SWG Pre-CU/CU vs NGE: 'worlders' vs 'gamers'

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gelfling
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SWG Pre-CU/CU vs NGE: 'worlders' vs 'gamers'

Unread post by gelfling » Thu Sep 07, 2006 12:39 am

I came across this thread in the GPD fora just now and whilst the thread in itself makes interesting reading, one post in particular struck me as being particularly provacative:
"The truth about Pre-CU" In it the OP condenses Pre-CU into a list (from his point of view)
Someone replied with something that I found insightful
Click to go directly to the post
TamtelSkreej writes:
You are a gamer. And the NGE favours gamers. Players that log in, go, do all the stuff that can be done by themselves. Question: Why do you need multiplayer enviroment to do so? Compare cyber-manhood when duelling someone?

The concept of player interdependancy is one favoured by WORLDERS. The devs try to get them out of the game. That's plain simple it.
Players that like class and level based evolvement of a character - fine, but that is GAME content. If you at college learn about a new concept (not new but something you have not heard/though of before) this does not make you more intelligent - you just acquired knowledge.This was represented with the new skill box you got in the game. I know it's both ways of simulations, in the end both systems don't have one shot kills among equal skilled players - what is wrong, as one single shot could kill.

I know all your arguments, I don't "hate" gamers or something. Just think about this: The software market offers a bunch of balanced, pure fun multiplayer enviroments for gamers. Virtual worlds - I think SWG was the last one. So, why do you think that any software on the market must meet YOUR idea of a good game? Something you should think about.

I feel he has hit the proverbial nail right on the head.
By his definition I am most certainly a "worlder" and I think the same applies to those of us who bought this game Pre-CU and stayed. We held on through the CU because there was still something to build. SWG NGE offers us the chance to get more loot and decorate our houses and cities. We can now own and get any item in the game: a jetpack, Mandalorian armour and become the Hero Of Tattooine without having to lift nary a finger.

SWG Pre-CU & CU gave a purpose to all professions. Every single player had their own skills to bring both to their template, their group, guild and to the galaxy. The CU brought a lot of cuts and changes to every profession and reduced the usefulness of many (the Doctor profession springs to mind where our poison and fire cures became redundant) whilst still providing us with the ability to make playable templates. Every profession still mattered and grouping together for combat and quests became something that made this game a lot more fun. Our choices contributed towards a better and more interesting gaming experience and we had the freedom to change according to need and desires. We could be responsive to our environment and our goals. We worked for what we had and when we changed our templates we worked for that as well. There was always something to achieve and quests were things we did because we wanted to. Pre-CU and CU SWG was tough, challenging and always enjoyable. We had an intuitive UI and could control the game in a simple and streamlined fashion. In short there are so many positives about this game before the NGE that I personally find it difficult to know where to stop.

The single biggest positive - and indeed the only one I can think of is that the MOB is still together and still able to generate our own brand of fun no matter what kind of game SWG is shaped into being. I suspect the MOB is made up of people who are primarily "worlders" and not "gamers" - does anyone agree or disagree?

I'm curious.. what does a gamer think of SWG NGE? Any "gamers" (as defined by the quoted poster) or anyone who knows one, here?

ATB,
me
"Let your love flow outward through the universe,
To its height, its depth, its broad extent,
A limitless love, without hatred or enmity."

- Sutta Nipata

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