Quote:
Originally Posted by
Nektulos-Tuor
To the previous poster, the reason it died because they remade the game to be exactly like World of Warcraft, then they lost half their subscribers to it. This was when MMOs were not as popular.
Not sure how you define "died" or perhaps the game was dead to you at that point?
I'm sure WoW had an effect since technically it was competition, but SWG was losing subs before WoW launched. And when the NGE/CU released, WoW was fairly new so the "WoW clone" hate wasn't really a thing yet.
A very simplistic timeline:
2003 - SWG launch
2003 - first player jedi unlocked 4 months after launch
2004 - WoW launched near the end of the year
2005 - NGE / CU update
2011 - SWG shuts down officially
SWG was losing subs PRIOR to the NGE/CU changes many players remembers to hate according to ex-creative director Raph Koster. He also attributes the push for changes such as NGE/CU was from the loss of subs after releasing the holocron to get jedi in the game.
From Raph Koster's blog:
Quote:
Everyone started playing everything they didn’t like. Oh, some players discovered new experiences they never would have otherwise. Many emerged from this with a new understanding of the fundamental interconnectedness of a society. But most just macroed their way or grinded their way through it all as fast as possible, dazzled by the booby prize of Jedi.
Satisfaction fell off a cliff. I never did see a marketing push for Jedi — never saw a marketing push for the game at all, to tell the truth. But what I do know is that one month after Holocron drops began, we started losing subs, instead of gaining them. SWG had been growing month on month until then. After Holocrons, the game was dead; it was just that nobody knew it yet.
My handle on the forums had been Holocron.
And later…
Pretty much every single subsequent change can be traced back to that day. All the panicky patches, the changes, the CU and the NGE, were all about trying to get the sub curve back on a growth trajectory.
He also added this from another blog post:
Quote:
SWG did not sell a million units instantly, and then lose them all, as many claim. It took two years for it to hit a number that big (unlike WoW, which shot up incredibly fast). Early reviews and launch buzz were mixed at best. That said, it was picking up more new users a day than all other SOE games combined, even after the CU. It did have a churn problem, and exit surveys showed all the top answers for why people left were “lack of content.” This was largely attributable to things like the combat balance, the lack of quests, and so on.
WoW didn’t kill SWG. In fact, SWG lost less users to WoW than any other SOE game. (This makes sense — it was the least like WoW, after all). It did lose some of its conversion rate — probably something we can credit to WoW’s buttery smooth experience.
There's also some added information from swg designer Dan Rubenfield. His original blog post has been deleted...he got a lot of flack from it. But if you can get past the insulting language and condascending tone, his original blog post was copy/pasted here:
Quote:
So we were given the directive to make Galaxies better.
Not just make Galaxies better, but make it succesful. Not the 200k subs it had, but really succesful. The idea was that we had the most valuable IP in the entire world, and we f*cked it up to the point of having 200k subs.
And yes, all 200k of you were important, but 200k means nothing in the scheme of things.
--- (edited for length)
So, when the NGE push came along, we were asked to reimagine the game.
Not just small changes, but rebuild it.
And it was needed. When we were asked, we were bleeding subscribers.
If I remember correctly, somewhere around 10k a month. LOSING 10,000 subs a month.
It was not idyllic. You can remember it as an amazing game, but it wasn?t.
Hell, all of you who recall the grand ole days of launch seem to conveniently forget that everyone quit shortly afterwards.
EDIT: (Added due to the major threadjack above)
Their biggest mistake was recreating a live game instead of shutting it down to rebuild with those sweeping changes like they did with FFXIV. So there's lots of animosity from players who woke up one morning and finding out they're subscribed to a completely different game...not necessarily from the actual changes themselves.
If they told players that the game wasn't sustainable in its current form and they had to shutdown for sometime to rebuild it properly, then maybe it would've had a similar revival that FFXIV 2.0 got.
But will never know.
However, Yoshi's comment on the decline of mmorpg (i take to mean triple-A non-F2P games) has traction. Social games revenue have been on the rise and some traditional mmo companies like NCSoft is focusing on them also.
I'm sure mmorpg as we know it will still be around since they're still being developed in the years to come from like shadow of the avatar and star citizen so there will be representation but not sure how dominant (revenue) compared to other media when even the king (WoW) is showing a recurring downward trend.