and more cheaply than content-heavy games. But adding the required content to the game starting in February, to finish in May? Just not possible.

We had to go through and make tough choices on cuts. As early as that Christmas I was already triaging the entire game design. My criteria was “can the game function without this.” Not “will it be good.” Will it work at all. This led to often weird priorities based on the fact that the game relied a lot on player interdependence. You could probably have postponed Image Designer (the profession that involved one player changing another’s appearance). But it was actually our first scripting test because it was so tiny, and so it made the cut because it got done way early and took so little effort. You could push off player cities because no players would be advanced enough to make one. You could always walk, if there weren’t vehicles. It would suck — the planets had been planned assuming landspeeders! But you could get there. But we couldn’t change out, say, dancing, because the healing of battle fatigue was a critical portion of the game loop. (Spaceflight was never intended to be in the initial launch — we knew on day one that was out of reach).

I watched so many features fall apart during this period.

jabbas
All those characters, so little dialogue.
Game scripting was in Java, and where I had hoped our designers would be able to script cool intricate quests, or even build us a quest system, we got rather iffy content that seemed to break constantly even though the designers tried hard. We had to resort to mission terminals, which were just one of many types of content that were supposed to be present, as our main content activity. I had dreamed of a Jabba’s Palace where every single character had the full backstories from the books, and you could do quests for all of them. We didn’t have a template-style quest system working; at one point Scott Hartsman came out to do a sanity check of our development, and I suspect he found me rather full of despair, as every item he enumerated should be there for content development was absent. This meant we sure as heck weren’t going to manage to get the player contract system whereby you could be given a quest by another player. Dynamic POIs were worked on for a month or two, then basically abandoned because of terrain engine issues and scripting difficulty.

Professions fell out. The designer who was doing the skill trees couldn’t manage to lick the problem of trees that were of varying sizes and interconnected in unique ways; originally, the trees were all different, and there were “surprise” professions that might appear if you mastered two skills from disparate professions, more like a skill web. Said designer left the company for another job elsewhere, and the producer made a command decision, created the skill onions, and we had to do those. This meant that professions that were meant to be tiny, like Image Design, had to bloat out to fit a rigid structure, which actually increased their scope. Other professions that could have had many more skills or skill lines in them had to conform to the rigid four-track onions. Some were cut altogether, including my beloved Writer profession, and Miner, and some others.

We learned during beta that our deployment hardware was going to be less powerful than we had expected. As a result, we couldn’t compute the really nifty procedural terrain on the servers as far out as we had hoped. As a result, our range for combat fell in half or more. This actually broke everything, because the new range was smaller than the minimum optimum range for rifles and snipers. Creatures couldn’t pathfind, suddenly. In alpha testing, our AI was way smarter than it was at launch. Pathfinding was supposed to include things like creature emotional state affecting the paths they chose — e.g., you could stampede a scared critter right off a cliff, and different creatures would attempt different slopes based on how scared they were. Instead, even the basics of whether they were scared of you or not started to not work well. Dynamic spawns that affected terrain couldn’t adequately check to see if anyone was there, so buildings would spawn on top of someone else. I don’t remember exactly when we realized we had to settle for 2d collision instead of 3d, which meant you couldn’t step over a short wall, but that made nobody happy, and I had to defend it on the forums.

Databases were clearly going to be a huge issue, thanks to the crafting system, which had turned out awesome but also considerably more detailed than specced. A large pile of unique stats needed to be tracked on everything. Space was at a premium; character records were enormous. This caused problems when players moved between physical servers or across server processes, because of the time required to copy the data and the race conditions that could emerge.

We were sent a literal army: dozens of QA and CS people were bused in from San Diego to desperately try to build out all the planets. They had to learn the tools and build little points of interest. We were desperately short on managers; Cinco Barnes, who had been just leading the content team, had to manage everyone on the design team — dozens and dozens of people — while the producers and I basically took on the job of hotspot firefighters, going from problem to problem to problem to fix them as efficiently as we could.

Posted by burgeman
Member since Jun 2008
10360 posts
Posted on 4/18/15 at 6:04 pm to
Oof, these paragraphs felt like opening a vein. SWG fans, you have no idea what the game was supposed to be like, and how weird it feels to hear adoration for features which to me ended up being shadows of their intent. Don’t get me wrong, the team did heroic, amazing work. All of these issues end up being my fault for overscoping or mismanaging, the producers fault for not reining me in, or the money people’s fault for not providing enough time and budget. The miracle is that we pulled it off at all.

You can see where this is going. There we are, out of time. And there’s this big looming must-have system that is really, quite complex, adds a ton more tracking, and which we just didn’t have time for. Oh, we could push implementation of some of it to post-launch; after all, Jedi were going to be rare, so we had months before any Jedi Masters demanded that their Force Lightning actually, you know, work. But we couldn’t push off the tracking, because that was what the core was: whether you could actually start working on being a Jedi. We’d be lying about Jedi being in the game at all if at least that piece wasn’t there.

swgsunsetChris or J comes to my office one day. I don’t remember what I was doing exactly, and I don’t remember who it was exactly. Re-speccing PvP, possibly, or trying to get decent data so I could see if combat was balanced (which it wasn’t, and never was). He tells me, “We can’t do it. We can’t gather and track the data. We don’t have the time to do it. We need a new system.”

My brain fuzzes out. “It took weeks to figure out any solution at all. We can’t do a content solution, we have no time and no tools.”

“It’s OK, there’s an idea. We can’t track all of that, we there are some things we are already tracking. Skills. They cover all the different personalities, all the Bartle types. We have socializers and we have explorer skills with surveying and we have combat stuff all over the place… So I am here to ask you, can we just make the randomized list be a set of skills.”

I had twelve other things to do. I said yes, and on we went.

It was a fateful decision.

bullet

A Jedi by Christmas
allakhazamThe game launched, barely. It was in such bad shape that we knew we were going to announce its launch to the beta testers and they would crucify us, because they could see perfectly well that the game was not ready. We flew out the top commenters on the forums and told them. Their faces fell. They were beyond dismayed. We threw ourselves on their mercy and asked for their help. Not to lie, but just to tell their fellow players that we were doing everything we could to get the game into decent shape. It was true; we were. We had managed to get a couple extra months from management — not the six months or a year I had hoped for. Everyone was basically living at the office. We had been so open and honest and communicative with the playerbase on the forums that when we asked for the playerbase’s goodwill, we actually got it. (Our community management actually became a case study for how to build collaborative environments with fans that was written about in Convergence Culture: Where Old and New Media Collide. I am very proud of what we accomplished there). People were upset, but there was a sense that we were all in it together. Our day one sales of the game were a one-to-one exact match for the registered forum population.

And then when the game launched, it didn’t actually work. Like, you couldn’t log in. But gradually, we recovered, and started working on the missing features, and did in fact deliver them over the course of the next six months. But many of the cuts had been irreversible, many of the changes permanent. Jedi work continued as the skills were developed, but combat was dramatically out of whack, there was a duping bug to try to find, player housing was getting placed around the entrances to the very few pieces of static content we had and people were effectively claiming dunegons as private property. All sorts of stuff was a mess.

This was the glorious “pre-CU period” that today people recall so fondly.

And I had been offered the role of Chief Creative Officer, in San Diego, before the game had even shipped. I had taken the role, but had stayed working on SWG to try to get it into good shape before I left — I was going to have to move. Gradually I had to give up more and more ownership over the game, and there were parts of things that simply vanished in the handoff — probably the most critical of these were metrics around gameplay balance and the economy.


Posted by The Godfather
Surrounded by Assholes
Member since Mar 2005
41433 posts
Posted on 4/18/15 at 6:34 pm to
Dude....you cant paste the entire article, just a sample and link the article.
Posted by hawgfaninc
https://youtu.be/torc9P4-k5A
Member since Nov 2011
46322 posts
Posted on 4/18/15 at 6:35 pm to
Holy wall of text batman
Posted by Alandial
Baton Rouge
Member since Dec 2004
2558 posts
Posted on 4/18/15 at 6:59 pm to
Someone start a new thread with a snippit and the link. This is now a TL:DR thread.


Posted by Freauxzen
Utah
Member since Feb 2006
37241 posts
Posted on 4/18/15 at 7:01 pm to
That game was awesome...


For about 12 months until the proverbial stuff hit the fan with Jedi.
Posted by J Murdah
Member since Jun 2008
39777 posts
Posted on 4/18/15 at 7:03 pm to
Tl:dr
Posted by FT
REDACTED
Member since Oct 2003
26925 posts
Posted on 4/18/15 at 7:21 pm to
quote:

A history of how Jedi's killed Star Wars Galaxied
Jedi is an irregular plural. You don't need to add an 's'.
Posted by sbr2
Member since Apr 2011
15012 posts
Posted on 4/18/15 at 7:22 pm to
This is ridiculous
Posted by WestlakeTiger
San Antonio, Tejas
Member since Feb 2012
9437 posts
Posted on 4/18/15 at 8:16 pm to
Good fricking god. Wall of fricking words.


frick you and frick this post.












Just kidding. I'll IRL you soon.







But frick your post.
Posted by burgeman
Member since Jun 2008
10360 posts
Posted on 4/18/15 at 8:32 pm to
Well for the lazy I pasted the whole article, for the one's with initiative I linked it. Everyone else can GFY
Posted by Tiguar
Montana
Member since Mar 2012
33131 posts
Posted on 4/18/15 at 8:34 pm to
I read it all. very interesting, to me at least.

I never played but was aware of the challenge having jedi posed to swg. reading that gave interesting mindset to the thought process' of devs with mmos.
This post was edited on 4/18/15 at 8:35 pm
Posted by DoUrden
UnderDark
Member since Oct 2011
25965 posts
Posted on 4/18/15 at 9:10 pm to
Yeah nobody is reading all this shite.
Posted by Devious
Elitist
Member since Dec 2010
29145 posts
Posted on 4/18/15 at 9:12 pm to
Do people really care so much about star wars they'll write all that shite?

Wtf?
Posted by Mr Gardoki
AL
Member since Apr 2010
27652 posts
Posted on 4/18/15 at 9:14 pm to
Everyone cares except you
Posted by Devious
Elitist
Member since Dec 2010
29145 posts
Posted on 4/18/15 at 9:18 pm to
Clearly everyone cares enough to read it.....
Posted by Hugo Stiglitz
Member since Oct 2010
72937 posts
Posted on 4/18/15 at 9:48 pm to
What in the mother of frick did I just read
Posted by hg
Member since Jun 2009
123586 posts
Posted on 4/18/15 at 9:51 pm to
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